#ue4-general

1 messages Β· Page 1175 of 1

coral saffron
#

Or even just a list

#

Cannot for the life of me find one

queen kiln
#

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!

toxic lily
#

anyone know how to Interp visibility for a spawned actor or system?

toxic lily
real copper
thin tendon
#

@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.

coral saffron
#

At least it's missing the -vr switch, which makes me wonder if its missing anything else haha

thin tendon
#

@toxic lily Interp visibility of an actor? You want it to adjust visibility based off camera distance?

queen kiln
thin tendon
#

pretty much mate

toxic lily
#

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

peak hare
#

Anybody have functional code that randomly stops working

toxic lily
#

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

peak hare
#

Most likely but sometimes it's something completely independent. And sometimes if I close UE4 and restart, the problem is gone.

toxic lily
#

oh no idea then, could be dozens of different factors

thin tendon
# toxic lily instead of just, "destroy actor" and it disappears

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.

peak hare
#

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

warped osprey
#

Has anyone here ever run Norton Power Eraser before. and if so have you had any issue with Quixel Mixer and norton power eraser.

peak hare
#

Incidentally my battle net (desktop app for blizzard games) randomly says it is corrupt now

thin tendon
toxic lily
peak hare
#

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.

neat ether
#

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

plush yew
#

how to setuop this hierarchy

astral rapids
#

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

neon bough
#

is it possible to have an DLC depend on objects/classes/etc of the core project, without packaging all those references in the DLC?

hazy lichen
#

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 prezcry

#

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

uneven tundra
#

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?

dreamy zenith
#

how can you save the modified values of a specific struc to a key?

peak bloom
#

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.

spice ruin
#

Package it. Close the editor. Launch.

peak bloom
knotty heron
#

guys how does one create a black decal

untold plank
#

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

oak patio
untold plank
oak patio
#

you post in multiple channels without waiting for an answer - crossposting

wait for an answer, and switch channels if redirected

winter mist
#

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!!!

oak patio
#

the only thing i can see for them is using 3ds max

violet storm
#

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 ?

violet storm
# drowsy snow 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 ?

drowsy snow
#

I don't know the exact implementation tho

violet storm
flint dagger
violet storm
fierce agate
#

Yoo guys

#

Does unreal engine version 5.01 means Unreal engine 5?

#

I was planning to download unreal engine 4 since I’m still a beginner

#

There is too many versions

#

I don’t know should I pick

#

5.01 or 4.27.2

#

Which one is 4?

drowsy snow
heady dirge
# fierce agate 5.01 or 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 🀣

eternal orchid
#

@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.

real heath
#

You might just have to recook and eat the cost of a larger patch

#

Engine upgrades aren't always seamless unfortunately

night oar
#

Hi guys dose any one know how to make async task in c++ cuz i cant find a proper way on doing that

devout badger
#

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

plush yew
#

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

devout badger
sullen pelican
#

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.

devout badger
drowsy snow
#

Incredibuild is useful for networked building in larger studios, but utterly useless for individuals and small team

devout badger
#

yeah its modding for a game.. and i dont know how to get rid of it lol

drowsy snow
#

Just uninstall it lmao

devout badger
#

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

narrow badger
#

why directional light godrays looks pixelated

near stirrup
#

hi all, i'm wondering if it is possible for ue to be embeded in flutter app ? is there any best practice?

real heath
drowsy snow
real heath
drowsy snow
#

It's not like anyone can use the compiled result

real heath
#

are you sure?

drowsy snow
#

Yes

#

Right there in the docs

real heath
#

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

fresh pulsar
#

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

drowsy snow
#

Either scrap it and replace the mesh with particles

Or use a sphere

fresh pulsar
#

using a sphere might work although that might come with it's own problems

drowsy snow
fresh pulsar
#

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

neon bough
#

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?

near stirrup
#

@real heath @drowsy snow thanks for your answering , i'll give it a try

neon bough
#

yea thats what i would like to avoid

#

as i want content packs, which are "independent" from the main game

plush yew
#

hello guys, where can I find someone to team up with?

neon bough
#

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....)

plush yew
neon bough
#

i'm using pak loader plugin, which has an helper method apparently

#

so i hope that works in packaged as well

dry marlin
#

You guys are in another level

neon bough
#

yea, guess that's what it does πŸ˜„

dry marlin
#

What are you guys talking about engine coding?

