#ue4-general
1 messages Β· Page 1175 of 1
Hello all, I am trying to bring a project from UE5 back to 4.27 in order to work in another developers platform. However, when I migrate my map a lot of assets, including the map, are missing in the content browser but still visible in the explorer. Anyone had this issue or know of a solution/workaround? Thanks!
anyone know how to Interp visibility for a spawned actor or system?
as far as im aware UE is not very friendly with backwards compatibility, did you happen to save off a backup of the ue4 project?
@queen kiln I have seen this come up once or twice before. And the answer has always been. Ue4 doesn't roll back. And to back up before rolling forward.
This one seems to be missing some
At least it's missing the -vr switch, which makes me wonder if its missing anything else haha
@toxic lily Interp visibility of an actor? You want it to adjust visibility based off camera distance?
to clarify, I started the project in UE5 and am attempting to roll back. But you're saying no chance?
pretty much mate
not exactly, i have a status effect on the player when receiving a certain type of damage, (like being on fire) after a few seconds i want to fade out that particle effect.
instead of just, "destroy actor" and it disappears
Anybody have functional code that randomly stops working
all the time
most likely other code is interfering with it
check to see if anything is referencing the code, also add a break point to the node causing you issues, and play test it to see if the node is being called at all
Most likely but sometimes it's something completely independent. And sometimes if I close UE4 and restart, the problem is gone.
oh no idea then, could be dozens of different factors
Try making a scalar parameter / collection parameter. Something like that (that can be manipulated on your material). Multiply your opacity by this value. Then where ever you are doing your code. On a timeline increase the value (increasing the opacity). Then when it reaches the end. Destroy actor. That is how I would do it.
I'm honestly thinking it involved the accidental creation of an infinite loop while rearranging blueprint nodes, I didn't compile the code, but I accidentally double clicked on a node and opened VS while the blueprint was in the corrupt but uncompiled state
Has anyone here ever run Norton Power Eraser before. and if so have you had any issue with Quixel Mixer and norton power eraser.
Incidentally my battle net (desktop app for blizzard games) randomly says it is corrupt now
I have noticed when the ram use in editor gets high. For me above 10gb. Unreal starts finding infinite loops where there are none. What I do is just find ways to simplify the code and add closing arguments. So it can break more easily.
awesome thanks for the suggestion gonna try it
No it wasn't an infinite loop outlined by UE4, it was a real infinite loop in an uncompiled blueprint (node connecting to itself), I think had I tried to compile it UE4 would have crashed. But I double clicked on the node by mistake and opened VS while it was in this corrupt state.
I've recently been made aware of groom/dynamic hair in UE4, and I wanted to know what its pros and cons are compared to good old haircards; I'd be very grateful if someone could explain to me or point me somewhere where its explained
how to setuop this hierarchy
how could i optimize trees to run well in vr? the shader complexity is pretty crazy in forward rendering for me
i was looking into alpha masking the geometry but was wondering if there was a better way to reduce transparency which was more automated
i cant use early z pass trick either
is it possible to have an DLC depend on objects/classes/etc of the core project, without packaging all those references in the DLC?
i feel like a child with crayons looking at making my character float in water (ue4.26)....has anyone done this? if I up my character buoyancy above 1 in the movement component he bounces like a dude with alzheimers in the water, and I think because I don't have his capsule simulating physics the buoyancy component isnt working. What am I missing 
also, should say, I added a launch option to when you jump in water so my char can jump, and thats when the bobbling starts. If he jumps out of the water and lands back in @ buoyancy 1, he falls through, and if he jumps out of the water and lands back in @ buoyancy >1, he bounces
Im trying to do a disc golf basket and I wonder how to go about with the chains.
Should I do it based on physics?
how can you save the modified values of a specific struc to a key?
Got it 8)
How am I able to experience what my game would run like properly? I feel like the in-game viewport is designed to run more smoothly or something.
Package it. Close the editor. Launch.
Ah thank you! :)
guys how does one create a black decal
How can I set focus on all buttons not just one
so I dont have to click multiple times sometimes for a button to work
I want every button to be focused on and able to use it by only clicking once
dont crosspost
How do I do that lol
you post in multiple channels without waiting for an answer - crossposting
wait for an answer, and switch channels if redirected
hey all, i'm trying to convert some really old BINARY .bod files to .fbx or .obj so i can import them into UE, its for a client/friend and these are from his original 3D game-type project back in the '90s. i've done a lot of online searching, and my 3DS Max wont import them, DBOX 2 only imports the text-based .bod files and it wont work with the newer 3ds versions anyway, and i can't locate an importer plugin for blender... any suggestions? thx much in advance!!!
hey all, I need to create a level for desktop where I can change materials of my meshes through a webpage/app on a different device(pc/mobile), what is the best approach for this ?
Pixel Streaming
is pixel streaming my only option? I do not need to see any gameplay on my secondary device, only a ui to send commands to change materials, can it be done using websockets or httprequests etc ?
Ah, that could be doable with some REST stuff
I don't know the exact implementation tho
yeah, I was wondering if somebody experienced with REST in unreal could point me in the right direction, thanks for replying anyways
I only have limited experience with it, but here you go @violet storm https://github.com/ufna/VaRest
Thank you very much, this seems perfect
Yoo guys
Does unreal engine version 5.01 means Unreal engine 5?
I was planning to download unreal engine 4 since Iβm still a beginner
There is too many versions
I donβt know should I pick
5.01 or 4.27.2
Which one is 4?
4.27.2
If you want to be on the cutting edge and learn the new stuff it's ue5 cuz nanite and lumen and many other new futures aren't available in ue4 but if you want to follow YouTube tutorials you should pick ue4 since some of the tools have been changed slightly or moved they're positions or ui or some functionalities
So at the end it depends on you
For example we have general math in ue5 instead of vector math float math and ... there's no teselation in material but there are so many new things as well that won't be available in ue4 and ue4 is a little bit more stable than ue5 currently in my opinion
Thank god epic didn't name the engine like hdmi π€£
@real heath As you mentioned, it has uassets error:
[2022.05.24-07.40.42:363][906]LogSerialization: Error: Invalid boolean encountered while reading archive D:/Unreal/....../AB0074/AB0074.uasset - stream is most likely corrupted.
You might just have to recook and eat the cost of a larger patch
Engine upgrades aren't always seamless unfortunately
Hi guys dose any one know how to make async task in c++ cuz i cant find a proper way on doing that
Anyone know why i am not allowed to cook my ue 4.26.2 blueprint project? Something about a license
It will start the process but never cooks a file
Can unreal engine import a mesh and texture and have a material automatically assigned as a instance
Like if I have a master with a diffuse and normal map can I import another mesh and have it use a instanced version of that with the new textures
Couldn't find anything about this in the documentation but I feel like this feature is there as it's basic in any game engine lol
Show the error log
launching it rn 1 sec
I completed the unreal C++ course on udemy, in the process of adding an options widget for performance. Frame Rate Limit for example. When i set the frame rate limit to 30 FPS, and then jump, the falling anim loops and doesn't stop. Doesn't occur on 120 FPS for example.
Ah, Incredibuild. Get rid of it
Incredibuild is useful for networked building in larger studios, but utterly useless for individuals and small team
yeah its modding for a game.. and i dont know how to get rid of it lol
Just uninstall it lmao
i dont even know what it is or where it is located LMAO
i know how to use unreal engine to code but not stuff like this as its mostly done for me and nobody cares to explain
hi all, i'm wondering if it is possible for ue to be embeded in flutter app ? is there any best practice?
