#ue4-general

1 messages · Page 1174 of 1

clever marsh
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then click on heightmap file, and select your file

tranquil apex
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its fbx i cant import it..

quick heath
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why does paragon characters have this texture issue in clothing

clever marsh
clever marsh
tranquil apex
quick heath
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u might need png heightmaps

quick heath
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its same with other paragon characters too

tranquil apex
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how can i make my fbx to png heightmap?

clever marsh
quick heath
quick heath
quick heath
clever marsh
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try this'

quick heath
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theres no solution there

clever marsh
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yes there is

tranquil apex
# quick heath how did you get that fbx?
clever marsh
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that isnt a heightmap

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that is literally a physical map

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like a 3d asset

quick heath
clever marsh
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yeah

tranquil apex
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too bad, i can't make this to a heigtmap?

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convert or smt

clever marsh
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not how it works

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heightmap looks like this

quick heath
clever marsh
clever marsh
clever marsh
quick heath
clever marsh
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dang then yeah idk

tranquil apex
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sadly

quick heath
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thanks mate

timid umbra
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Why would the play button be greyed out and un-usable?

gaunt spoke
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I wanna know this too

balmy marsh
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Anyone use substance painter + blender to make UE assets? Got a question

real heath
heady dirge
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And tagged the wrong person sry boris

real heath
heady dirge
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😂

real heath
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ahh no probs

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you confused me hahaha

heady dirge
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.

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I wish they would add that in so you could make new tabs or editor plugins with just nodes but I also get why they wouldn't since it would add more nodes and much more complexity

drowsy snow
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Create a content only plugin and put your BPs in the plugin folder

real heath
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that's a pain even in c++, i think a fair bit of work is needed to get it to the level to make it easy to create those in BP

drowsy snow
heady dirge
lost fractal
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that looks like a spooky ghost image D:

agile heart
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Anyone know why my project is acting up? I loaded it fine before. Fast and easy. Now I loaded it back up and when I click on the level to load it up it says 100% forever. And takes up like 7 gbs of space and never loads

drowsy snow
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Just the plugin folder

But selling BP-only plugin is rather pointless IMO

earnest drift
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how do i create splash screen (intro screen) before my game starts in unreal engine 4.16.3

drowsy snow
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Because marketplace plugins have to contain C++ code. If it's just BP code then it falls under asset pack.

drowsy snow
earnest drift
drowsy snow
earnest drift
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ok 🤷‍♂️

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thanks tho @drowsy snow

obtuse kindle
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Hello, Does anyone know how to or have any good recommendation for camera tutorials that show how to make an in- game camera follow an object that isn't controlled directly by the player?

novel narwhal
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Does anyone know how to have an object orbit around another, then have that set orbit end when interacted with (Pushed, grabbed etc)?

novel narwhal
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Ive got a physics constraint so a sphere can orbit another sphere.

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problem is it keeps rotating and thats messing with the physics, making it speed up and whatnot

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if I lock the rotation it refuses to move at all now

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how do I fix it?

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If I only lock some of the rotations it still spins and causes issues

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if I lock the others it refuses to move at all

stone edge
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its so risky doing anything in ue4 lately for some reason... anything can crash or freeze the program

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i had to remove quixel bridge plugin and delete megascans library because i started getting black material bug at home now too, worked fine after reinstalling then my UE crashed, restarted, now all MS materials are black again

karmic jacinth
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What is this light and how do i dim it down?

stone edge
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increase the roughness on your ground material

wild breach
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The Unreal project I am on is using static mesh terrain.
Does the editor have an object-painting feature to quickly lay down detail objects on a static mesh, in the way you can paint landscape objects on regular terrain?

cosmic cove
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Just started a new ue4 fps project. And I'm pumped.

devout mason
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Is it possible to export video files with "Movie Render Queue"? Or only images

native badger
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Hi ! I'm quite new to unreal, sorry if that question is dumb.
i'm trying to make a simple "goalkeeper". When the player shoots a ball towards the goal, i want the goalkeeper to intercept the ball by changing his location and going in it's path. I'm kinda stuck on what directions i should take. Could anyone give me ideas ?
This is what i imagine :

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Thanks !

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Sorry if its not the right channel

tough stream
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I would get a reference to the ball, then using Find Look At Rotation of your keeper's location and your ball's location you could use the Z (yaw) from that to alter the location's X or Y (depending on what plane you're using) of the goalkeeper on tick or in a timeline.

native badger
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So like, lets say the rotation of the keeper is 30 to look at the ball, i'd move the keeper's location so that the rotation is 0 ?

tough stream
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yeah

native badger
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Yeah, that could definitely work. I'll try that rn. Thanks for the idea

tough stream
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good luck 👍

native badger
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thanks for the reply 👍

errant blade
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what in the world is going on

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i cant find a solution anywhere

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I get this when cooking

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ue4.27

earnest drift
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i dont have any problems with ue4

earnest drift
drowsy snow
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<@&213101288538374145> crosspost

buoyant graniteBOT
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:triangular_flag_on_post: FrustumVirtual#1613 received strike 1. As a result, they were muted for 10 minutes.

alpine sleet
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Can someone tell me how to fix my UE4? It starts flickering sometimes and menus disappear too when I click them, like for example if I right click something the menu appears and suddenly disappears

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Also my SteamVR opens automatically for no reason when I launch UE4

dire crescent
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Is there anyway to "copy to clipboard" in blueprints?

sand whale
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Hi

alpine sleet
oak patio
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See pins for flickering fix

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The steamvr thing is a bug and i dont remember the fix tnh

alpine sleet
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Damn

oak patio
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thats not reeealy ue4 related

earnest drift
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ok i am sorry

true ridge
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Is there any way to turn a static mesh into a blocking volume?

rain badger
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Has anyone here used clevercloud before?

tacit wagon
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Hi guys!
I have a problem... After building the game, my sequences with Time Dilation track go crazy! All sequences with it do not have time dilation. What am I doing wrong? Everything worked fine in the editor. Please help me 😦

sacred bough
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Did this actually work for u though? Didnt work for me. I only flicker in UE4, UE5 the issue seems fixed.

neon bough
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i never tested it, but i know that it works for some people

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i'm not in the group of affected users

sacred bough
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Ah ok

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Really annoying bug lol

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Happens randomly and often, cant use any kind of right click menu or normal menu haha so dumb

static meadow
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Hello my friends i tryed migrate my project from ue4 to ue5 fixed the plugin problem that wouldnt let project open and now it just crashes whenever i try to play in editor anybody might know how to fix it?

ashen delta
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@autumn flame & @real heath or anyone.. I had this issue just over a week ago after a Windows 11 update. UE4 2.27.2 just crashes trying to open up any and ALL of my projects. I was prompted to do the latest Windows update last night and so I backed up EVERYTHING. Anyway., this morning, after the nights update, I've tried to open up my projects and they are all crashing again! How is Windows 11 corrupting all my projects!! Last time it corrupted a single image that caused the project to crash but it also removed my NPCS, some not all, materials from some props.. the river system was also gone and so much more. Is anyone else reporting this issue with Windows 11 updates and is there anything I can do to stop these crashes.. I can't afford to spend another 10 days fixing all this missing and corrupt files after every Windows update. Clearly UE4.27 and Windows 11 are not compatible. Please advise.

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@modern root has anyone reported Windows 11 updates corrupting ALL Ue4.27 projects? This happened about 10 days ago with the last update. Had to update again last night and AGAIN I can't open up any of my projects, It just crashes. I spent the last 10 days fixing all the issues before.

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Please help

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Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000002000000001

UE4Editor_Engine!UTexture2D::GetAssetRegistryTags() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\Texture2D.cpp:401]
UE4Editor_CoreUObject!UObject::GetAssetRegistryTags() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1894]
UE4Editor_CoreUObject!FAssetData::FAssetData() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\AssetRegistry\AssetData.cpp:105]
UE4Editor_ContentBrowserAssetDataSource!UContentBrowserAssetDataSource::OnAssetLoaded() [D:\Build++UE4\Sync\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataSource.cpp:1556]
UE4Editor_ContentBrowserAssetDataSource!TBaseUObjectMethodDelegateInstance<0,UContentBrowserAssetDataSource,void __cdecl(UObject *),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:611]
UE4Editor_CoreUObject!EndLoad() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1788]

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UE4Editor_CoreUObject!<lambda_fc6dac93f63b3d981a3bc8e7f817eeef>::operator()() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1268]
UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1374]
UE4Editor_CoreUObject!LoadPackage() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1469]
UE4Editor_CoreUObject!ResolveName() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:791]
UE4Editor_CoreUObject!StaticLoadObjectInternal() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:853]
UE4Editor_CoreUObject!StaticLoadObject() [D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:928]
UE4Editor_ContentBrowserAssetDataSource!ContentBrowserAssetData::EditOrPreviewAssetFileItems() [D:\Build++UE4\Sync\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataCore.cpp:287]
UE4Editor_ContentBrowserAssetDataSource!ContentBrowserAssetData::EditOrPreviewItems() [D:\Build++UE4\Sync\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataCore.cpp:318]
UE4Editor_ContentBrowserAssetDataSource!UContentBrowserAssetDataSource::BulkEditItems() [D:\Build++UE4\Sync\Engine\Plugins\Editor\ContentBrowser\ContentBrowserAssetDataSource\Source\ContentBrowserAssetDataSource\Private\ContentBrowserAssetDataSource.cpp:1030]
UE4Editor_ContentBrowser!SContentBrowser::OnItemsActivated() [D:\Build++UE4\Sync\Engine\Source\Editor\ContentBrowser\Private\SContentBrowser.cpp:2281]

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UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArrayView<FContentBrowserItem const ,int>,enum EAssetTypeActivationMethod::Type),FDefaultDelegateUserPolicy>::Execute() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [D:\Build++UE4\Sync\Engine\Source\Editor\ContentBrowser\Private\SAssetView.cpp:3548]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0>),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307]
UE4Editor_ContentBrowser!TDelegate<void __cdecl(TSharedPtr<FAssetViewItem,0>),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:599]
UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\SListView.h:1074]
UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\STableRow.h:461]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_2b5148752c2a272000c47b69ff14a42e> >() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:378]
UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5297]

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UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5284]
UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5247]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2209]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2698]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1881]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:905]

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user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:125]
UE4Editor!FEngineLoop::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4850]
UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:178]
UE4Editor!GuardedMainWrapper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!LaunchWindowsStartup() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:273]
UE4Editor!WinMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:320]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

chilly geyser
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Is it not possible to have AI use AnimNotifies? I have a replicated animation system but it wont work for AI?

fierce tulip
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and if its this severe, better post it on the forums, so people working at epic have eyes on it as well.

real heath
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Also don't tag people cos they helped you out a few days ago. Either you aren't closing your project properly and it's not saving everything correctly or you have memory/RAM problems in your computer. It's not windows 11 corrupting those files.