#

Xd

#

Ahhh like mods?

#

UE games have no mods

#

That culture died?

#

I'm kidding πŸ˜‚ hhh

#

It's good

neon bough
#

ever heard of ark for example?

dry marlin
#

Mmmh

#

I'm not so much into dinos but i heard it had mods

neon bough
#

and i guess there are more popular UE games, which have mod ability

dry marlin
#

Mmmmh

#

I wish our creative games had mods yey

neon bough
#

sucks to be limited on creativity in a creative game πŸ˜›

dry marlin
#

I don't get that get back to ma level

#

XD

neon bough
#

but the DLC i'm trying rn is more like sims stuff, which just adds a few meshs

#

gotta start smol

dry marlin
#

Ok

neon bough
#

yea

#

200mb asset data, 31.8G line trace results on their topology

drowsy snow
dry marlin
#

Lol

neon bough
#

you got to suggest that there was much effort in it by bloating the file size

#

millibuckets^

fresh pulsar
#

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

thin tendon
#

@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.

fresh pulsar
#

I'm sort of just getting confused trying to figure out how to do this for some reason

#

brain goin mushy

thin tendon
#

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.

fresh pulsar
#

so.. what do I do with the as bullet blueprint bit

thin tendon
#

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.

fresh pulsar
#

Ah okay

fresh pulsar
#

I'm hoping to simply take off one hit point and then destroy the bullet

thin tendon
#

Can I make a suggestion?

fresh pulsar
#

Sure

narrow badger
#

What is the right channel to ask/search for play testers?

thin tendon
#

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.

fresh pulsar
#

this is my current code I hope it works

fresh pulsar
thin tendon
#

All good mate. If it were a larger project you would want to think of things like this to simplify re-use.

fresh pulsar
#

err.. the second cast wants an object, huh

#

what kind of object am I even.. supposed to put for this

fresh pulsar
#

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

vernal tundra
#

Hi people! Brand new here.

thin tendon
#

You don't need the second cast. Drag directly from the first to the input for destroy

fresh pulsar
#

so like this?

vernal tundra
#

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

thin tendon
#

yeah that will work

fresh pulsar
#

okay so killing enemies now works

drowsy snow
fresh pulsar
#

@thin tendon thank yous

vernal tundra
fleet sparrow
#

How much is float to cm?

drowsy snow
#

Floating point number is just numbers with fractionals/decimals

fleet sparrow
#

ProjectileComponent: Trying to convert realworld cm/s to float/s

real heath
#

Float is a number type. Not a velocity specifically. 30cm/s is likely to be stored as 30 in a float

thin tendon
#

If you are asking about unreal units to cm. then 1 uu is equal to 1 cm.

fleet sparrow
#

What I am trying to say is that how much float equals to cm? Like 1.0f = ? cm.....

real heath
#

Float is unitless. Saying float is just like saying "I'm storing a decimal number".

drowsy snow
real heath
#

Unreal by default uses 1unit = 1cm.

drowsy snow
fleet sparrow
#

Its seems like 1 integer or 1.0f = 1 cm in unreal engine

uneven tundra
#

Should I do them with physics or will that be a mess?

drowsy snow
#

Assuming the chains are skeletal mesh

uneven tundra
#

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.

thin tendon
#

Those chains are separate static meshes you are adding to the frame?

uneven tundra
#

Thats the thing I have NO idea what the best way is to set it up.

thin tendon
#

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.

narrow badger
#

If anyone is interest in indie horror game testing DM me!

uneven tundra
drowsy snow
thin tendon
#

@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.

narrow badger
drowsy snow
uneven tundra
thin tendon
#

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

uneven tundra
#

If I could lock two of the bones, first and last to the frame That should work I recon.

hollow cairn
#

I started a project in the top-down template and would like to change it to standard thirdperson, is there an ez fix?

vernal tundra
#

Is @buoyant granite a bot? Lol

plush yew
uneven tundra
#

This is what im trying to figure out, how to attach the chain to my basket frame.

buoyant graniteBOT
#

:triangular_flag_on_post: 𝕓𝕣𝕦𝕙#4755 received strike 1. As a result, they were muted for 10 minutes.

harsh tiger
#

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?

fierce tulip
#

you broke a rule, you get striked. that reaction isnt helping your case.