Don't know about flutter in particular but in UE 4.27 they launched UE as a library, which is designed for embedding in other applications AFAIK
Except it's the same as shipping the editor, means that user must have Unreal Engine licence
It's not like anyone can use the compiled result
are you sure?
so it is
interesting
except it's more complicated that "it's same as shipping editor", engine tools have a slightly different definition in the EULA
back again a couple days later I'm having problems with this code still (atm rotation pins are disconnected btw) the problem is that this circular bullet blueprint object is rotating away from the camera implying a 3d space which isn't what I want, I want it to only be able to rotate in the 2d space of the game
this is about the last chance I have to sort this out I might have to scrap it entirely if I can't get it sorted today
Either scrap it and replace the mesh with particles
Or use a sphere
I have no clue what you mean by replacing the mesh with particles lol
using a sphere might work although that might come with it's own problems
Can't get any simpler than that sentence.
Yeah but you act like I have experience with that kind of thing which I don't I have no clue what you're asking of me to do
when i have an DLC pak, which adds some meshs/actors, how would one figure out their existence on runtime?
do i have to query the asset registry?
@real heath @drowsy snow thanks for your answering , i'll give it a try
yea thats what i would like to avoid
as i want content packs, which are "independent" from the main game
hello guys, where can I find someone to team up with?
i'm fiddling around with the asset registry right now, but i have no idea what that is giving me... kinda some reference to the actual asset
now i wonder how i would construct an object from the asset
AssetData => Get Class returns Blueprint -.-
ok, apparently got it working (at least in editor....)
Or #game-jam-lfg for game jams
thank you
i'm using pak loader plugin, which has an helper method apparently
so i hope that works in packaged as well
You guys are in another level
yea, guess that's what it does π
What are you guys talking about engine coding?
Xd
Ahhh like mods?
UE games have no mods
That culture died?
I'm kidding π hhh
It's good
ever heard of ark for example?
and i guess there are more popular UE games, which have mod ability
sucks to be limited on creativity in a creative game π
but the DLC i'm trying rn is more like sims stuff, which just adds a few meshs
gotta start smol
Ok
Ancient aliens
Lol
you got to suggest that there was much effort in it by bloating the file size
millibuckets^
I can't quite figure out how to check if this enemy thing is being overlapped by the collision sphere of the bullet
I am getting so confused
I can't plug that into other apparently
@fresh pulsar Why do you need to check if the bullet sphere is overlapping? Hear me out. This is being called on an Event being overlap. So your already know that the actors are both overlapping.
I just want to check specifically if the bullet is overlapping the enemy don't really want to check for any other overlaps
I'm sort of just getting confused trying to figure out how to do this for some reason
brain goin mushy
Isn't that what the cast to bullet is for though? By the time the cast succeeds. We already know its overlapped and a bullet.
I feel like this should be simple for me to understand but my brain is melting rn
so.. what do I do with the as bullet blueprint bit
To make it easy for you mate. You don't need the second is it overlapping statement.
This particular scenario anything after the cast is only going to work on an overlapped bullet.
Ah okay
btw I'm calculating this inside of the enemy
I'm hoping to simply take off one hit point and then destroy the bullet
Can I make a suggestion?
Sure
What is the right channel to ask/search for play testers?
A better way to go if you are going to have multiple types of enemies. Is to create an interface that all enemies inherit. Then in that interface create an "Event Damage". Then on the bullet you simply say on overlap call event damage. Then put your take damage code on your enemy in the event damage. This way the bullet can always call the same event without checks. And it only works on the enemies using the interface.
this is my current code I hope it works
I was gonna have some originally but I think I'm gonna scrap this project once it's done for college
All good mate. If it were a larger project you would want to think of things like this to simplify re-use.
err.. the second cast wants an object, huh
what kind of object am I even.. supposed to put for this
Yeah
although this project atm is such a nightmare of spaghetti code and in an engine so bad for it that I would rather remake it from the ground up in a different engine if I were to continue
Hi people! Brand new here.
You don't need the second cast. Drag directly from the first to the input for destroy
so like this?
I was just trying to DM @buoyant granite regarding a job posting but the DM wouldn't go through. Am I doing this correctly? My apologies if I'm wrong or
yeah that will work
okay so killing enemies now works
You might have server DMs disabled.
Unfortunately server bots are included
@thin tendon thank yous
Ahhh it's probably that. Sorry, total discord noob
How much is float to cm?
Depends on where in the code that the float is being used
Floating point number is just numbers with fractionals/decimals
ProjectileComponent: Trying to convert realworld cm/s to float/s
Float is a number type. Not a velocity specifically. 30cm/s is likely to be stored as 30 in a float
If you are asking about unreal units to cm. then 1 uu is equal to 1 cm.
What I am trying to say is that how much float equals to cm? Like 1.0f = ? cm.....
Float is unitless. Saying float is just like saying "I'm storing a decimal number".
Again, float is number type, not a metric unit
Unreal by default uses 1unit = 1cm.
But what about 1 integer? π³
Its seems like 1 integer or 1.0f = 1 cm in unreal engine
Im trying to figure out the best way to do these chains. If you dont know disc golf the chains is what "catch" the disc. https://i.imgur.com/e0IR4Zb.png
Should I do them with physics or will that be a mess?
Do the chains have physics assets defining the collision bodies?
Assuming the chains are skeletal mesh
This is what im trying to figure out.
Ive not get to figure out how to stick them to the frame, but I also know that physics can get messy, but I guess I should possibly just try I guess.
Those chains are separate static meshes you are adding to the frame?
Thats the thing I have NO idea what the best way is to set it up.
ok so if the answer is yes. And you are applying the physics to the chain. Then my suggestion is on your frame model. Add some little hooks on the inside to hold the chains in place.
If anyone is interest in indie horror game testing DM me!
I made this mostrosity aswell, but Im thinking individiual might be better https://i.imgur.com/hme6haD.gif
See #instructions on how to post to job board channels
Okay
@uneven tundra Thats acting about how you would expect it to with physics simulating for it. They both are. But if you want them to simulate and be in place. I am sure you need something to hold them in place on your frame model.
What is manny
@buoyant granite
Is that easy to set up? I'd need to anchor the top of the chain to the top of the frame and the lower part to something down low.
If it were me I would personally cheat a little. Make it all one mesh and paint cloth physics to the parts I want to move. Or just add little hooks to the frame to hold the end of each chain
Is it possible to lock a bone to something?
If I could lock two of the bones, first and last to the frame That should work I recon.
I started a project in the top-down template and would like to change it to standard thirdperson, is there an ez fix?
Is @buoyant granite a bot? Lol
why test it by dropping it?
im guessing the net wont drop in your game.
I dont know how not to drop it π
This is what im trying to figure out, how to attach the chain to my basket frame.
:triangular_flag_on_post: ππ£π¦π#4755 received strike 1. As a result, they were muted for 10 minutes.
Any idea why when I build my lighting it's fine. But when I package the app and side load to the quest 2. The lighting goes back to black on some meshes?
why the fuck
you broke a rule, you get striked. that reaction isnt helping your case.
which rule excatly
im not allowed to use the ue4 mannequin in unityβοΈ
wat
i am confuse
no, as manny told you in a dm, crossposting is against our rules.
also, no you cant use manny in unity, but that is between you and epic, not this discord.
but obviously non-commercially
might wanna read the eula to learn what you can and cant do with their content
oof
i dont even know if it is the ue manauqin
in ShooterGame, what does the WelcomeScreen look like?
thats seems overly harshed
i know some unreal engine devs who prototype in unity
not to mention you may need to export the rig to animate it
Hello guys how can i fix the 3d Widget Light Emission ?
cant tell whats wrong with it
is there an easy way to switch from the top down template to the third person one?