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If you are backing up to an external HDD, make sure you eject it, don't just pull the USB cord

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better yet, use version control as myself and someone else said the other day

ashen delta
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My backups are crashing. none of them will open up.

chilly geyser
ashen delta
novel narwhal
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I cant get a specific actor to trigger an overlap/actor hit event thing

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Ive checked the 'generates overlap events' box

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and it still isnt doing it

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what could I be doing wrong?

novel narwhal
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okay now the actor destroys itself as soon as the game starts

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and not when its actually overlapping

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Im so incredibly stumped

ashen delta
# real heath Also don't tag people cos they helped you out a few days ago. Either you aren't ...

Hi Boris, I only reached out to you both as you did help me out with this issue where's I hadn't had any reply from anywhere else. I have 32GB of DDR5. I don't unplug my external HDD. I save and close my projects like I have always done. Its Windows 11. Its the only thing that links the same issue I'm getting this morning and on the 5th. On both those occasions I had done a windows update on closing windows for the day. I don't know how many projects you have on your launcher but I have loads going back to 4.24 and NONE of them can open. They are all crashing again on launch. I'm currently following the steps you both advised before. I can't be the only one reporting this issue..

novel narwhal
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Ok so now Ive just found out its not destroying itself

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its just vanishing because it feels like it I guess

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why is UE4 such a buggy piece of crap for me

drowsy snow
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Assuming that error happens just trying to launch the editor without any project

ashen delta
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Assertion failed: CookedMesh != 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysXSupport.cpp] [Line: 563]

ashen delta
drowsy snow
ashen delta
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UE5 opens up but I haven't moved any of my projects over to this yet.. just interesting to know it hasn't affected this..

ashen delta
# drowsy snow Try complete reinstall of the engine. That means getting rid of current engine i...

I've just finished reinstalling 4.27 and tried to launch it, here is the crash, any ideas?
Assertion failed: CookedMesh != 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/PhysicsEngine/PhysXSupport.cpp] [Line: 563]

UE4Editor_Core
UE4Editor_Core
UE4Editor_Engine
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UE4Editor_CoreUObject
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UE4Editor_ComponentVisualizers
UE4Editor_ComponentVisualizers
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kernel32
ntdll

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ah.. all my icons have gone.. looks like I'll have to download that again hmm

spice ruin
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Install the debug symbols.

ashen delta
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yep.. lost them when I uninstalled it. Sorry

spice ruin
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Are you opening a blank project?

ashen delta
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yes

spice ruin
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Weird that that'd cause a physx crash.

ashen delta
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trying to create a new project. Can't use UE4 after Windows 11 update

drowsy snow
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When was the last W11 update? Last month?

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I think I had restart-obligatory update for W11 last month, none of my Unreal Editor stuff break

ashen delta
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I did one last night when I shut my PC down. I also had an update earlier this month and the following day, just like today I couldn't open up any of my projects...

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I've reinstalled and its crashing... I'm just installing the symbols

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these two have messed things up... no idea how and why it would affect ue4?!

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Just to clear things up a bit. My project crashed on the first attempt to open. I tried again without doing anything and it opened. Went to open the project level and then it crashed again. Tried to open it again and it continued to crash and now it wont open UE4 at all. Only files I've changed was deleting the DerivedDataCache and this has created the last error message.

ashen delta
spice ruin
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Weird.

ashen delta
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this report was created by trying to create a new project. It just crashes after pressing launch.

spice ruin
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It's reading a cooked mesh. The mesh is null.

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So it failed to read.

drowsy snow
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Even after complete reinstall of the engine?

ashen delta
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I don't understand that. I tried to verify and that didn't work. I uninstalled and reinstalled UE4 and then installed the symbols.. other than deleting the DerivedDataCache I've done nothing else. It come up with the above error @drowsy snow

spice ruin
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When you created your project, what settings did you use?

ashen delta
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I can't create a project. Or open up existing ones.

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I'm wondering if it has anything to do with Windows 11 game mode...

drowsy snow
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Try rollback the W11 update I guess

ashen delta
# spice ruin When you created your project, what settings did you use?

I've noticed that the newly installed UE4.27 is creating a DerivedDataCache in drive D. I had moved it to there before as it was filling up my C drive. I didn't expect it to still be doing that. Thought it'd go back into app data folder and so on. I guess the uninstall hasn't uninstalled everything. It's kept the old setting.

solemn spade
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So I am trying to create a coin doubler. However it is doubling my total coins instead of the coins I collect. Could someone help please.

raw oak
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I mean you're using x2

drowsy snow
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Gah, I can't read anything from display photo

ashen delta
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Sorry to ask but I couldn't find a clear answer with a Google search. Is UE4 a .NET Framework 3.5 app?

drowsy snow
ashen delta
# drowsy snow It's rather .NET Framework 4.6 Don't worry, .NET version numbering can be confu...

thank you, was seeing what the known issues of the update had. It appears a second uninstall and total deletion of Unreal Engine with the launcher and UE5 and then reinstall has done the trick. Nothing to do with my projects. It appears Windows 11 updates upset something somewhere. I guess I'll be back here again after the next update but I'll make sure not to tag anyone in it. Thanks again for your help. take care

stable needle
astral heart
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how can i unloack my viewport not sure what i did to do this

fierce tulip
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or drag another menu/viewport, should also solve it.

sand whale
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Is there a way to turn off baked lighting? I’d like to add new items without having to wait for the lighting to bake again

quartz ore
sand whale
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Well whenever I add anything it bakes the lighting in and I don’t have a great pc so it takes a while I was just wondering if there’s like a dynamic lighting or something like unity has

quartz ore
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Dynamic lights will be more expensive and make the engine run slower, that's definitely not what you want haha

sand whale
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Yeah like if I put a cube in it pops up in the corner with a prompt saying something along the lines of baking lighting(40) and the texture is nonexistent until it is done

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Maybe it’s because I switched to the forward renderer? That’s the only major setting I’ve changed

quartz ore
sand whale
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Oh yeah

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It’s compiling shaders

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Is there a way for it to not take ages every time I try to put anything in my project or is my pc just hot garbage

quartz ore
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That's not due to lighting, it has to do with materials. Basically, the engine is taking time to ensure the materials are displayed correctly. So you might want to look into optimizing your materials. That said, you can get a nice performance boost with toolbar > settings > scalability settings > Low.

sand whale
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Oh okay I’ll try that

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Thanks!

potent belfry
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Guys, it might be dumb question, don't mind me but I literally don't know. Why is it impossible to move Volumetric Clouds along Z-axe? 😅

muted iron
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Anyone know of any online libraries of animated pngs/gifs that can be used in unreal? Im looking for a simple 2d animated steam to use in a kitchen scene. Thanks!

smoky hull
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How do you add public buttons?

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NVM got it

fallow jackal
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is 4.27 the last version of UE4 ever?

raw oak
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Yeah, I doubt epic would continue development of an older engine

dire sentinel
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https://cdn.discordapp.com/attachments/864511860651851806/976204343348961320/unknown.png
https://cdn.discordapp.com/attachments/864511860651851806/976204393370243113/unknown.png
https://cdn.discordapp.com/attachments/864511860651851806/976204727245230181/unknown.png
https://cdn.discordapp.com/attachments/864511860651851806/976204800037367929/unknown.png
anyone know why when I play the game plays from network player start instead where my character is? I was attempting to switch from third person to first person project by adding in first person template and deleting my third person character controller.
followed this tutorial.
https://www.youtube.com/watch?v=XEad8JFNetk

Unreal Engine Tutorial 12 - How to Add Third Person Character to Unreal Blank Project

======================================

Follow the link for next video:
Unreal Engine Tutorial 13 - What is a Level ? | How to Create, Open & Save a Level in Unreal Engine
https://youtu.be/n35x13_gXfg

Follow the link for previous video:
https://youtu.be/hdHeY...