fierce tulip
#

number 7

plush yew
#

wat

#

i am confuse

fierce tulip
#

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.

fierce tulip
#

might wanna read the eula to learn what you can and cant do with their content

plush yew
#

oof

plush yew
pearl hornet
#

in ShooterGame, what does the WelcomeScreen look like?

plush yew
#

not to mention you may need to export the rig to animate it

runic fern
#

Hello guys how can i fix the 3d Widget Light Emission ?

real copper
#

cant tell whats wrong with it

runic fern
#

not clear too white

#

its affecting by world light

hollow cairn
#

is there an easy way to switch from the top down template to the third person one?

autumn latch
#

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.

midnight root
#

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 πŸ˜‰

#

oops

#

I guess I accidentally clicked on something, its back...o_0

#

weird

#

anyhoooo

raw oak
hidden sparrow
#

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?

winter mist
# oak patio the only thing i can see for them is using 3ds max

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... πŸ™‚ thx much, i appreciate it!

wild glade
#

whats best to learn, visual scripting or c++

lusty jungle
#

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?

austere gorge
#

Is it possible to change the keyboard bindings for the orthogonal views?

chilly glade
#

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

drowsy snow
drowsy snow
autumn latch
drowsy snow
mellow urchin
#

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.

wild glade
# drowsy snow Both.

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?

tardy oxide
#

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?

soft tree
#

one quick tip is that ctrl + scroll wheel allows you to zoom much closer to the BP nodes than the regular scroll wheel does

tardy oxide
# soft tree one quick tip is that ctrl + scroll wheel allows you to zoom much closer to the...

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.

soft tree
#

was looking to see if there was a large icon theme and couldn't find one πŸ€·β€β™‚οΈ

drowsy snow
earnest drift
#

so i just made the collision capsule smaller, which fixed it for me, idk if that will work for you or na

silent lotus
#

what are the best indie games to come out of ue4?

oak patio
#

satisfactory is gotta be one of the most well known

brazen panther
#

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?

real heath
#

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

astral heart
#

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

real heath
fallow hornet
#

Anyone have any familiarity with the NVIDIA DLSS plugin?

rare nimbus
#

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

astral heart
real heath
#

Ahh then you might not have access to editor utilities either

deep phoenix
#

guys how do i add character movement to picture 1
or adding my mesh to picture 2
whichever works

regal drum
#

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

meager tiger
#

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...

β–Ά Play video
plush yew
#

Hello. In the inventory system, 1 product takes up more than one slot. How can I fix this?

oak patio
#

What inventory system

#

You need to be a teensy bit more specifoc

#

How do we know whats wrong with the system you made

plush yew
#

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

chilly glade
#

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 thisπŸ‘‡ in a project without a source control connection?

plush yew
#

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

plush yew
#

i done it and 404 pops up when i try to enter

#

repository

drowsy snow
#

Repo still exist.

drowsy snow
plush yew
#

Okey i will try connecting one more time, but now im sure that this repo exists, thanks a lot ! ❀️

trail kernel
#

Hello there i kept searching but have not found the answer ,

  1. How many instances of static mesh are possible? The max limit?
  2. How many instances static mesh actors ( the cluster) is possible??
plush yew
#

how do i turn go from seeing four screens back to seeing only one?

drowsy snow
granite lion
#

How do you make a hue shift of a linear colour on Blueprints?

fallow jackal
#

why do i get this brown visual effect in water?

drowsy snow
#

Perhaps the water is full of contaminants kappa

rain badger
#

Is there a way to edit a data table while the game is running?

drowsy snow
#

Data tables are static.

urban berry
#

Hello why i get this error ?

real heath
#

Check the logs

regal drum
#

So I found out how to do the frost effect and turns out I actually had it 75% completed

plush yew
viral hinge
#

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

real heath
#

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

viral hinge
#

the thing is it did work when i played it a long time before

#

idk what changed but it's acting weird now

viral hinge
fierce tulip
#

this server is for gamedev's, not for/about games made with unreal engine.

viral hinge
#

where do i ask then

oak patio
#

The game's community perhaps

fierce tulip
#

iunno, some forums related to hellblade.

viral hinge
#

Alright thanks

fierce tulip
#

yea

viral hinge
#

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

drowsy snow
#

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

regal drum
#

Is there a way to sharpen TAA?

glacial needle
#

Hey, can anyone help me? I can't find anywhere how to set up ads for an ios game

rare nimbus
#

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

astral heart
#

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

peak bloom
#

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. :) )

gilded lichen
#

Has this been fixed?

peak bloom
gilded lichen
#

was it to do with a reg file or something?

peak bloom
#

You have to go into 'Editor preferences' -> 'User Interface' and turn off (or on) 'Enable Window Animations'.