Do you have to have the dev kit to use it?
The Raw Input plugin only detects the connection via usb. so if we were really making the input settings for ps4/ps5, what would we use?
I think we can only adjust xbox controller input settings without dev kit.
Does anyone know what happened to UE5-general ? I just posted to it, now its gone, was that on purpose and timed just now so all posts go into their respective forums instead ? If so, horribly timing I can't get my post back I deleted from #graphics and repost it...wth is going on π
oops
I guess I accidentally clicked on something, its back...o_0
weird
anyhoooo
Next time click the drop down above it that says general and it will show up again
Hey, how do I make a material or object, that is only visible when it is inside another object like a collision box for example. I only need the part that is inside that object to be visible and the part that isnt has to still be invisible. Whats the best way to do this?
heya, thx, i've got 3ds max 2021 and 2023, but they dont recognize the format, so i tried installing some downloadable 3ds max 5 and 4, but getting DLL errors (compatibility modes didnt fix) plus the one script i found says it only works on text-based .bod's...i'm gonna ask some friends if anyone has an old NT machine that might run Max 5... π thx much, i appreciate it!
whats best to learn, visual scripting or c++
Heya, hopefully this is the right channel!
I'm trying to cast to my save game, however i've no idea what wildcard i can use as "object" for reference. I'm trying to get a currency variable going. I know if i casted to my player character i could just get a get player character as the wildcard, what would i need here?
This is what i mean
What would i stick into the "Object" wildcard when casting?
Is it possible to change the keyboard bindings for the orthogonal views?
this collider weirdness is because of the Capsule collider, right?
the mannequin's hanging straight off the edge and a few fractions of a unit below the platform height
Just reduce the Capsule size
Yes.
Both.
thx
Anything.
The point of casting is to try treating an object reference as object reference of a particular class.
Just a quick question about Splines, I wanted to create a very basic procedural Rail system for minecarts. I'm trying to connect the actor to the railway.
I have a modular set and 1 spline per set; would it be possible to connect the splines together? Hope this makes sense, thankyou.
okay so i am moving newly to unreal from unity so i have no idea about either of them right now, whats best to start on moving from unity with only c# knowledge and whats probably the best place to get the best understanding of each of these if not on youtube?
See pinned messages
https://stackoverflow.com/questions/388242/the-definitive-c-book-guide-and-list
Unreal's c++ comes with a learning curve.
Hello. I have a meeting tomorrow with a small group of kids with varying degrees of visual impairment to talk to them about getting into game development. I'm trying to get familiar with any accessibility features/plugins the engine might have for visually-impaired developers. Most of what I'm finding is about creating accessible games for the end user, rather than the usability of the engine for the developers making the game. Does anyone have any resources I can look into?
one quick tip is that ctrl + scroll wheel allows you to zoom much closer to the BP nodes than the regular scroll wheel does
Oh yeah. I work in BP a lot and I forgot about that. Good point to bring up, thanks!
I am also wondering about compatibility with screen readers/braille displays. It looks like UE4 may have a plugin for some screen reading capabilities, but they seem to be, once again, aimed at the end user. I suppose it's possible that, with the source code version of the engine, it can be somehow adapted to work with the engine itself, but that seems like an extra steep learning curve. Not sure what else there is.
I guess I can also mention that I am aware of the engine's color blindness modes.
was looking to see if there was a large icon theme and couldn't find one π€·ββοΈ
The default is already large icons, but you can make things larger by increasing Windows DPI settings
i had the same issue as well
so i just made the collision capsule smaller, which fixed it for me, idk if that will work for you or na
what are the best indie games to come out of ue4?
satisfactory is gotta be one of the most well known
how would i be able to make a light that turns on when the player is close to it but turns off when the player is too far from it?
trigger volume, collision sphere with overlap only enabled, maybe lights even have a LOD property on them too, haven't looked
a few ways you could tackle it though
yeah, automatic settings on lights
is there anyway to creat a material from a texture without having the _Mat suffix at the end? it wont match the mesh to material because of the suffix
or is there a way i can bulk edit the file names and remove the last 4 characters? i tried renaming in the file directory but it doesnt change it in the engine
Yeah, you have to rename through the engine for references to properly take hold. You MIGHT be able to change name through the bulk property editor, if not there are plenty of tools on the marketplace, or you can do it through blueprint with an editor utility
Anyone have any familiarity with the NVIDIA DLSS plugin?
Hello greetings, I have a problem in which I have been trapped for a few months, I am making a pirate game, and I cannot make the ocean replicate, the ships start to shake, because the ocean does not know how to replicate it, but I replicate the movements of the actor and creates a conflict between what the buoyanci tells the actor how to react and what the server dictates to reply
ok ill have a look. I cant use plugins as this version of unreal is a modkit for a game
Ahh then you might not have access to editor utilities either
guys how do i add character movement to picture 1
or adding my mesh to picture 2
whichever works
Having trouble setting up a post processing material. My end goal is to add frost to the edges of the screen like in this picture but nothing seems to want to work
In this tutorial, we are going to use the Post Process to create a freezing effect.
- We support English and Korean subtitles.
MARKETPLACE:
29+ Advanced Post Process Filter Series:
https://www.unrealengine.com/marketplace/en-US/product/0e53811c3ccb4866a4dab98e408c4fe6?lang=en-US
Weather Advanced Snow:
https://www.unrealengine.com/marketplace/en...
Hello. In the inventory system, 1 product takes up more than one slot. How can I fix this?
What inventory system
You need to be a teensy bit more specifoc
How do we know whats wrong with the system you made
Whoops sorry. I made an Inventory system that player able to import interactable objects into the inventory system as you can guess lol. The widget is pretty simple. This is what it looks like when you've collected more than one of the same product D:
I think I need to add a textbox to the inventory slot widget and bind D: But idk how
When an Unreal file changes outside of the editor (for example a git pull) how do you force the engine to re-scan and refresh?
Right now the only way I know how is restarting the editor... so slow
(I'm testing out git right now, so I don't have the Source Control refresh button)
In other words, how do I do thisπ in a project without a source control connection?
Hello guys!
Im looking for a UGC Plugin but it seems epic git hub repository returns 404 error, can someone knows or want to help me with finding that repo ? It might be the case im not have access to it. https://forums.unrealengine.com/t/inside-unreal-adding-mod-support-with-the-simple-ugc-plugin/147657
WHAT Weβve released a new sample project to help Unreal developers bring mod support to their games. Based on the work done for Robo Recall, the UGC Example Project and SimpleUGC plugin aim to make it easier than ever to bring your community into the creative process. Join us as Senior Technical Product Designer Chance Ivey walks through many a...
Repo still exist.
Make sure you have the correct accounts linked and you follow the steps closely
Okey i will try connecting one more time, but now im sure that this repo exists, thanks a lot ! β€οΈ
Hello there i kept searching but have not found the answer ,
- How many instances of static mesh are possible? The max limit?
- How many instances static mesh actors ( the cluster) is possible??
how do i turn go from seeing four screens back to seeing only one?
Either disable net mode or set simulating client to 1
How do you make a hue shift of a linear colour on Blueprints?
Perhaps the water is full of contaminants 
Is there a way to edit a data table while the game is running?
No.
Data tables are static.
Hello why i get this error ?