▶ Play video
tight crystal
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is there a way to swap the third person character with a static mesh?and if so how

warm valve
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You will find a static mesh component in the component tab @tight crystal

tight crystal
warm valve
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Does anyone know how to get a proper pivot point when importing stuff in ue?

warm valve
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maya

tight crystal
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ooo idk if from blender click the mesh and do ctrl a with it selected and click all

warm valve
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When you import something in unreal engine

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it screws up the pivot point

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let it be any software

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. It will use the world origin (0,0,0) for it’s pivot

small pewter
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Is there a way to convert a game made in unreal to be playable into a webbrowser ? I want to publish it on itch.io and let it be playable directly on itch.io website

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Please ping me if any answer 🙂

spice ruin
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No.

ruby bridge
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Question: I have finished adjusting the light and shadow of a level, I copy this level, and then open this new level, its light and shadow are different. The performance is as follows: the backlight side is very dark, and the shadow is also very dark. What is the reason for this and how to solve it?

spice ruin
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Did you rebuild the lighting?

ruby bridge
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yes but still like this

chilly geyser
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Hey weird question but can AI use Anim Notifies to for example set a Boolean variable in the owning Actor (AI character)? I can’t seem to make it work for AI, but it works and replicates for players.

forest light
#

hello, is it possible to add different collision response to different parts of static mesh (foliage) by material or something? like leaves should overlap traces so ai can have blocked view partially but trunk should have block, same shooting should be blocked on trunk but overlapped on leaves

sand whale
#

hi, I'm extremely new to unreal and I've imported a model I made in blender into my project, and I'm assuming it created a collider for it, but when I try to place my character on the model, the character slides off of it diagonally like that's how the collider was generated. I have a couple predictions as to why this is happening but I was just wondering how I can edit the collider if there's an easy way to do that?

empty umbra
#

hum, I don't know if it's that, honestly I'm new to UE too, but you can adjust your mesh axis X, Y and Z

cyan yacht
#

Random question, is there any way to make a web build with 4.27? Everything I'm seeing is that it ended with 4.24. Is this true or is there a way around that? I appreciate all the help

oak patio
#

Where XX is the number of the collision

#

And replace the brackets with the name of ur mesh

sand whale
#

Wait you can make colliders in blender?

#

I didn’t know that I’ll try it thanks!

gloomy gull
#

Would anyone say that Jetbrains Rider is worth it?

#

I've been using Visual Assist for a while but those loading times are insane

real heath
#

I just migrated to rider this month. I tried it Early in the early access program and was unimpressed. Tried it again last month, and fell in love. Ditched vax within a day

gloomy gull
#

Ooh I used it in early access and I was also pretty unimpressed. Thank you for your input!

real heath
#

Yeah I didn't get the fuss during early access

#

It now checks references in blueprints, auto manages core redirects

#

Its intellisense is good and fast

#

It's much better

gloomy gull
#

Oh dang that sounds great

#

Yeah back in the beginning stages it was pretty slow and hard to navigate

real heath
#

At it's worst, it's no slower than vax and vs. but most of the time it's much faster

gloomy gull
#

👍

#

VaX always used up 100% of my CPU for hours at a time

#

For each project I opened

real heath
#

It's a little over the top with recommending changes for const correctness, but it mostly gets it right

gloomy gull
#

Oh yeah I also remember it kept saying I had errors that I didn't haha

real heath
#

Yeah naa indexing is done in what feels like 2 minutes, but I haven't timed it

#

If it's still indexing after then, it's not in the way anyway

gloomy gull
#

Awesome! Thank you 🙂

glad knot
#

hey is there a chat for help with the engine?

real heath
#

At which point just copy your message there and delete the original

glad knot
#

otay! So quick thing here, I created a pawn and enabled input on it, but it's still not receiving any input. any advice?

#

this is what I did to enable input

#

block input is also turned off in the details menu

real heath
#

Is it being possessed by the player controller?

glad knot
#

not sure how to tell

real heath
#

Possess is either a function on the pawn or controller, can't remember, but either way you call it and pass the other object

#

The controller needs to possess the pawn you intend to control

glad knot
#

mhmm

real heath
#

You can either do it through blueprints or auto possess property on the pawn in the world browser details

gloomy gull
#

@glad knot You can set that up in your GameMode

glad knot
#

So this was done in the first person character controller template. the key inputs are mainly for debugging the animations, is there a better way to achieve what I am trying to do?

#

Happy Wednesday by the way! :)

gloomy gull
glad knot
#

for sure. I tried turning on auto possess player, but that moves my camera directly into the pawn. I still want to control the first person character, but when I hit a key, the pawn I'm working on should do something

#

does that clear it up? sorry I'm bad at explaining

gloomy gull
#

Ah yes, I've had this issue before

#

The camera is detaching from the character

glad knot
#

yep!

gloomy gull
#

Is your character being spawned from a player start or is it just dragged in?

#

Try playing the game and clicking F8, then navigate to the character and go the camera and reattach the coordinates

#

That's a temporary solution

glad knot
#

I spawn there 🤷

gloomy gull
#

I'm pretty sure spawning the player from a playerstart is the way to go tho

#

Yeah try using the PlayerStart

glad knot
#

oh! okay

gloomy gull
#

and set the character in the GameMode (it should be set already if ur using the template)

glad knot
#

so I added a player start and my camera still goes inside the pawn

#

ill look at the gamemode

gloomy gull
#

Did you delete the FirstPersonCharacter?

#

If you didn't it'll keep auto possessing it

glad knot
#

I didn't my bad

gloomy gull
#

Everyone makes mistakes! That's how you learn

glad knot
#

no dice though! :O

#

I deleted the firstpersoncharacter and the camera continues to go into the pawn

gloomy gull
#

Oh man!

#

Try doing the f8 dark magic

glad knot
#

wat is dat

gloomy gull
#

Yup

candid lion
#

Hi. I've read that ActorComponent comes with a pretty heavy overhead so I used to stay away from it.
For a multiplayer game I'd like some actors (possibly up to a hundred rendered) to be Interactable or/and Destructible. Some edge cases may prevent me from going for two interfaces, so I'm considering adding these as two components. Would only be <5 methods / properties.
How "bad" are actor components compared to interface? Like cpu/ram/network wise?

real heath
#

that depends. but interfaces and components don't really solve the same problems

#

interface guarantees an API available on a class. Component will add functionality or behaviour

#

an interface doesn't provide any functionality itself

#

When you say actor component, do you mean a child actor, or component added to an actor?

#

i feel you may have heard info about child actor components and have extrapolated that to mean all components

candid lion
#

Really interesting answer! Indeed there's a good chance I've misunderstood some of it.
I actually need the most basic component I can attach to an actor since I only need to have a few properties and methods. No mesh, nothing fancy. My objects are created based on an items datatable so components d be great (I think) since I can attach it to a spawned object depending on item properties. I'm just worried it could impact performance negatively

real heath
#

Actor components are lighter than scene components. Everything has some overhead ofcourse, but that doesn't mean it's significant. If it's not ticking and not affecting object bounds I doubt it would have any measurable impact even on 100 actors

candid lion
#

Thank you, let's work on implementation and profiling then 🙂

dense axle
#

I have an issue in unreal I was hoping someone could help me with

#

I have created a plexus effect in niagara and it looks fine in the default view, but when I go into cinematic mode the effect gets distorted

#

default view

#

cinematic view

#

I imagine the issue is due to the particles going back and forth at a very fast speed, but I don't know how to disable this cinematic effect

drowsy snow
#

I recall there's an option to disable motion blur on per particle basis, though I might misremember it

dense axle
#

I will see if I can find that

#

it was very simple

dense axle
#

😽

#

I needed to check the motion blur, and set it to zero

#

I could make a post prossesing volume to have it only effect the plexus effects

manic urchin
#

evening guys, i would like to ask, wich one is better step? make a main menu first or character selection first?

drowsy snow
drowsy snow
manic urchin
drowsy snow
echo star
#

can anybody help me please? I've got no option to Launch game when right clicking Uprojects, I'm trying to use the UnrealVersionSelector to verify the install folder but it's saying the folder has no engine installation?
I'm having really odd issues with my build that no-one else is having with the build also

manic urchin
drowsy snow
drowsy snow
echo star
manic urchin
devout mason
#

Does anybody have a fix for Depth of Field and Glass Material in Unreal Engine 4? It doesn't seem to work at all...

drowsy snow
devout mason
#

Also "Output Velocity" does seem to make it a bit better, but it's still kinda broken

#

Could it be that the "Automotive Materials" are setup kinda shit?

ashen delta
devout mason
real heath
#

William faucher did a video on something with foliage having poor dof

#

Something to do with upsampling

devout mason
real heath
#

Ahh. I haven't watched it recently, thought it was around translucent materials and foliage. Sorry then no other suggestion

devout mason
strong stump
#

Hi sorry to interrupt - can someone pleeease help me. I've been trying to put a an opacity gradient on a sphere but I'm completely new to unreal and can't get it to work. Here's a pick of what I mean in cinema 4d. Radial gradient has got me the closest but it's still a weird shaped gradient

drowsy snow
strong stump
#

yeah, that fades into transparent

#

I have some assets I made in c4d that are spherical but I only want the top visible in my final outcome

drowsy snow
strong stump
#

I don't think so

#

I just tried it and it looks like its working, thank you SO MUCH

#

0.5

#

lol wrong screen ignore that

midnight estuary
#

Does anybody have a decent 3-point VR full body IK system? It's for free roaming VR, so no locomotion tricks

drowsy snow
#

Otherwise you could setup some Control Rig to have your own three point full body IK

midnight estuary
midnight estuary
drowsy snow
#

Yes, in UE5 the full body IK node is functional, but the full body IK node in 4.27 is crap (i think it's the same as the one present in 4.26)

autumn latch
#

dust, water, etc. for rutting and wheel. do you know of any particles

fierce tulip
#

^

worthy plaza
#

Hello, anyone know a tutorial/course (free) for FPS replicated? tried to google it but either is TPS or dead series

drowsy snow
quaint halo
#

Looking for game testers for Our upcoming Open World Third Person Action RPG, please message me outside of this chat

narrow badger
#

Not sure if this is the right channel but how do i fix this problem. Whenever i start my game editor/packaged i need to click always once to get my mouse in there

hollow cairn
#

I am trying to put a packaged game on github but it's too big, what do I do?

#

I am trying to use git lfs but it still says its more than 100mb so i can't?

flint dagger
#

Why would you want a packaged game on GitHub?