#

iirc anyway.

gilded lichen
#

ok, I'll give that a try. Thank you

hollow cairn
#

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?

fallow jackal
#

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

sand ginkgo
#

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

split jasper
#

For Spot lights, what's the Inner Cone Angle do?

#

(Also is there a lighting channel?)

vocal sorrel
#

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?

astral heart
#

any way to rotate multiple obejcts at there own ivot point instead of last selected item?

arctic pebble
#

How do I put a job offer?

heady dirge
#

This is not the channel for it mate

#

and please do not cross post

#

its just asking for disaster

buoyant graniteBOT
#

:triangular_flag_on_post: Fipa#3299 received strike 1. As a result, they were muted for 10 minutes.

peak bloom
#

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.

low patrol
#

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?

split jasper
#

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

arctic pebble
#

I just don't know how it works

heady dirge
#

I Dont even know what that is

#

all i want is for my Damn Game engine to render the Texture correctly

noble night
#

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.

hidden sparrow
#

Guys, how do I connect the three pins to one node so I can connect it to the Boxmask?

neon wedge
#

How come theres so many different IKs on asset store? I thought one was already provided with the engine

plush yew
#

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 πŸ™‚

astral heart
#

do point lights in a blueprint not work? none of them will cast light even with high intensity

buoyant musk
#

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

real heath
drowsy snow
silver birch
#

Into what?

drowsy snow
austere kernel
#

where can i ask for help?

real heath
#

the channel that's most appropriately aligned to your problem, or more generally, here and #ue5-general

austere kernel
#

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

#

is where im super confused

drowsy snow
austere kernel
#

oh

#

how do i do it then?

drowsy snow
#

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

austere kernel
#

ah

drowsy snow
#

For indie stuff, listen server is often more than enough, considering not many indies are really capable of setting up dedicated servers

austere kernel
#

hmmm alright i see

upbeat wing
#

I cant wait until they get revealed

dry lion
#

Can someone explain to me how post processing works? Can you make a custom post processing shader to add/enhance your materials?

hollow cairn
#

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?

drowsy snow
real heath
#

Did that convo just jump back 4 years O_O

drowsy snow
#

Dude's probably a necromancer

brisk galleon
#

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

shy berry
#

Question, what are some good websites for 3D assets, preferably free

brisk galleon
#

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

amber dune
#

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:)

spark arrow
#

any idea why my game still shows the unreal engine icon on the taskbar even after packaging and setting the correct game icon?

astral heart
#

what would cause this? should be a brick wall but it comes as a solid color. UV map looks ok?

astral heart
spark arrow
#

and the material properties?

#

here

astral heart
spark arrow
#

not entirely sure what could be going wrong there

#

sorry

astral heart
#

got me stumped... thanks

spark arrow
#

just fiddle around with the settings

#

you'll find the problem

astral heart
#

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?

astral heart
spark arrow
#

and in-game?

astral heart
# spark arrow 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

fierce tulip
astral heart
fierce tulip
#

well, there is your problem then

astral heart
#

How do I make it default to uv1? My other mesh with us 1 are correct

fierce tulip
#

texture coordinate nodes.
but its better to just fix it in your dcc

drowsy snow
velvet wind
drowsy snow
fierce tulip
#

^

velvet wind
#

Ok thanks posted a new ad

drowsy snow
#

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.

hazy hound
#

is there somewhere here i can ask for help with ue4 things?

#

specifically materials

spark arrow
#

i think it's right here

hazy hound
#

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

spark arrow
#

see if this can help

spark arrow
#

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

hazy hound
#

i have, didnt work, oh well ill just see if anyone else has had that error too

spark arrow
#

no worries

#

if you figure it out come back here and write something

#

someone might be looking for the solution in the future

west merlin
#

What do y'all think is the best method for long distance falloff where the player can't travel? Blend in fog?

warm valve
#

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

autumn flame
#

Why does the Key have the Has Key bool?