Check the logs
So I found out how to do the frost effect and turns out I actually had it 75% completed
you gotta clean your camera lens. thats how. haha
hey can someone help me out
I am currently playing hellblade, and whenever i'm trying to pause the game to take some photos, the textures suddently start to move rapidly like pixels
I had the same problem in Trek to Yomi too, whenever i pause it it just gets all weirdly blurry, idek what exact term is that. can anyone help me out please?
sorry idk if this is the right channel to ask, but since both games i mentioned above are UE4 so i thought i'd ask here
Like this
see the fur? it's all janky and idk how to fix that
Looks like super fine detail and temporal aa maybe
Or maybe that particular fur shader is doing something funny
Designed to be in motion not paused
the thing is it did work when i played it a long time before
idk what changed but it's acting weird now
but the game has an in-built photo mode
this server is for gamedev's, not for/about games made with unreal engine.
where do i ask then
The game's community perhaps
iunno, some forums related to hellblade.
Alright thanks
yea
what do i do then, sorry i really don't know
yea lol it did
ah okay got it, thanks
i'll find some way
Usually that kind of ghosting stems from low framerate and TAA combined
TAA works okay with 30 FPS and above, but anything lower than that will make it bonk
Is there a way to sharpen TAA?
Hey, can anyone help me? I can't find anywhere how to set up ads for an ios game
Hello greetings, I have a problem in which I have been trapped for a few months, I am making a pirate game, and I cannot make the ocean replicate, the ships start to shake, because the ocean does not know how to replicate it, but I replicate the movements of the actor and creates a conflict between what the buoyanci tells the actor how to react and what the server dictates to reply
Is there a way to batch merge single actors and their materials? Need to reduce draw calls most items have 4+ materials and I have 7k+ actors. Too many to do individually
For some reason, when I run my game in 'Standalone Game' mode, there's a thin white line at the top. Any ideas why this might be? (Couldn't find an appropriate specific channel for this, let me know if I should post elsewhere. :) )
Has this been fixed?
Oh I know a 'fix' to that.
was it to do with a reg file or something?
You have to go into 'Editor preferences' -> 'User Interface' and turn off (or on) 'Enable Window Animations'.
iirc anyway.
ok, I'll give that a try. Thank you
how do I open this stuff in the foliage tool?
mine just looks like this
never mind just had to select them smh
how come they don't do collision when I place them with foliage tool tho?
why does foliage pop in seconds after the level is laoded? how to fix?
happens in packaged game too, i spawn and the foliage appears in like 3 seconds
is there a way i can make my load screen wait until the foliage is loaded
Has anyone made the NVIDIA RTX Caustics branch work? I've followed every step, I've seen the video explanation from Nvidia. I don't know why, but I can't make the caustics work. The version of Unreal Engine works and the RTXGI works as well, so I don't know why some features work but other don't.
Here the Link https://github.com/NvRTX/UnrealEngine/tree/NvRTX_Caustics
For Spot lights, what's the Inner Cone Angle do?
(Also is there a lighting channel?)
Hey guys, how can I increase my shadow distance? I have maxed out my Cascaded Shadow Maps Distance but I still need further. Are there any other settings I can adjust?
any way to rotate multiple obejcts at there own ivot point instead of last selected item?
How do I put a job offer?
This is not the channel for it mate
and please do not cross post
its just asking for disaster
:triangular_flag_on_post: Fipa#3299 received strike 1. As a result, they were muted for 10 minutes.
I've looked into it more, still can't find a solution and no one else having this problem. When I run my game in 'Standalone Game' mode there's a thin white line at the top.
Hey guys!
I made a Torch Blueprint with an attached point light...but when i play the game and i look away from the torch, i can see a cut where the light is culled out or not rendered anymore. I used, static built lighting as well as completely dynamic. (UE4)
How can i fix that?
Is there a way to limit the resource usage of the lighting build?
Like, if it's gonna take an hour, I'd rather it take TWO hours if that meant I could play Destiny while it worked
I know, do you want guader?
I just don't know how it works
I Dont even know what that is
all i want is for my Damn Game engine to render the Texture correctly
Are ensure messages handled by the crash reporter and sent to the crash server, or do I need to configure something else? Trying to get sentry to log ensure failures that happen in the editor, any help is appreciated.
Guys, how do I connect the three pins to one node so I can connect it to the Boxmask?
How come theres so many different IKs on asset store? I thought one was already provided with the engine
hello, have someone a house asset, please? I apologize if I posted in the wrong category, but I don't know which category to ask exactly π
do point lights in a blueprint not work? none of them will cast light even with high intensity
Someone please help me! I've got a 2 bugs in my game which I want to fix. And I'm not that much experienced. So, I'd be glad if anyone helps me :) please DM Me
Into what?
Nah, forget it. The channel went into complete meltdown.
where can i ask for help?
the channel that's most appropriately aligned to your problem, or more generally, here and #ue5-general
ok yay, so im trying to figure out the dedicated server thing following the UE guide with UE4 but i never got the server file like the guide says
all i get are these
https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Networking/HowTo/DedicatedServers/ step 10
is where im super confused
You cannot build dedicated server with vanilla launcher build of the engine
Either don't use dedicated server and just go oldskool with listen server, or build the engine from source code which is a huge task for just dedicated server
ah
For indie stuff, listen server is often more than enough, considering not many indies are really capable of setting up dedicated servers
hmmm alright i see
I cant wait until they get revealed
Can someone explain to me how post processing works? Can you make a custom post processing shader to add/enhance your materials?
hey guys, in my game I have a bunch of different tree assets. I want them all to behave the same way, is there a better way than to turn all of them into actors and give them the same blueprint?
See: Intel Arc
Did that convo just jump back 4 years O_O
Dude's probably a necromancer
pls point me in the right direction, how can i figure out why meshes get drawn that are obscured completely by several layers of other objects.. ?
UE default culling should take care of it imho? :S
thats view from renderdoc snap
camera at the gate and the window being on the far building backside... like, why ffs.
well it's vr-mobile so i'm trying to get my draws down but all kinds of bs gets drawn that should be culled from my point of view..
and i have occlusion culling enabled in project ofc
oh and since vr, i'm in forward rendering
didnt know about early z-pass, it's on "decide automatically" for project.. hmm
Question, what are some good websites for 3D assets, preferably free
many sites have free assets too, maybe look into 3dsky and just google for free 3d models assets, also blenderkit for blender
thought renderdoc shows what really happened and what the gpu decided to do too?
meh, it's never easy eh.
but then with freezerendering, i should see what actually happened and if this fkn window is drawn, i should work on it to figure out why?
i see, so it's quite difficult to see actually what the final scene ended up as, when my target platform is oculus vr headset and it's onboard stuff?
trying to figure out whats actually helping instead of harming this "work disregarding" process, like merging little things to big mesh but then big mesh gets culled less and then there's materials also joined to the bigger mess through smaller objects plapla..
mhm okay, thank you
anyone know how to manually install the quixel live link plugin in blender?
im using a portable version of blender, bridge says the plugin was successfully installed but its failing. "cannot send data over port blah blah"
and i cant see the live link option under import in blender
oh nm i did it:)
any idea why my game still shows the unreal engine icon on the taskbar even after packaging and setting the correct game icon?
what would cause this? should be a brick wall but it comes as a solid color. UV map looks ok?
show me the material channels
got me stumped... thanks
i merged the actor and replaced the material now it looks like this any way i can make the resolution better so the bricks arent so large?
every texture looks low res on it
and in-game?