#

GitHub is for code. Put it on Google Drive, Dropbox or host it.

flint dagger
#

Can we get a rule about DMing? XD

#

Weekly posts from Slackers roll over into my DMs without anyone asking. It's super weird and intrusive.

little rock
flint dagger
#

Thank you.

little rock
foggy shuttle
#

hello, does anyone knows if BC7 is rendered slower ? I prefer to have a BC7 texture that is 1k/1k compared to a BC1 2k/2k . I get better results in some cases and it's half the size (1.33 mb vs 2.66 for BC1). But I'm not sure if it's actually rendered slower because of decompression.

vocal sorrel
#

Does anyone know of a good print string to text file marketplace plugin? Basically trying to have only my print strings outputted to a nice readable document

fierce tulip
plush yew
#

I have a crazy idea for a game

#

idk how to share it

#

might need a team or something to make it

oak patio
#

share it by describing your idea

#

if you need a team then try to gather one

drowsy snow
plush yew
#

ok let me describe you with 2 phrases

#

actually ima dm you

drowsy snow
plush yew
#

naa

drowsy snow
#

Sounds like Lost

plush yew
#

lol

drowsy snow
#

Hah, deleted the message

plush yew
#

yes it sounds like Lost , but this will obviously be a different story

#

and feel

drowsy snow
#

It's not completely original so I don't think you need to NDA that high level of idea

Also Far Cry

#

Fine, I respect your NDA then

plush yew
#

😂

thin tendon
#

In the world outliner window. Stuff is always opened like this by default. Or when I select an actor it will open them. How do I make it so that they are closed by default instead of open? Its really annoying constantly scrolling through sooo much content to find stuff.

lethal root
#

Hi, could anyone give me a hand here? when i save a cache pose here it doesn't seem to work, like it didn't exist, it only work when i connect it directly to the outpot pose, wich isn't the point :c

tribal turret
#

I'm trying to make my on screen enemy health bar widgets (set to screen space) occluded by the world environment so you can NOT see the floating widgets behind walls/objects if they are hidden from view. Quick tips?

surreal eagle
#

is it possible to have a mesh use multiple physics assets as set by blueprints

wild hawk
#

Hi, i have a dump question but cant find the answer. Is it possible to get custom depth stencil buffer from sceen capture cube.😭

radiant river
spark lion
#

I've a problem with 4.26. There's a level that has sky atmosphere that goes black any time something is on the camera way, even small things like haracter head or a tree branch. I dont have that issue on any other levels in the game and cant figgure out why this happening

#

same effect happens if i tunr sky atmosphere invisible, so it's culling i suppose

#

anyone had such a problem?

fresh pulsar
#

In severe need of help

#

Idk how to make something go in the same speed but in any direction with the projectile component because all I can find is setting velocity

#

And idk how to math an angle vector into the velocity to get it to move at a certain angle

spark lion
#

get vector lengh and multiply by direction?

#

vector length * normalized vector should work

fresh pulsar
#

Oh it turns out I have rotations as a float @spark lion

#

Although it's rotating in 3d space for some reason regardless of how I set it up

#

Which is not good

drowsy snow
drowsy snow
devout mason
#

What was the command line thingy for RTXGI and reflection roughness?

proven mauve
#

Hello, I think there is not any support channel for this topic, so I will ask here:

#

Does anyone know whether Plugins can easily be localized using the Localization Dashboard?

#

Like I would wish that all of my localization files are located and managed within the plugin. So target should be defined in the ini of the plugin, and the contents of the localization gather should also be placed in the plugin.

#

I know it works if you copy/paste the loc files out of your uproject into the plugin, but that's seriously inconvenient.

thin tendon
#

@tribal turret You could use a recently rendered node on your actor to set the visibility of the widget using a binding.

drowsy snow
#

Or a non-replicated per player camera box trace to call the events of showing/hiding the widget

devout mason
#

Hm, maybe a better question: How do I get the jitter / grain out of Ray Tracing Reflections?

night oar
#

Guys need some help Well the issue is that the GetWorld()->GetTimerManager() is Returning an exception where as GetWorldTimerManager() undefined i can find a way to add a delay timer can anyone help

bleak spade
#

Is there a way to view the polycount of a metahuman? (different LODs)

idle needle
#

Hey there! I'm having an issue with Unreal Insights. At the moment I got no response 😦 Any idea? https://forums.unrealengine.com/t/unreal-insights-not-displaying-any-track/558647

spark lion
noble ember
#

can you make a lerp node "adjustable" in the instance?

fresh pulsar
#

although for some reason regardless of which ones I connect and which I don't it still doesn't rotate properly

plush yew
#

Hi! Does anyone know why my geometry looks stripy and weird like this? How can I get rid of it? Thanks!

noble ember
#

maybe check model smooth or UV's?

spice ruin
#

It does have a sort of cool balsa wood effect from a distance, though

noble ember
#

perfect for whittling! 😆

plush yew
#

Thanks! How do I check model smooth?:))))

noble ember
#

sorry not sure how to do that in unreal...if possible take fbx into modeling program and smooth from there/resave fbx/reimport

tribal turret
normal breach
#

hey y'all, I got this weird error message popping up when I try to build navmeshes via commandlet:

   Error: === Critical error: ===

   Error:

   Error: Assertion failed: (!ModuleInfo->bWasUnloadedAtShutdown) [File:D:/projects/epic/4.25_OculusVR_deploy/Engine/Source/Runtime/Core/Private/Modules/ModuleManager.cpp] [Line: 416]

   Error: Attempted to load module 'HTTP' that was already unloaded at shutdown.  FModuleManager::LoadModule() was called to load a module that was previously loaded, and was unloaded at shutdown time.  If this assert goes off, your trying to load a module during the shutdown phase that was already cleaned up.  The easiest way to fix this is to change your code to query for an already-loaded module instead of trying to load it directly.

   Error:

   Error:

   Error:  0x00007ffd0aa54fd9 KERNELBASE.dll!UnknownFunction 

   Error:  0x00007ffcb71dd0b6 UE4Editor-Core.dll!ReportAssert() [D:\projects\epic\4.25_OculusVR_deploy\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformCrashContext.cpp:1644]

   Error:  0x00007ffcb71e1138 UE4Editor-Core.dll!FWindowsErrorOutputDevice::Serialize() [D:\projects\epic\4.25_OculusVR_deploy\Engine\Source\Runtime\Core\Private\Windows\WindowsErrorOutputDevice.cpp:78]

   Error:  0x00007ffcb6f0180d UE4Editor-Core.dll!FOutputDevice::LogfImpl() [D:\projects\epic\4.25_OculusVR_deploy\Engine\Source\Runtime\Core\Private\Misc\OutputDevice.cpp:61]

   Error:  0x00007ffcb6e55dd5 UE4Editor-Core.dll!AssertFailedImplV() [D:\projects\epic\4.25_OculusVR_deploy\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104]```
#

   Error:  0x00007ffcb7510c39 UE4Editor-Core.dll!DispatchCheckVerify<void,<lambda_08b4ad1f13adb916940565d64cbba9e8> >() [D:\projects\epic\4.25_OculusVR_deploy\Engine\Source\Runtime\Core\Public\Misc\AssertionMacros.h:164]

   Error:  0x00007ffcb6f603f8 UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason() [D:\projects\epic\4.25_OculusVR_deploy\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:416]

   Error:  0x00007ffcb6f5fc79 UE4Editor-Core.dll!FModuleManager::LoadModuleChecked() [D:\projects\epic\4.25_OculusVR_deploy\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:359]

   Error:  0x00007ffc98dd506c UE4Editor-HTTP.dll!FHttpModule::Get() [D:\projects\epic\4.25_OculusVR_deploy\Engine\Source\Runtime\Online\HTTP\Private\HttpModule.cpp:208]

   Error:  0x00007ffc98dcc71d UE4Editor-HTTP.dll!FCurlHttpRequest::CancelRequest() [D:\projects\epic\4.25_OculusVR_deploy\Engine\Source\Runtime\Online\HTTP\Private\Curl\CurlHttp.cpp:1095]

   Error:  0x00007ffc93a3bfd9 UE4Editor-SNDBSController.dll!FSNDBSAPIManager::ResetServerData() 

   Error:  0x00007ffc93a4cd85 UE4Editor-SNDBSController.dll!FSNDBSAPIManager::StopServer() 

   Error:  0x00007ffc93a4c0c3 UE4Editor-SNDBSController.dll!FSNDBSControllerModule::ShutdownModule() 

   Error:  0x00007ffcb6f78c25 UE4Editor-Core.dll!FModuleManager::UnloadModulesAtShutdown() [D:\projects\epic\4.25_OculusVR_deploy\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:731]

   Error:  0x00007ff713d50546 UE4Editor.exe!FEngineLoop::Exit() [D:\projects\epic\4.25_OculusVR_deploy\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4299]```
#
   Error:  0x00007ff713d51093 UE4Editor.exe!GuardedMain() [D:\projects\epic\4.25_OculusVR_deploy\Engine\Source\Runtime\Launch\Private\Launch.cpp:192]

   Error:  0x00007ff713d510ea UE4Editor.exe!GuardedMainWrapper() [D:\projects\epic\4.25_OculusVR_deploy\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]

   Error:  0x00007ff713d5410d UE4Editor.exe!LaunchWindowsStartup() [D:\projects\epic\4.25_OculusVR_deploy\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:273]

   Error:  0x00007ff713d654b4 UE4Editor.exe!WinMain() [D:\projects\epic\4.25_OculusVR_deploy\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:320]

   Error:  0x00007ff713d68046 UE4Editor.exe!__scrt_common_main_seh() [d:\a01\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]

   Error:  0x00007ffd0c4f7034 KERNEL32.DLL!UnknownFunction 

   Error:  0x00007ffd0d202651 ntdll.dll!UnknownFunction ```
It only happens on my build-monkey, not on my own pc, does anyone know what it could be?
#

I also get this warning right before

#
  [2022.05.19-15.09.58:391][  0]LogHttp: Display: Http module shutting down, but needs to wait on 3 outstanding Http requests:
17:09:58
  [2022.05.19-15.09.58:391][  0]LogHttp: Display:   verb=[POST] url=[http://localhost:54152/projects/0/jobs] refs=[1] status=Processing
17:09:58
  [2022.05.19-15.09.58:391][  0]LogHttp: Display:   verb=[GET] url=[http://localhost:54152/projects/0/events/0..] refs=[1] status=Processing
17:09:58
  [2022.05.19-15.09.58:391][  0]LogHttp: Display:   verb=[GET] url=[http://localhost:54159/projects/0/events/0..] refs=[2] status=Processing
spice ruin
#

I'd say that whatever those 3 requests are, you need to stop that happening.

normal breach
spice ruin
#

Good question indeed.

#

Google it!

normal breach
#

:V

spice ruin
#

Looks at channel and facepalms

normal breach
#

mate, I still do appreciate the effort! at least you are taking care to answer. Thank you for that. 🙂

spice ruin
#

Np

#

I was referring to what I wrote, not you, there, btw 🙂

normal breach
#

yeah, I guessed

#

wtf

#

I opened the editor on the monkey, tried a manual run, closed it, reverted everything, then launched the build procedure again... and no error

cloud pagoda
#

Hello, is anyone good with RVTs and could please help me fix an issue I really don't understand how to fix? I have a landscape and painted on it using the landscape brush and the RVT material. I have RVT color and height assigned to the landscape but only height works. The paint doesn't reflect on RVTs (it stays a black square) so RVT colors don't work and apply to other meshes. Any help would be appreciated if anyone's familiar with virtual textures

plush yew
#

https://files.catbox.moe/14ngsf.mp4 whats going on with my normal maps, they arent flipped and it seems fine with one directional light but they start to look weird with more than two lights, is this a game engine limitation or something im not aware of. the problem is most noticeable just before the wrist and on the clothes

plush yew
#

how can the order of blueprints execution be changed?

cyan cargo
#

How can you check when a sequence has finished playing? I have tried binding an event to OnStop and OnFinish but no luck?

#

I don't use bound events often but does it need to be on tick or just called once to bind?

merry plaza
#

Is anyone aware of any fix for objects lagging/freezing with high velocity?
with CCD on ofc because without that it'll just clip through everything, I'm forced to use it.
on the other hand, it looks really ugly 😬

woeful haven
#

guys I'm trying to build a app for my garage, i can't find a way to save clients credentials like car make ect for further use down the road. how do i go about saving the credentials, and find them later when i need them?

limpid forge
#

Can I talk here to help me with a problem I have?

raw oak
#

What's the problem?

#

Might be a better channel for it depending on the issue

limpid forge
#

Might be a better channel for it depending on the issue

#

When exporting my game I get an error, which is the following

#

I deleted that folder and it doesn't fix it.

raw oak
#

Package issues are normally hard to pin point the problem. I wish I could be more help with that.

limpid forge
#

do not worry thanks

fierce tulip
cloud pagoda
#

I can't figure out what I'm doing wrong

fallow jackal
#

do unused assets from the content browser but not added into any level use hard disk space when game is published?

raw oak
cloud pagoda
#

Unless I have to enable that for every map?

#

Rvts were working on a map and i duplicated it

raw oak
#

No. Would you mind showing me screenshots of your landscape rvt section and the volumes themselves real quick?

cloud pagoda
#

Sure. Want me to DM you or send here?

raw oak
#

You can send them here

cloud pagoda
#

Alright let me open UE real quick

#

So what exactly do you want me to screenshot?

#

Sorry I'm relatively new to rvts. What are the volumes

raw oak
#

The rvt section of the landscape where you assign the textures and the same for the rvt volumes

cloud pagoda
#

And when you say landscape RVT you just wanna see the viewport?

#

Oh so like the paint menu?

raw oak
#

No I mean the details section of the landscape

cloud pagoda
#

Where the rvts are assigned?

raw oak
#

Yes

cloud pagoda
#

Gotcha

raw oak
#

And the virtual texture volumes you'll need two one for height and one for the other one and you'll need to set them to scale to the landscape and assign the textures there as well

plush yew
#

I have not enough information to continue my UE4 project and not enough information to continue my C++ command line program 😦

cloud pagoda
oak patio
oak patio
#

The information will be there

raw oak
# cloud pagoda

Sweet okay can you show me the virtual texture volumes as well?

cloud pagoda
#

So their area of effect in the viewport?

raw oak
#

No, the details section of the volumes as well.

cloud pagoda
woeful haven
#

guys can't find info on building apps [not games] with unreal, some told me its possible, but it seems that no one have the info out there, is it really possible?

raw oak
cloud pagoda
#

Yep, but I don't have any height data on my landscape

#

When I do paint some height this one does work though

#

Only color doesn't

#

I can show you height too if you want

raw oak
#

No from what it looks like I believed you'd se that one up correctly as well...

#

That's odd. Are you certain the volumes are aligning with the landscape? If you said it works in another level, then the material is set up fine. I'm not too sure what else needs changed. I havent done rvts in a while.

cloud pagoda
#

Would I be able to screenshare somehow? They are aligned but I had to manually move them because when I set bounds it didn't snap to the entire landscape

#

Basically what happened was that

#

I set everything up on a map and it worked but then I thought the landscape and everything else was way too small for the scene I'm doing so I duplicated the map and deleted the landscape then created a bigger one and applied everything back to the new landscape

raw oak
#

I'm not too sure. My best bet from here would be trying to reset the position and scale of the landscape and volumes. Then re snapping the volumes back to the landscape using set bounds and trying again. I can't think of much else to try here. Everything seems correct.

cloud pagoda
#

Is it normal that their pivot isn't centered

#

The volumes

raw oak
#

I believe so. Like I said it's been awhile, but I remember having issues with them as well

#

As long ad the x, z, and y is covering the landscape, it should be working

cloud pagoda
#

And does their height matter

raw oak
#

The height should cover the landscape. So make sure it's a little bit bigger

cloud pagoda
#

Wth it just worked now because I unchecked snap to landscape

#

Idk how that makes any sense but thanks for all your help and taking the time haha

raw oak
#

Lmao np that's odd

cloud pagoda
#

As long as it works I guess, I swear some things cannot be explained lmao

raw oak
#

I normally don't select that, but it doesn't make sense why it wouldnt work

astral walrus
#

does uninstalling unreal engine delete projects? I just want to install unreal engine again to my ssd

astral walrus
main berry
#

New unreal engine user here. Is it possible to add one map to another?

plush yew
main berry
#

@plush yew Thank you. That worked beautifully.

drowsy snow
plush yew
#

Hi does any body know how to make multiple Patches that are based on the previews version. So for example 1.0.0 is the base version and 1.0.1 is the first patch and than 1.0.2 based on 1.0.1 as the second patch?

austere forum
#

what does all this mean?

plush yew
#

URGENT HELP
we are having issues doing the build of our game
Its only building the lighting !!!!!!!!!!!!!
URGENT HELP

thin tendon
#

@austere forum A user interface canvas item caused the error. Need to check your user interfaces and widgets.

austere forum
#

thanks!

granite lion
#

A bug dating back to 2014

spice ruin
#

I mean, the workaround is surely to normalise your rotation.

granite lion
#

How do you do that? Can you show me please? 🙂

spice ruin
#

MyNewRotation = GetRotation() + MyRotationDelta;

#

Check each axis for being < 180 or > 180

#

SetRotation(MyNewRotation);

#

Pitch is probably limited some other way if it's limiting to +/- 67

#

Probably to stop gimbal locks

#

And by check, I mean, if rotation < 180, add 360 to it.

#

And minus 360 if it's over 180.

split valley
#

I enabled "Use Complex Collision as Simple" on my Pawn and now none of its colliders are getting Overlap events. How do I fix it?

granite lion
spice ruin
#

I mean that isn't checking the rotation at all, so it's skipping that step, but sure.

limpid forge
#

Hello, does anyone know why it does not appear to select the sky? It is that I want to eliminate the one that comes by default to add another

#

I mean it doesn't show up Sky Sphere

limpid forge
#

😦

thin tendon
#

even if it doesn't appear in your outliner. You should be able to click on it in the viewport. To remove it and then just drag a new one in

woeful wadi
#

hey i have a quick question

#

I'm working on a networked game and I'm trying to get crouching to work, but when i hit my crouch key the other player crouches instead of me

#

I'm very new to UE4 and Replication so I'm not really sure where I went wrong

plush yew
woeful wadi
#

this is with no checks

#

top is in an animation blueprint and bottom is the player blueprint

plush yew
#

Hmmm I don't know enough about unreal to say what's going on but I can say that this sounds like a network issue if they the same blueprints on both

#

Have you thought about how this is going to work over the network at all?? I'm just curious. Networking is a kind of another ball game. You going to think about how things are going to appear on the other clients and how they're going to be controlled and all that stuff

#

I'm currently doing some stuff with unity in multiplayer

woeful wadi
#

yeah i do networking in godot

#

replication is just different

modest trench
#

It's not the current player character of this particular call

#

So player character 0 is not what you want here

plush yew
#

how can i parent physics objects

tribal turret
#

looking for some help. I have an actorBP with 2 collisions (2 components) on it. A small Box collision that triggers an event (BLUE) and a larger Sphere collision that toggles the actorBP visibility when the player is close enough and hides the ActorBP when the player leaves the sphere. I'm using many instances of the actorBP, so I have the visibility toggle toggle set up on the actorBP and the Event trigger on the Level Blueprint. But I want to trigger the event from the level blueprint only when the player crosses the box(BLUE) collision. Currently, the event and visibility toggle are happending at the same time because the Level blueprint is set of OnActorBeginOverlap, which doesn't specifically call for the small BOX overlap. Tips on calling the component overlap from the ActorBP in the level BP?

dry marlin
eternal orchid
#

any idea how to upgrade UE4.25 PAK to UE4.27 PAK. Because when we tried to open the old PAK in newer version of app, it doesn't respond properly

real heath
#

But my guess is at that point cooked uassets will cause more problems than the pakfile itself

#

But, give it a try, see how you go

versed lion
#

How can I fix the rotation of the mesh? it doesn't rotate according to the editor live preview. It only moves around X|Y|Z and scales by X|Y|Z but isn't rotating along the axis, any advice?

woeful wadi
fresh pulsar
#

Okay so I'm back again for help with making projectiles rotate properly in 2d

fresh pulsar
#

hello? lul

drowsy snow
drowsy snow
timber scroll
#

HTF do i change the maximum zoom level on orthographic views?