It will look the same i imagine. I havent uploaded the map yet its for a VR game. The tiles should be a lot smaller than that i will send a pic in just a sec. i think i might be able to do it with a texture coordinate node
texture coordinate worked. it was blowing up the texture too big
this is uv channel 1, not uv channel 0
UV channel 0 is no good
well, there is your problem then
How do I make it default to uv1? My other mesh with us 1 are correct
texture coordinate nodes.
but its better to just fix it in your dcc
I suspect it's Windows caching icons. MS might have good intention for it but it is pretty annoying.
hi what is wrong with this post ?
Because it's a job vacancy post. Consider reading the #rules for policy on that kind of post, and #instructions on how to properly post to job board channels.
Ok thanks posted a new ad
so there's nothing I can do?
That's more of OS level thing and not Unreal's fault. Again, Windows have icon caching for perf reasons, but it won't update the icons if filename/directory is the same.
i think it's right here
Okay
so i keep getting this error and im not sure why, ive been copying things from a material i already have which is the second image and its the exact same
see if this can help
nope
but for real
try that
sometimes it works
I have no idea what the error means, so i can't even begin to figure out how to solve it
try restarting the engine
i have, didnt work, oh well ill just see if anyone else has had that error too
no worries
if you figure it out come back here and write something
someone might be looking for the solution in the future
What do y'all think is the best method for long distance falloff where the player can't travel? Blend in fog?
How do i transfer the value of boolean from one blueprint to another?
I wanna take my boolean value of "do player have a key" from the key blueprint to the door blueprint
Oh so i can do like when the player collides with the key it changes the bool value
Sure lol
π I am new to blueprint just learnt basics so far
it worked thank you!
Sort of fixed my issue, the fix made it so the texture actually shows but it stops one of the special things about it from working but Iβm sure other people wonβt have that special thing reallyyy
I made this a make float 3 and then put it as the uv for both images
What would be the correct channel to ask questions about input handling?
yea, generally no problem deleting it, but will require some things to reload under the hood.
things like configs might reset
Ok
hey guys. Does anyone have any idea why highscore could be updating fine in the viewport but when the game is packaged to android, it stops working?
@fierce tulip the reason why i was asking was because of this error. UE4 cannot read the code that i am creating in visual studio so im trying to fix it
not my forte
listening...
I have checked them
What is supposed to be done in the package settings to avoid the malfunction?
Right click your project in the Solution Explorer, Startup Project
Hi folks! Is it possible to generate/update a texture at runtime from a material instance? In my example, I want to generate a unique noise-based texture from a MI each time the game starts.
Had a good search around but not had much luck finding anything useful.
Your name's quite familiar. Did you retweet my twitter post?π
Sup guys π
I... don't know? XD
Anything in specific i should do?
I am active on twitter though, and the Unreal community :p
Hehe! For real? Imma give you a follow! Sometbing tells me you retweeted my last post though. Too familiarπ
Or maybe its a similar name. Only one way to find out :)
You have me followed, but I don't think I've retweeted you before.
making a small game as just one person is really intimidating
always is
@flint dagger that doesnt work
What're you making?
If by small game, you mean MMORPG, then yes.
For actual small game jam size games, it's not that intimidating (but for some it could still be overwhelming)
Surely a small mmo is fine, makoto?!
Hey, is there a specific channel for pixel streaming?#
nono
its just a simple rpg with levels
but i have no idea why its so intimidating
how would i exclude the leaves when i generate collision?
A project as a whole can be intimidating, but you just need to break it down into its component parts.
Then break those down. And break it down further.
also, is there a way to exclude the leaves from visibility collision as well?
they dont match the characters aesthetic
Go with it
its going to be terrible though q.q
You can make an entire RPG game with every graphic being a standard unreal cube and add the graphics later.
Blockout levels in development is very common
It's the point of blockouts, you make rough blocking of the level and play on it before you pretty much finalise it and put together the assets you want
but i dont have the assets
it will remain blockout levels q.q
If you make a good game, you might get someone to make them for you. Or there's a ton of free stuff on the epic market place.
Or a lot of indie games do things that aren't "high quality" but "stylised" instead.
but i'm afraid this might be a bad thing to go along with
Heck, my game's dialogue is still just timed subtitles
a game with just blockout levels but gameplay
Blockout the levels first, worry about the assets later
i dont think thats a game is it?
That's game development
It is... but you can't just release it with blocked out levels. You need something.
But it doesn't need to be AAA+ right now. Or ever.
- it has no story
A story is kinda crucial to an RPG.
i've basically just made it play like a simple rpg qq
uh. mine is just like god eater
i dont even think its a game
And, to be fair, fi you don't have a story, with a ton of dialogue, you shouldn't make an rpg.
i consider it a tech demo
it plays like monster hunter if that makes sense
but a small version
but sure i'll try to go along with it. hope i dont end up failing on it gulp
Anyone know how to make changes to vs2019 code noticed by ue4?
im writing code and building just fine but ue4 doesnt show my code
also im not sure if im learning anything or not because im just watching tutorials and remembering 5% of it at the end
but thats progress i guess
Well, I think you're just overthinking it.
I mean, just look at dev build leaks or developer presentations on their games when it's still in development
can you show me a few?
Blockout levels, dialogue with just subtitles, rough animations, those kind of thing are very, very common
i personally feel a little demotivated no matter what scope the project is but i really want to make a game that i can play. q.q
Are you closing the editor before you start to compile and then opening the editor from the IDE after compiling?
demotivated because of the things ive mentioned above
oh wait. they dont have the assets right from the start prepared?
Lots of examples, really
@spice ruin yes
How are you expecting your files to "show" ?
No, they don't. They could have few hero assets already made, but more often than not they borrow assets as placeholders, and just blocking things out, until they get the original assets done.
remember you tried to help me a little while ago
what about level design
isnt that difficult
these are some things that i find quite intimidating when youre just one person
Im making functions and variables in vs, doesnt matter what section but ue4 isnt showing them as options
Of course not. Things change a lot during development, ideas get scrapped and new ideas get created. Level design usually takes several iterations before it's decent. You can't create every art asset beforehand because many things will change during development.
It's the same. You're pretty much just blocking things out to work out the gameplay first, until you're sure about it.
Oh yes, that. Still not working? π¦
no, i fixed some errors though related to it
oh okay. thanks for reassuring me everyone
Once the blockout levels is set in stone, only then you throw in the assets in lieu of the blockouts
People don't just start projects with full assets ready to go π
i tried it once but just quit after feeling really anxious about level design and stuff
this is a group project which uses git, would that play any role. Im assuming not because the code is written, ue4 doesnt recognize it
If the code is physically on your disk (check explorer,) then UE's compiler should recognise it.
Same goes with voice acted lines, really. Starting with subtitles only first, once the script is finalised, send it to voice talents.
level design is the fun part, relax and enjoy it!
check explorer?
yea i can literally see the code
Don't remind me that my doom maps started as monotonic STARTAN2 walls lol
Don't put pressure on yourself, try to have fun and try to design the level in a way that you would enjoy if you were the player.
haha okay
As in, check that the file is a) In the correct project b) in the correct folder for that project c) not on a different branch and your ide is doing shenanigans.
but is it okay to watch tutorials for blueprints
and then not being able to remember what to do when u start from scratch
and not every game needs voice acting. Sometimes written text is enough, even for RPGs. Especially if it's retro style.
so u only end up knowing 5% or 10% of what u watched
Unfortunately I'm not making retro style :P
It's pretty much contemporary anime show style
@spice ruin i think i see the issue
I think that tends to happen when you try to jump steps in the learning process.
Try to find tutorials or courses that start from the very begining and work your way up.
You don't have file extensions on π’
its in a different file
oh no its like a tutorial teaching how to make a combat system
Personally I improvise and self experiment as I follow along
its in the ue4 folder
but i remember like 5-10%
of what ive watched
and having to revisit to digest it back again
udemy has good courses that are very cheap when in sales.
@keen shell why remember when you should learn
but my main point is that is it okay to make a game out of tutorials?
I'd find it hard to write a tutorial on a combat system... there are so many variations in both combat and how you control that combat.
well u still have to remember if u learn it qq
if you learn it you are comfortable branching off topics
that's whay I mean. Maybe you are biting off more than you can chew right now? Maybe try to learn the basics better. You need a good foundation to understand what you're doing when you follow tutorials on more complex stuff like that
they are always on sale. and that timer they show for "only 10hrs left for sale" is fake and resets when you clear cookies.
2+2 = 4 you remembered that, but if you learned it then 3+1, 5-1 and etc = 4
good to know
Just use https://learn.unrealengine.com
The course has some quiz in between parts, making sure you know what you've learned
Yes and no
but theres like no good tutorials on youtube
most of them are like just teaching how to make a game
im not sure where i could find basic tutorials
well if you manage to actually do it, yeah, why not? What I'm saying is that its gonna be hard to actually make it if you don't really understand what you're doing when you follor the tutorials. You won't be able to make the different parts work together
Also see pinned messages, lots of goodies we collected over time
there are so many good tutorials if you dont look for complete make game tuts, many authors make very specific tutorials on one little aspect, then its up to you to reapply what they teach you to new things so the information sticks with you forever.
Makoto just sent links to Epic Games' official learning website
its all free there
going to bookmark it
thanks
Has Epic fucked with any of the mesh animation controls? I for the life of me cannot find where the anim notifies bar is
I assume I'm not gonna get an answer
No? Even in 4.27 notifies tracks is in the timeline tab, as usual
Not for me
Are you closing/collapsing the timeline tab? Both anim sequence and anim montage have the Notifies track right there
There is no Notifies track
It's right there.
Oh they changed the look of it
...are you in UE5?
UE4
I'm very certain it looks the same in 4.26
4.27
Out of curiosity, has anyone ever gotten a grappling hook mechanic working before?
any idea why I can't download some of the Paragon's assets from the launcher?
Some of them are ok but other says Unavailable for example Paragon: Sevarog, Paragon: Morigesh and etc
mostly assets i added recently to my vault
How to create qte ue4 ,plz
ever since the release of ue4 there have been videos about it, quite a few tutorials you can easily find when you google. there are also some marketplace setups if you wanna throw some cash at it.
Anyone who has good knowledge with data tables in UE4
I am stuck with the logic. Like How to reterive data from the location because it has multiple values in it
Those location particular let end user apply new material to sphere in level & let new way points spawn at the location store in location coloum against particular row name & also that location coloums consist of key name is also particular row name
Alright it doesn't have any issue with vocabulary right now but the logic please I need logic
I am not working in C++ but Blueprints
Would you like to come in DM so I can schedule a meeting if you won't mind and have any issue with this
wait let me share a logic with you which is buggy
@shy nacelle
Does anyone know the correct term for what the tutorials are thatβs used in some plugins?
Iβm trying to find documentation on it.
does anyone know how to make a texture in a sprite material panning in the direction the sprite is moving? i tried grabbing ParticleDirection and projecting it on a plane whos normal is CameraDirectionVector, but that doesnt seem to work. im sure there is a way to do this but i just cant figure it out
Iβve got an array βAdded to Tableβ and what Iβm trying to do is get the values to be shown in a widget. So, Iβve got another array, βPosition Arrayβ which has the variables of each piece of information where it should be on the variable. (The widget has strings as placeholders, so that when the data is updated it will display the right information where I it needs to be if that makes sense.)
The idea is that Iβm taking the, βAdded to Table,β values and setting the variables in the, βPosition Array.β That should make the widget display the information.
I can do that by taking, βAdded to Table,β getting the index, and setting the specific variable.
What I want to do, so that itβs cleaner (and I assume more efficient maybe?), is to use a ForEach Loop. It would also save me the trouble of having to add all of the variables and making this whole big thing. Although at this point it would have been MUCH faster haha. But I want to figure this out (even though itβs putting me behind schedule π¬ . )
If you have any particular videos I should check out lemme know :D
Also, anyone have a little advice? Im working with the HUD now for the game, and I want to make it so that the stamina bar starts to flash when stamina gets below 25%. Any suggestions?
just pick any, preferably multiple and combine the best features.
Hello,
I'm working as a level artist in Unreal 4 and at work I have this hotkey for "Replace actor with selection".
I'm trying to get the same hotkey on my home computer but it seems like Vanilla Unreal doesn't have the option for this hotkey π¦
Any idea how I can add a custom hotkey to Unreal ?
Thanks a lot !
Personally I'd do it with materials. Using either If node or smoothstepped alpha on lerp, switch between flashing bar and idle bar
might need to copy it from work, as its a custom setup in one of the ini-files
Bear in mind im very new to UE4 so these kinds of things are somewhat gibberish to me :')
I tried looking into the ini files but I can't find this specific hotkey :/
you'll need to manually add it
Yes, I read somewhere that I should add a line to this INI file : DefaultEditorPerProjectUserSettings.ini
My problem is that I don't know what's that specific class is called and I don't know how to verify this because my programming skills are about 0
I tried, but I can't find it, looks like they tried to hide the custom things they added to the engine. Thanks for trying anyway !
Is the construction script relevant for anything? Or is that just a default function added in automatically?
Here's the snippet of the material in question
https://dev.epicgames.com/community/snippets/QkV/progress-bar-material-with-danger-pulsing
Feel free to improvise from this
Construction script is executed before Begin Play, and also executed on editor everytime you update something in the BP.
is realtime combat or turn based easier
Turn based might be easier, but my least favourite combat in JRPG
At least give it realtime incentives like ATB to make it more bearable
turn-based can be cool, even without atb, as long as the battles are designed well
good tb is chess, bad tb is
i still dont get how atb works
Basically a turn is up when the timer bar is full, and they're advancing independently
so if you dont decide, they'll just make a move by themselves?
Yes, same goes the other way
It's almost turn based but with realtime incentive
Especially in Active mode, the time isn't paused when you're in menus
anyone had this issue? seems like my lights just turn off after build? ive set the lumen to 100 even and same thing
nvm i was stupid lol
#ue5-general since you talked about Lumen
im on ue4
then what's the mention of Lumen?
The light intensity
intensity says LM im guessing thats lumen
It is
Dammit Epic
all the community tutorials youve showed me has a ue5 logo
not sure if it works on ue4
oops
also im taking a step back since im still new. only used rpg maker
didnt think turn based could be this complicated in another engine
Hey slackers. I have a crash on a binary and a crash context in XML with base and relative stack trace. Is there a function map deep in my project that I can get to match the hex addresses of the crash context to actual functions in my code ?
Well, UE4 is more general purpose.
If anything Unreal Engine started as an FPS engine
how do i solve this problem not collison problem
Hi folks! Is it possible to generate/update a texture at runtime from a material instance? In my example, I want to generate a unique noise-based texture from a MI each time the game starts.