#

super frustrating 😦

summer marsh
#

Hi everyone! I am new to this channel. can anyone please guide me is this is the right place to post my problems regarding game development in unreal?

drowsy snow
unborn hound
#

hey, how are you?
I'm having a problem where the stationary lights are performing really badly, even worse than the same lights but movables, in both, editor and build
Has this happened to anyone? In theory, moving lights are the least performant.

quartz ore
unborn hound
quartz ore
unborn hound
quartz ore
merry plaza
#

Is anyone aware of any fix for objects lagging/freezing with high velocity?
with CCD on ofc because without that it'll just clip through everything, I'm forced to use it.
on the other hand, it looks really ugly 🥲

#

This was an issue in Fortnite too, epic fixed it

#

but it is still in an issue in all of my ue projects

merry plaza
#

Hmm?

merry plaza
#

PhysX

drowsy snow
# merry plaza PhysX

I'm sure Epic fixed it with Chaos, but that's only getting more usable in UE5...

merry plaza
#

Oh alright, guess I can't do anything for now

#

Sometimes the freezing is horrible with ccd, I wonder if it has something to do with my my cpu.

timid umbra
#

spooky amogus

merry plaza
fierce tulip
#

@untold plank please read the #rules :)

untold plank
#

sorry lmfao

lucid egret
#

I watched a tutorial where this guy had these options in the material instance editor view. However when I open it there isn't anything like that

#

this is my view:

#

Both screenshots are from UE 4.21 by the way

versed lion
#

@lucid egret can you send the tutorial?

#

By the way it looks you need to promote your stuff into parameters

lucid egret
#

It's for modding a game, so it might be confusing without any context

versed lion
#

umm you wanna go to the nodes

#

right click and press convert to parameters

#

after you did at every node, click apply

#

go to the material instance

#

and it should update

modest trench
#

I need to directly edit a BP without loading the editor. Possible or what?

#

I swore you could edit their files directly somehow

lucid egret
versed lion
#

the files are .uasset don't think you can edit them without ue4 or maybe you can using c++ but i don't know anything about that related

versed lion
eternal orchid
oak patio
gray matrix
#

in UE4 is there a way to bake only AO? I am using the GPU lightmass but need the precomputed AO which it does not support

sharp brook
#

Hello everyone can someone guide me to a channel where i can ask some questions about game optimization?

fierce tulip
#

since all channels are question-based ones, pick the one related to the thing you want to optimize/tried optimizing

sharp brook
#

hmm im trying to optimize movement of multiple actors (a lot of actors)

drowsy snow
gray matrix
#

but gpu lightmass doesnt support it

cloud pagoda
#

Hello, I had a quick question about packaging. When I package my project, the game has a lot of low res textures for assets that are far away from the playable character. It is a 2D stage so not everything is at the same spot but its split into layers in the world. Is there a setting to still render those out at regular resolution? Like increase the render distance

drowsy snow
cloud pagoda
fierce tulip
#

you can also set the mip-bias of a texture yourself.

#

this setup is for when you get further away/closer to the object, else you can forego the lerp and use a static value. all depends on needs

#

but yea, if you are never getting close, disabling mipmapping also works.
(in the texture settings window, just double click on a texture in the content browser)

cloud pagoda
#

Yeah I never get close. It's 2D so that layer is closer to the camera than the playable layer

fierce tulip
#

in that case you could decide to disable mipmaps

cloud pagoda
#

I have 1 material that has a lot of instances. Can I just disable it on the material itself?

#

And it'll disable for all the instances

fierce tulip
#

you could, but 1. make sure you profile to find out of it actually helps performance, and 2. it will still load the mipmaps, resulting in using more memory

desert swan
#

Does anyone know how to make a C++ function accesible in the Anim Graph too? I've got "UFUNCTION(BlueprintCallable)" on it and it works in the Anim BP in the Event Graph but is there a way to make it visible to call in the Anim Graph too?

cloud pagoda
#

I shall never find out. Great Mystery

drowsy snow
desert swan
#

oh i'm sorry, i thought that it was better suited there 😅

#

didn't know that channel exists and i found out seconds after posting it here too

drowsy snow
#

<rant>
I have been confused many times over people crossposting and answering to crossposted questions
</rant>

fierce tulip
cloud pagoda
#

And all 4 maps or just basecolor

fierce tulip
#

select the texture files you want to disable mips from (yes, not only the albedo) and rightclick > asset actions > batch edit. in this menu you can set a variety of settings for all the selected assets at once.

cloud pagoda
#

Ok I'll try that thanks

lilac apex
#

When packaging a windows build for steam upload, it works on my machine but on other machines gives the following error.

  • Why would a packaged build require the uproject file?
  • And if it's required, why does the packaging not put the uproject file along with the built package?
  • If it's not required, has anyone come across this error and knows a solution?

There are quite a few posts on forums about this, however it seems that there no real solution to this problem. Also, most posts are about deploying to Android and not Windows.

real heath
#

Sounds like you've missed a file during upload or it's corrupt somehow. The uproject gets thrown in your pak file automatically

#

And yes it's required. But most people never see it as they don't inspect the pak file

lilac apex
#

thanks, you're right - the Paks folder was empty

#

I'll try another packaged build to see what happened

earnest drift
#

hey, can someone help me add an obj file format gun into unreal engine?

#

pls

#

i can't find any obj file format gun

glacial arch
#

Hey guys, does getting the bounding box of an actor apply the rotation of the actor to the box?

#

or are the bounds always aligned with the global axis?

spice ruin
#

Which function are you calling?

glacial arch
#

GetActorBounds()

hot anchor
#

<@&213101288538374145> Looks like @strange parrot was hacked

#

just got that dm

glacial arch
#

oh lord I thought this was the cpp chat my bad

#

lemme take my business down there lol

lime gull
#

I cant quite think of the word but theres a way I can take a string and split it up right? Like if I have something like
AttackBuff[50] I can get the numerical value separately from the rest of the string

#

I feel like theres a node for that but I dont remember it
( I think I can use the Splite node if I do AttackBuff|50 )

spice ruin
vapid hornet
#

I have a mesh with its regular texture and an emission texture, how can I apply both?

#

nevermind, it was automatically done when i imported it

fiery nexus
#

I am new to Unreal Engine, I have tried googling it, but am unsure how to find the best solution for this.

The goal is to spawn multiple different static meshes, but to make sure they are instanced to help with performance. They positions will be generated at runtime, so I can't pre-define locations. Is there an easy way to make an actor contain all models as assets, but not in the scene so that I can place them and instance them during runtime?

eternal orchid
blissful trail
#

how would i possibly get this to work in multiplayer

glacial arch
blissful trail
#

ok so it seams when loading from a different level the ai stops working

fresh pulsar
#

in desperate need of help lol, this is supposed to be a perfect circle, I can't get it to work properly

summer marsh
#

Hi Guys. I am new to unreal working on project game vr experience. when I move project from one pc to other and click on vr preview button everything falls down dont know what the issue. everything goes smooth in original pc file.

fresh pulsar
#

Halp meh

drowsy snow
#

[context needed]

summer marsh
# drowsy snow [context needed]

its a vr game experience an actor walk around in environment pick the weapons and fight with other actor everything works perfectly but when I moved whole project from one pc to other and click on vr preview button it not work perfectly. all the scene goes down feel like over camera moving in up side.

drowsy snow
fresh pulsar
#

plox

#

desperate

fierce tulip
#

we cant help you because the information you gave is very very limited.
also, please refrain from going "pl0x" and "desperate" to bump a question. Generally its better to explain what you have tried in the meantime.

summer bear
#

Hey, for me the content browser is showing all the files in my current directory, and all the files in subdirectories, but not the actual folders. I found the option: content browser → View Options → Show Folders, and it was already checked. I unchecked, rechecked it, nothing. Restarting the engine seems to fix it but it will randomly come back, any permanent solutions?

fierce tulip
#

did you enable filters or write in the search box?

summer bear
#

no filters on

fierce tulip
#

could you send a screenshot of the content browser when the issue happens

frail nimbus
#

One of our team members has a late model Apple Macbook and can't launch our UE4 *4.27 project without getting an error of a need to build / compile manually. We've enabled Mac in the project settings but it makes no diff. Anyone out there have experience with this and a solution?

summer bear
fierce tulip
#

aaight

versed lion
#

Hey guys, every time that i try to open ue4 it crashes and gives me this message:

#

Assertion failed: NumBytes == Strings.Num() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp] [Line: 3336]

UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_AssetRegistry
UE4Editor_AssetRegistry
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

#

what can i do to fix it?

real heath
#

Download engine symbols, and also don't just read the crash window, read the log and see what was happening before that crash

versed lion
#

Thanks

cerulean oriole
#

Hello,
I tried to build a demo(including very very small size of cloth simulation) and played in oculus quest2(stand alone),
but cloth simulation did not work, actually it showed just a mesh without any cloth simulation.
However, Played Correctly in Unreal Editor's VR Mode.
So I was wondering if I did wrong with the unreal engine setting for oculus quest,
Are there some specific unreal settings that I should do for using cloth simulation? How should I do for it?
Thanks for advices, have a nice day

versed lion
#

Still doesn't bootup @real heath
I captured whats happening right before the crash it seems its crashing cause of S_LightPointMove.uasset, a different error appears in the crash message tho

real heath
#

Right, that's a good start. Move that uasset out and see if it boots up

blissful trail
#

so ive been having this issue for a while now

versed lion
real heath
#

Ok, so what's the crashdump say now you have the symbols? And what's immediately before that in the log?

versed lion
#

Crash Dump:
Assertion failed: NumBytes == Strings.Num() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp] [Line: 3336]

UE4Editor_Core!AssertFailedImplV() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461]
UE4Editor_Core!LoadSeparatedNameBatchInShardOrder() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:3336]
UE4Editor_Core!FNameBatchLoader::Load() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:3472]
UE4Editor_Core!LoadNameBatch() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:3481]
UE4Editor_AssetRegistry!FAssetRegistryReader::FAssetRegistryReader() [D:\Build++UE4\Sync\Engine\Source\Runtime\AssetRegistry\Private\AssetRegistryArchive.cpp:140]
UE4Editor_AssetRegistry!FAssetDataGatherer::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\AssetRegistry\Private\AssetDataGatherer.cpp:524]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]

before:
Loading package '/Engine/EditorResources/S_LevelSequence

Btw I moved the S_LightPointMove, it was on the engine not the project file,

#

Trying a different fix, will update

blissful trail
real heath
#

Ok, try moving out that s_levelsequence

versed lion
#

in that case i will end up with engine empty of files

real heath
#

The crashdump unfortunately is just saying it's a problem loading an asset, but no more details

#

Is s_levelsewuence engine not project? Then try a verify on your engine

#

Can do it through the launcher

versed lion
#

trying to reinstall the engine

#

verifying didn't quite help

real heath
#

Give 10 lins above the crashdump

#

Not just 1 line

#

Need more context for these sorts of things

versed lion
#

that's all it gave me mate

real heath
#

Your log file consisted of that 1 line and the crashdump only?

versed lion
#

Yes it was something like 2 lines of consistent numbers which indicate user registry i think then that:
Assertion failed: NumBytes == Strings.Num() [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/UObject/UnrealNames.cpp] [Line: 3336]

afterwards the other lines

versed lion
#

Fixed

#

I fixed the issue by deleting this file:

@real heath Ty for all the assistance ❤️ much love and thanks

narrow badger
#

why my directional light seems extremely bright

#

Min and max brightness set to 1

versed lion
#

try playing out with the settings of the light and use post processing to adjust it as well

narrow badger
#

alright

fresh pulsar
#

Don't want it to rotate like that, it's a 2d game

#

regardless of how I plug in the rotations it seems to always do this

fresh pulsar
sacred moth
#

Sorry if this question get asked to death before I'm new to using unreal. So I have this animation in Maya, but for whatever the reason when I import into unreal it would look off like picture( compare the same frame of the same animation). It seem one of the bone won't rotate/move to the correct position in unreal. Is there a way to correct this? 😰

vocal flume
#

Does anyone know where the icon information are saved? It’s not in the defaultengine.ini

#

Like the icons for iOS and android

oak patio
real copper
#

all unreal engine animations have a root bone that stays in the bottom centre of the animation

fierce tulip
drowsy snow
#

It can be anything really, mesh components, particles, etc.

#

Hence why we said your question lacking further context

cyan rose
#

Does anyone knows why I get this error when I try to open UE5?

wicked jolt
#

hello, is there a "help" chat ?

sacred moth
real copper
sacred moth
#

I think it does because its under a controller...

drowsy snow
#

Don't crosspost though

real copper
#

with a grain of salt though because i know nothing

wicked jolt
#

so I will ask my question once the discussion here is over 🙂

wicked jolt
#

okay

sacred moth
wicked jolt
#

I'm completely new to unreal engine, however I have a lot of experience with blender (so I'm familiar with 3D). I had a project to make a basic animation, which tells the story of a young man,... But when I discovered the possibilities to make a game on the web with the ev.io game, I thought that making my story in a kind of very simple narrative game (again I have some knowledge in 3D but not in game dev). Since my knowledge doesn't allow me to have this kind of info, I come here to ask you these questions:

  • I saw that unreal includes an option to "unreal to html5" is this option good?
  • Is "unreal to html5" a way to make scenarios/go from scene to scene and launch dialogues?
  • if so, will this format be supported by most computers (I'm not talking about 2010 macs but a relatively new range)

thanks a lot to those who will take the trouble to answer me 🙂

Translated with www.DeepL.com/Translator (free version)

fresh pulsar
#

I'll show the code a bit later can't rn

blissful trail
#

so i made game but it brokey
would i be able to send the editor to someone to fix ?

oak patio
oak patio
oak patio
#

unreal to html 5 was just a way to package games, it would be reliant on your actual code for switching scenes etc

wicked jolt
oak patio
#

yes

plush yew
#

anyone know if I can run ue4 on a computer and keep my project on a fast usb-c external ssd? anyone tried it?

sharp brook
#

Hey everyone can someone tell me where i should put issues related to movement and its performance?

static pasture
#

Anyone know of a plugin or editor utility that automatically takes every blueprint actor in a project and lays them out into a neat grid in a level? (solved, figured out how to do it myself with a simple editor utility script)

#

Probably also static meshes

oak patio
#

it will take forever to do stuff

#

usb is very slow comparatively

autumn latch
#

How can i download image to HDD or SSD

uneven tundra
#

When baking lights, what is the best way to light up a big room with tons of lights? I cant add an individual lamp for ever light right? That would make it like 100+ lights for one room.

#

I can do that?

#

I didnt know it was an option, someone told me to get it lit with those bounces

plush basin
#

anyone know how to fix this i'm trying to make a dedicated server and when i build in development server this errors apper

azure shore
#

yeah basically go crazy with lights as much as you want as long as theres no shadows on them

drowsy snow
#

And by building from source code, I mean building the engine from the source code.

autumn latch
#

How to convert Texture 2D Dynamic to Texture 2D

crisp warren
#

Hey, I'm new to using unreal and I'm making a game with blueprints
How do I use delta Time in unreal(blueprint)? I've used event tick and realised its dependent on framerate which I don't want.

drowsy snow
crisp warren
crisp warren
drowsy snow
fresh pulsar
#

And said circle is rotating as is shown in the image I sent

glacial arch
#

Hey guys, do you know if custom HLSL nodes in UE4's materials work when compiling for Android and iOS? It'd be surprising if not but better safe than sorry

fresh pulsar
drowsy snow
#

Though I think the billboard effect would be way easier with particles

fresh pulsar
fresh pulsar
#

this is the code (atm I've broken the spawn rotation connections)

drowsy snow
fresh pulsar
#

For the record, at the moment I'm using the projectile movement component, I'm just pre-rotating it so that "forward" for the projectile is in the right direction

#

with the connections connected, well, I can do that, goes in any direction as it should, only problem is it also tends to rotate in 3d space instead of just 2d, seemingly regardless of how I set up the rotation connections, which is odd

#

You would think only plugging the 2 axes of the 2d game into the spawn rotation wouldn't rotate it in a 3d way right? yet it does

#

@drowsy snow

#

very weird problem that I'm dealing with

#

this is such a weird and specific problem that I'm not sure I could find a tutorial or video that could help me

coarse wind
#

Hey people, I'd love to get helpful videos about the Unreal framework / Structs / DataTables / Enums

real copper
# coarse wind Hey people, I'd love to get helpful videos about the Unreal framework / Structs ...

Today we have a look at some of the more advanced data management tools available to us in Blueprints: Enums, Structs and Data Tables.

If you have any questions about Game Art VFX or the Unreal Engine then email me: tharlevfx@gmail.com
Or you can find more tutorials on my website: http://www.tharlevfx.com
or check out my work on the Unreal Ma...

▶ Play video
#

the whole shabang

coarse wind
cyan rose
#

They there, I’m developing UI in UE and I don’t need the viewport. Is there a way to completely disable the viewport/rendering to save resources?

high bolt
#

The level can be called MainMenu.

#

Or whatever.

cyan rose
oak patio
#

The cost is negligable

cyan rose
#

Ok. Thanks.

coral saffron
#

I have a problem with the mouse when packaging out to for Pixel Streaming. I can see the mouse, but it goes crazy when you you try and move through the browser client (jumps all over the screen).

#

Anyone experienced this? Fought with it for hours now, and can't see to find anything on the internet about it.

solemn hedge
#

Just wanted to share one weird trick that fixed my nvidia gpu crashes. If i underclock my gpu it happens a lot less. It seems to happen only in dx12 games, and very consistenly when it does it, so it's definitely some driver issue.

I also have not found a driver version that helps :/

late badge
#

Hi, I have a question!
I'm working on a game but I'm struggling allot (I'm very new to this).
I was trying to get grass into my game but I understand how to do this. I have a github where there is a pre-made grass texture and more, but i don't even know how to start.
Can someone help me?

Github: https://github.com/SamsonStarmerLee/UE4-Grass

plush yew
#

Could anyone know why this cast is failing?

spice ruin
#

It's either null or not a player controller.

#

Add a breakpoint and see.