Had a good search around but not had much luck finding anything useful.
hmm
While I'm reluctant to recommend starting out from marketplace template, particularly if you never used the engine before, there is this template in the marketplace.
https://www.unrealengine.com/marketplace/en-US/product/jrpg-template
but i dont have any knowledge about it
its really demotivating especially if u come from an engine which ur accustomed to
so im trying to find guides to follow and learn
To be fair RPG Maker is less serious compared to Unity/Unreal
but youtube videos are just teaching me how to make a game which is just instant gratification
i need to understand what does what
Not crapping on RPGM, I used it to prototype storylines
rpgm is easy to use
fun as well
It's like Hideo Kojima prototyping the story with LEGO blocks
uh oh
Exactly, now try making a fully 3D action RPG with it, complete with third person shooter gameplay
Because it's isekai with guns
What if Mass Effect demake in RPG Maker π³
3d with rpgm is magic
uh which
Welcome to Unreal Engine
then Welcome to Game Development
Felt like choose your own adventure, isn't it?
yes ,There is no problem in single player.
ahaha
i got a 50% grade on the first quiz
not too bad i guess
Glass half full I like it
I wouldn't put my life on this, but if I know my google-fu, you're searching for something like "Unreal engine voxel cracked/keygen" or something in that fashion?
You realize it's illegal and condemned here right?
<@&213101288538374145> What's your thoughts?
I searched for how to do minecraft crack animations on voxel in ue4
bruh
i am making my own voxel methods
Everyones not a thief -.-
No need to jump to conclusions.
The "Keygen" doesn't really make sense in this case
and also have been in touch with the #cpp community for voxel related questions
Β―_(γ)_/Β―
Yeah whatever you would like to think
Some people are on this server just for harrasing others
Already done my due diligence. Me and all other marketplace sellers are tired of seeing our stuff get pirated.
For you kind concerns check in #cpp and search my name, check for how long i have been in touch with the community for help regarding voxel generations, and yes its frustrating to see Authors works go pirated and i understand why you would say that..
Wouldn't "Building my own solution" and asking for help about it constantly give you a reason to crack a fully working, super optimized, perfect solution? That you could look at when building your own solution?(Voxel plugin pro comes to mind) Just saying, I'm not convinced, but I'm also not the one that can drop a judge hammer here so I'll back out from the convo now
Yes, you should put a stop to this conversation so should I
I dont know how thrilling the conversation went but it sure was enough to increase my heartbeats caz i dont wanna get banned from the server, this server has been helping me since 2021 xD
And thanks for giving me the new pfp
replay past event with spawn actor in ue4
actor? why?
Like when I press a button I go to the future they will be a time limit
Then after the count down return to the past and spawn that actor to replay my future event
That awesome
piracy is a grey area to me at least
as an indie dev, i dont use any of these but from what i know the prices on marketplaces for those plugins arent feasible to someone who earns not much to sustain themselves with their hobby
Then they have to live without them, that's how it works
yep but some people resort to that as a last option
you cant do much about it but try to lower prices with sales
thats how u reduce the amount of people pirating it possibly
Raise to the bottom is not a solution. You can't do anything about piracy, even if the asset was at $10 ppl would still pirate.
We can simply call them out when we see them, and potentially make sure they don't get any support with whatever they are doing as a result of their actions
reduce is the main highlight here
piracy is inevitable but if u can reduce the amount at least
thats good
Not a solution, still.
theres no solution from what i know
but yep marketplace devs dont really deserve to get their stuff pirated since theyre doing it for a living
The only thing that would happen is that there would be a lot less quality assets available, because it wouldn't be worth doing and selling those
for me the limit goes up to $50-70+
anything more than that i'll just make do with what i have
I personally own the Voxel Plugin, among many other high valued assets. Just last few days I've spent a few hundred dollars.
I can't really add more to the conversation though, as it's extensively covered in many forums and threads across the web already
this must be great to have but i prefer learning how to develop one which i've done way before
complicated but its fun
Learning is always fun, but when it's on a professional level, saving time is a higher priority π
people make games with plugins and publish?
is that even recommended
Yes, even tripple A studios does it
Can't reinvent the wheel at every twist and turn
oh right procedural
try to set a good example and not get all riled up next time though
u seem like a talented indie dev
Appreciate it, I care for my fellow developers. I believe everyone's time has a value.. And in all fairness my initial opinion still stands
of course its ur opinion after all aha
isnt voxel just like blocks though
oh wait theres heightmaps i forgot
The scale of usability is very wide, mostly know for being blocky though I guess
im still trying to understand how bp works tomorrow
hopefully i have some knowledge
I wish you good luck, it's a good entry point! Just stick with it and sooner or later it'll make more and more sense π
feel like giving up though and switching to godot if it doesnt go well x.x
Dipping your toes in different engines is never a bad idea. It's all tools in the end, whatever can get you where you want to go is the best tool they say
which would u suggest
2D/mobile/web based stuff -> Godot/Unity
Anything else -> Unreal
My five cent.
Best point yet
license?
uh its not copyright stuff which u have to read like open source etc right
oh that yes
whats the difference
well ill stick to ue for a month to learn more about it
doesnt seem like 3d graphics look that great on godot
hey i'm new to ue4 and i'm having trouble setting up an asset, i got it set up like this but the mesh just stays there and doesn't follow the player
the mesh has a skeleton and it has simulated physics w no gravity
do u want it to follow the player or?
if so youre looking for ai
search that and you'll find tutorials about it
it IS the player
oh u mean it doesnt want to move around?
yes, the mesh just stays floating
do u have animbp done for it
doesn't follow the controller asset
retarget anims from thirdperson
but it should follow the capsule, which is a child of, right?
i don't know if it's set to absolute, like i said i'm starting, kinda followed some tutorial but i seem to have failed on the most basic task lol
i'll try looking into this, thanks
if u set it to default thirdperson mesh
does it walk
if it does then i think its the mesh
it doesn't walk, but it DOES follow the capsule
which is what i'm trying to get my mesh to do
correct
i can't find the console
i'll check the animbp too then
en
oh i found the console
the fish is supposed to be inside the capsule (i strafed a bit to the left)
well the thing is, I want to make a fish that wobbles it's tail, so i did all the skeleton physics thing but i can't seem to set it up, the only way i could do it is attaching it to a socket in the default character
if you know of a good way to do it please let me know or send me a tutorial for it
simulatephysics
Why do I get this error when importing animations?
this also makes my animation not work
when my actor dies...the nav mesh doesn't update correctly (it is an obstacle) I'm using Dynamic Runtime Generation and it works great with movable obstacles for example. What can I do? ty
What DCC tool are you using? Blender?
Hey, I was working on some other stuff in the project, and when i played to test it, the camera is stuck in this position and all the default movement from starter package isnt working how its supposed to.
Is there any way I can restore the camera and movement back to how it was?
I realised that I accidentally deleted the CameraBoom Component while adding the sword mesh to the third person BP.
I solved it by adding a spring arm, parenting the FollowCamera under it and changing all the settings on the new spring arm to default by referencing another project with starter content.
Hey I have been wondering, is there a popular term what people like to call this space-time distortion?:
like what would this "effect" even be called?
vortex? funnel? event horizon?
I think (I don't know though) when spacetime distorts due to an object it's called a gravity well, but that seems to have a tunnel which is very sci fi, so don't know
ty
Yes blender
can anyone tell me why the widget isnt getting removed from my screen it gets on it but not off
will do thank you
thank you it works:))
Why does my UE4 go unresponsive when importing this mesh?
Hi,anyone know why my character `s foot stay still when playing a montage?
Please do not crosspost.
Also this is chanel for UE4, not UE5.
ok
Are there people that have managed to get Unreal Tournament 4 working? https://github.com/JimmieKJ/unrealTournament
Isn't UT4 source code not meant to be publicly open source? π€
I thought it was supposed to be under the same Unreal Engine EULA
Isn't what is in there the Unreal Tournament 4 source code? https://github.com/JimmieKJ/unrealTournament/tree/clean-master/UnrealTournament/Source
No, that's just unauthorised mirroring of the repo, as the commit is behind the real repo, which is this
https://github.com/EpicGames/UnrealTournament
The official repo is not open source
Yeah, that person have unauthorised open sourced repo of Unreal Engine too
I'm surprised Epic haven't took action on this for 5 years it seem
Epic privated the repo of Unreal Engine and in extent Unreal Tournament because only licensees should be able to have access to the repo. Unauthorised open sourcing means non-licensee can access it.
Licensees of what sort?
The EULA that you skip reading and just press "I agree" before downloading UE
okay I think I got it
And here I am, kept thinking about the license and giving mod support by the form of the editor, yet someone like that guy can open source UE4 for 5 years unscathed... shit...
What engine version should I install to try to open it? 4.12?
Just to clarify, if I want to backup my project to my harddrive in case my computer screws up, I can do this just by copying the project file and pasting it to the harddrive, right? And it'll all work good?
(Tag me to let me know please. :) )
optional?
Still not sure what you mean.
Break the out hit and it will have a field called other actor or something
Check if itβs your cube, then destroy actor
You need to supply an object to cast.
You aren't.
Cast attempts to go up and down the class hierarchy of an object, it doesn't look for or randomly know about the object you want to cast.
Casting = treating one object reference as another class
It won't find it nor spawning it.
Well, the object reference you want to cast as
How long have you used UE4?
This thing is so basic and already explained repeatedly elsewhere.
Here's your learning portal from here on out
https://learn.unrealengine.com
well
[context needed]
This is not enough to go for context.
What class is this supposed to be? How do you spawn the enemy to begin with? Where do you start referencing the enemy?
Let me be more precise. In what class this node is located?
Good grief, I felt like a lawyer cross examining by this point
Next question. Within this class, where do you first start getting a reference to the enemy?
And from what I can tell, this setup, which uses Unreal's built in damage interface, already applies the damage to whatever the linetrace hit.
So next, it's the enemy class's job to recognise the damage with the damage events (in this case Event Any Damage). The event will be called whenever the class is applied a damage.
In other words, this cast is pretty much redundant.
https://learn.unrealengine.com has a course on inter-BP communication, I suggest taking it for further information.
I already linked the official learning portal, it's your best bet.
Delete this thing
Go to the enemy class, and add Event Any Damage.
In the enemy's Event Any Damage, deduct the health from the event's damage value.
Yes.
Yes, that shit is redundant in this case, that's what I'm telling you.
Casting doesn't "access" another blueprint, it makes an object appear to the engine as if it is an instance of that other blueprint.
Dumb question, is there a way to bookmark common blueprints you access regularly? Not the events or functions, but the blueprints or other objects themselves.
Hello. I have a problem: when player moving by spline in trigger box, the OnBeginOverlap function release many time. How to do it once without "Do once"?
I don't think so, but u can change color of folder for quick searching
Oh well
Very confused here, where is the actual driving functionality for the vehicle game demo from epic? I can only find brakelight stuff in the vehicle blueprint, and lap recording in the Player controller....
Like, the actual engine, steering, suspension and driving logic?
It's in the wheeledvehiclemovement component
I just realise that Epic Games has updated their website this include online learning resources
I just wanna ask, where can I find my saved online courses from previous?
is this the right place? π
Is it something in settings or do I have to make a blueprint or ... what must I do here to make it work?
anyone know how to use the Check Out File node? I'm very curious on how to use it. I haven't figured it out at the moment
for whatever reason my unreal project is no longer syncing with visual studio so every time I recompile my code nothing changes in the engine
anyone know why
What are you compiling for?
Make sure it's Development Editor
Unless you start the Editor direct from VS via pressing F5
@bronze wing
Try downloading from the vault/Library tab
Library, the top one
I don't speak Spanish
Hey everyone, I got this big problem(maby just to me)
UE4 was crashing when booting the system up, so i had to reinstall .
Now after opening my project, the viewport seems blurry(while playing or not).
The only time it seems normal ,is when i playtest trough standalone game...
Anybody know what to do?
Would mean the world to me since Im working on it for over a year now
[context needed]
Hey guys π Can you recommend any good tutorials series for a complete beginner to the UE?
best to just explain the problem, easier to get help that way
Ok
So basically I already done all my animations and everything for my runner game set up the abitllies but now i need to make like a jungle /forest as my background for the game
and im struggling to do that'
so bascially this is my game right now
and for the background i need like a jungle/forest background
like this one has city blocks on the outside and cars, i need like trees, grass , nimals and huts for my background as a jungle
So I basically need to do that but im quite lost
at the moment
well, either make or purchase a jungle-forest pack, and use those.
Oh
I need to build it'
and our project has to be free
yea, it (sadly) wont magically appear.
Okay lol, im just asking how am i able to get like a background like that and insert objects such as trees
like how to expand the track out to the left and right and have it spawn items the same way the track does as the player moves forward
idk how to do that
I just noticed the recent changes unreal learning courses on epic official website and I realize all my saved courses are no longer available how do I get it back? Is it just me that have this issue?
in which blueprint do you initialize widgets like ui menu? level blueprint?
Not a plugin, but Slate texture replacements
You can go to Engine\Content\Editor\Slate\Graph and see the textures that made up the BP editors
i am attempting to setup the official Unreal Tournament source from GitHub but am running into some issues. When running the Setup.bat, it reaches 99% but gives me this error. When navigating to the URL in my web browser I was able to download that missing file but have no idea where it is intended to go
make sure the total name of the file directory is not too long
its better to just D/Project
and then it should work
so are you saying i should move the files to a folder in my root drive directory with a short name to get around the limitation?
okay cool and then i unfortunately have one other issue i am aware of. VS2019 is giving me this error when attempting to unsign the manifests. My thought was I could be missing some redistributables but i can't be sure which ones.
Hey, how can I create a part in a widget using blueprint?
Like I have my own widget blueprint, now I want to add it as a component to another one
create widget doesn't work that way and it spawns the widget as a completely different widget
Create widget -> add child
Wow thanks so much!
No problem :)
Y'all, I've been trying to lower the volume of a loud music track. Tried lowering it a few times, didn't notice any changes. Literally set it to zero to test, and it's still playing at full volume. :/ Thoughts as to why this might happen?
*Update, am an idiot and had connected it to "Begin Play" earlier today. Whoops!
anyone knows how to make airplane staircraft like fortnite and pubg and can send me the blueprint code?
Hello! I'm trying to compile a project i'm working on and this error mesages pops out:
Invalidating makefile for SpaceShooterEditor (SpaceShooter.Build.cs modified)
While compiling E:\ue projects\SpaceShooter\Intermediate\Build\BuildRules\SpaceShooterModuleRules.dll:
e:\ue projects\SpaceShooter\Source\SpaceShooter\SpaceShooter.Build.cs(3,29) : error CS0246: The type or namespace name 'ModuleRules' could not be found (are you missing a using directive or an assembly reference?)
e:\ue projects\SpaceShooter\Source\SpaceShooter\SpaceShooter.Build.cs(5,25) : error CS0246: The type or namespace name 'ReadOnlyTargetRules' could not be found (are you missing a using directive or an assembly reference?)
ERROR: Unable to compile source files.
Any idea why this might happen? Last night i was trying to code a widget, modified the build.cs, then replaced the modified version (which chrashed the game) with a build.cs that worked previously, and still nothing? Is there any hope to make it work or should i start over?
ps: i already did the restarts and refreshes. I went to even delete the binaries and some cashed files and it didn't work. TIA