#

Also don't cross-post.

plush yew
#

sorry

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Im trying to make a pack multiplayer replicated, but having a lot of issues

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for instance, only the server plays animations

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you cant see your own anims as a client

plush yew
chilly glade
#

hey all I'm working on a legacy project using v4.23.1. Are there any major differences / missing features that I should know about compared to 4.27?

low vale
#

im not sure if im posting in the right place
Hello, I am a noob-beginner in Unreal. It is my dream to make a fighting game. I have working with Nocte's fighting game template for awhile now. I can get my characters imported i need help fine tuning some things. If you could help me out please DM me, I can provide more details.

oak patio
stuck garnet
#

Hi all, is it possible to paint and sculpt on tiled landscapes (using World Composition in 4.27)? When I enter Landscape Mode it says that the landscape actor is not loaded. Does anyone know what is causing this?

low vale
oak patio
low vale
haughty hound
#

Hi. Sometimes i do backups of projects (ctrl c ctrl v of the whole folder) then somethng goes wrong with the current one, when so i launch backup pie and what was wrong in the current shows in the pie backup, how can i fix that? How can i see pie backup as it was?

oak patio
#

dont crosspost

cyan rose
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What is crosspost?

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Some kind of new sport?

fierce tulip
#

@cyan rose please read the #rules as crossposting is frowned upon. thanks.

twin prism
#

Hi if anyone has Unreal Engine 4.27 or maybe even 4.26 can you go to C:\Program Files\UnrealEngine\UE_4.27\Engine\Build\BatchFiles and send me the RunUAT.bat file? Mine corrupted and I don't want to reinstall the whole engine.

twin prism
#

please someone here must have unreal engine 4

fierce tulip
#

if you open the launcher > unreal engine > library, you can see a tiny downwards arrow next to "launch" if you click on it you get a drop-down menu, and one of the options is "verify"
if you havent done any editor-modifications its a great way to retrieve deleted engine files. @twin prism

plush yew
#

canvas panel

thin python
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Agreed

autumn latch
#

Keep pawn crouched when possessing

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idk why this is happen

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I use delay but it can't solve it completely

devout current
#

Hello! I'm new. Where would be a good place to ask about entering/exiting vehicles?

brisk pollen
#

anybody have experience with EnhancedInputComponent? i have a Pressed input action that results in me pushing a new input mapping context. the new context has a different, higher priority Pressed input action on the same key. when i add the context, that input is immediately triggered in the new context as well -- a double trigger

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the action is marked to consume the input but it doesn't prevent it from triggering in both contexts

#

it almost seems like adding a new input context resets the input state

brisk pollen
still breach
#

Hey guys, can someone please help me understand why I'm experiencing very sharp textures on a map in one project and very nice and soft texture quality on the same map in a different project?

#

is there a setting variable I have enabled in one project that I dont in the other?

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rough/sharp textures quality

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soft texture quality:

pallid olive
#

hi got a question about players health. should this be a Bp component added to playercharacter or in gamemode? also for players level mostly increase in health should this be added in the component or added to gamemode or seperate component?

covert kayak
#

does anyone know how to reduce lag when a Big army of npcs are moving

karmic jacinth
#

anyone else have issues with small model objects missing faces on them when exporting them from blender to UE??

ember geode
#

How does unreal engine determine a random number? Like example does it use fan speed or voltage? I'm just curious on how it gets a random number.

oak patio
#

The same way in c++ i imagine, through random seed. I imagine without specifying a seed it uses the time as one, as is quite common for srand

drowsy snow
granite lion
charred hemlock
#

Hey guys, I'm looking recommendations on CD/CD tools for unreal projects. Is there a "standard solution" that most UE developers use?
I have a project that we use for developing an Unreal Plugin and would like to automate build processes as much as possible.

eternal orchid
eternal orchid
buoyant musk
#

Guys, can anyone help me with setting up bow and arrow system in my game pls... DM me

neon laurel
#

Right, told to ask here, sorry for bugging you

drowsy snow
neon laurel
#

How the hell do I move this stuff

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to this stuff, sorry I posted it in the wrong chat

drowsy snow
modest trench
#

My first try would be to copy the graph nodes by selecting them all and copying

neon laurel
#

oh

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fudge

modest trench
#

But it would probably be more simple to just remake them by hand one by one... 😦

neon laurel
#

So I can't just grab all the leg bits and push them into another?

modest trench
#

I believe you already have a physics body though

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your job now is to hook it all up by just comparing the two

neon laurel
#

damn

modest trench
#

That's just what I would do though, I'm no expert

drowsy snow
#

I think you can copy the transforms, can't remember after I reworked my workflows

modest trench
#

My guess is you need to make the individual bodies yourself

#

It's pretty simple though, you should be able to get it going

#

Just make sure it lines up with wtf their setup is

#

naming conventions etc

neon laurel
#

fudge

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I picked this unreal thing up about three, four hours ago

drowsy snow
#

Try 5+ years

modest trench
#

yeah unfortunately this is kinda tough to just jump in to

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perhaps someone from the mwo community has some guides somewhere

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er, mw5

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you are gonna need to read some basic docs on how to set this up like I linked earlier

drowsy snow
#

Typically physics isn't the first thing one picked up when started with development

And I may be hypocrite because I was (and still is) a modder, but at least in many cases, physics are the least thing to worry about

modest trench
#

also shouldn't you be 6 years into unreal? did you take a quick Godot sabbatical?

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in mechwarrior the mech hitbox is super important

drowsy snow
modest trench
#

haha, same here

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I've been looking at it since 2014 but only really got serious for 4 years randomly spread around

drowsy snow
#

I had a brief period of web dev hell

modest trench
#

;__;

neon laurel
#

So there's not even like an import button that I could use? Damn.

drowsy snow
#

That kinda makes me thinking, I would really have to supply customised version of UE4.27 to have proper modding support

Lua has the custom scripting covered, but not the custom assets

modest trench
#

Weeeell there was that one company'

drowsy snow
#

But at the same time I know underground modders will have to go through the exact same hoops to get the vanilla editor anyway

modest trench
#

FWIW I personally think a third party scripting lang tied to a 3rd party is 100% terrifying

#

if they uh, disappear your project is now dead

drowsy snow
modest trench
#

I think they just posted in a random channel

drowsy snow
#

Was it #lounge? I remember participating in the convo

modest trench
#

something about promoting the plugin iirc, I dunno

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still a very cool project though

#

I sure would enjoy not waiting around for C++

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can I PM you something real quick? not help related

neon laurel
#

right, I got an idea

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what if I use C++ to copy/paste all the details bullshit from one to the other? Is that viable?

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And what exactly do I need to do to not bug it out?

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It looks viable, and I have used C++ for some robot legs not MW5

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But I want to know - if I copy and paste all of this over, what happened? What do I copy paste?

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Also I can’t get over some mod has a fucking only fans link lmao

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@drowsy snow (sorry to ping you

drowsy snow
neon laurel
#

fudge

summer marsh
#

Can anyone help me how to add wind effect in scene that effect these top clothes.

thin tendon
#

UPDATED TO 4.25 - https://youtu.be/koWhYESJLiE

Creating cloth simulations has become very easy in Unreal Engine 4. In this video, I show you how to set up a cloth simulation for a simple flag. Topics covered: Exporting assets from Maya, cloth painting, simple wind.

LINKS:
Assets Download - http://www.mediafire.com/file/wa2dpoqu0oqmzay/ClothF...

▶ Play video
atomic crypt
#

Hi sorry to double post, anyone has some good starter guides on pixel streaming where the stream is per user rather than a bunch of users or is there another way to do this, like I understand streaming is a one to many operation but this user wants it to be per user per stream

summer marsh
drowsy snow
atomic crypt
#

Like the user comes to the webpage, gets an interactive video, but they want this to be a single stream per user, and I'm a infra person but from what I gathered it's just a server that listens on a port, so I'm not sure how much can one server handle in terms of GPU and testing this out on my end is either expensive or not possible since I don't have a good enough GPU.

fresh pulsar
#

a day later

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still in need of help

hasty crest
#

Any idea what could this be or how to fix it? i cant open my project

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[File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Serialization/Archive.cpp] [Line: 724]
BulkData compressed header read error. This package may be corrupt!

night oar
#

Hi, Guys hope all of you are good. Well i wanted to ask is how can we make callback functions

weary breach
#

Hey everyone, can someone tell me if there is possibility to enable ncloth simulation on mobile in 4.27?

worthy plaza
#

hi, probably this is a stupid question but u can use the "Swat" character from mixamo for a commercial project?

drowsy snow
spring totem
#

How fix engine flickering, after ~15 all popups blinks and disappear

real heath
#

There's a fix in the pins for that on Nvidia GPUs

small vault
#

any reason why I'm not getting any buffer visualization output on anything but scenedepth? Is this a limitation of forward rendering?

fierce tulip
#

if I recall correctly, yes. but not 100% sure

real heath
#

It's also the reason for the upfront cost of deferred shading. More memory and memory bandwidth required

small vault
spring totem
drowsy snow
real heath
#

Pinned messages at the top of the window

spring totem
#

Thanks

fallow jackal
#

how do you enable vsync for a project?

real heath
#

Console command r.vsync 1

spring totem
#

How get image of static mesh, like it displays in content browser ?

fallow jackal
#

how to apply game user settings for all levels before they are loaded?

drowsy snow
fallow jackal
#

Where do i change the default game user settings?

drowsy snow
fallow jackal
#

How do i wait for everything to load before popping me in? the foliage appears a good second after i spawn

thin tendon
#

If you know the level you want to spawn in you preload it.

drowsy snow
fallow jackal
drowsy snow
# fallow jackal open

You could cheat a bit by having a cross fade from solid colour after changing level (unless it's Half Life style of loading map)

peak hare
#

So I naively thought I could change camera setting boolean 'do collision test' in game, what is the correct way to do this? Doesn't seem to work as intended

coral saffron
#

Is there any documentation on Launch arguments for UE games? (Eg -vr etc)