#

And not the Player

warm valve
autumn flame
#

Sure lol

warm valve
#

πŸ˜… I am new to blueprint just learnt basics so far

warm valve
hazy hound
#

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 I’m sure other people won’t have that special thing reallyyy

#

I made this a make float 3 and then put it as the uv for both images

limber mesa
#

Is it ok to delete intermediate folder for ue4

#

Will it generate it back again?

dusky summit
#

What would be the correct channel to ask questions about input handling?

fierce tulip
#

things like configs might reset

limber mesa
#

Ok

late osprey
#

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?

limber mesa
#

@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

fierce tulip
#

not my forte

limber mesa
#

ok

#

@late osprey check your packaging settings

late osprey
#

listening...

#

I have checked them

#

What is supposed to be done in the package settings to avoid the malfunction?

flint dagger
signal zenith
#

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.

late osprey
plush yew
#

Sup guys πŸ™‚

flint dagger
late osprey
flint dagger
#

I am active on twitter though, and the Unreal community :p

late osprey
#

Or maybe its a similar name. Only one way to find out :)

flint dagger
late osprey
#

Lemme check :)

#

@flint dagger Eureka!!! I found ya!!!😁

keen shell
#

making a small game as just one person is really intimidating

fierce tulip
#

always is

limber mesa
#

@flint dagger that doesnt work

spice ruin
drowsy snow
spice ruin
#

Surely a small mmo is fine, makoto?!

tender gust
#

Hey, is there a specific channel for pixel streaming?#

keen shell
#

its just a simple rpg with levels

#

but i have no idea why its so intimidating

astral rapids
#

how would i exclude the leaves when i generate collision?

spice ruin
#

A project as a whole can be intimidating, but you just need to break it down into its component parts.

keen shell
#

i know i can do it but i dont have the assets for it

#

thats the thing

spice ruin
#

Then break those down. And break it down further.

keen shell
#

like i have the characters sure

#

but the levels are blocky

astral rapids
#

also, is there a way to exclude the leaves from visibility collision as well?

keen shell
#

they dont match the characters aesthetic

drowsy snow
keen shell
spice ruin
#

You can make an entire RPG game with every graphic being a standard unreal cube and add the graphics later.

drowsy snow
#

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

keen shell
#

it will remain blockout levels q.q

spice ruin
#

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.

keen shell
drowsy snow
keen shell
#

a game with just blockout levels but gameplay

drowsy snow
keen shell
#

i dont think thats a game is it?

drowsy snow
#

That's game development

spice ruin
#

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.

keen shell
spice ruin
#

A story is kinda crucial to an RPG.

keen shell
#

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

spice ruin
#

And, to be fair, fi you don't have a story, with a ton of dialogue, you shouldn't make an rpg.

keen shell
#

i consider it a tech demo

keen shell
#

but a small version

#

but sure i'll try to go along with it. hope i dont end up failing on it gulp

limber mesa
#

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

keen shell
#

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

drowsy snow
drowsy snow
#

Blockout levels, dialogue with just subtitles, rough animations, those kind of thing are very, very common

keen shell
#

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

spice ruin
keen shell
#

demotivated because of the things ive mentioned above

keen shell
drowsy snow
limber mesa
#

@spice ruin yes

spice ruin
#

How are you expecting your files to "show" ?

drowsy snow
limber mesa
keen shell
#

isnt that difficult

#

these are some things that i find quite intimidating when youre just one person

limber mesa
narrow hornet
drowsy snow
spice ruin
limber mesa
#

no, i fixed some errors though related to it

keen shell
#

oh okay. thanks for reassuring me everyone

drowsy snow
spice ruin
#

People don't just start projects with full assets ready to go πŸ™‚

keen shell
#

i tried it once but just quit after feeling really anxious about level design and stuff

limber mesa
spice ruin
#

If the code is physically on your disk (check explorer,) then UE's compiler should recognise it.

drowsy snow
#

Same goes with voice acted lines, really. Starting with subtitles only first, once the script is finalised, send it to voice talents.

narrow hornet
limber mesa
#

yea i can literally see the code

drowsy snow
#

Don't remind me that my doom maps started as monotonic STARTAN2 walls lol

narrow hornet
keen shell
spice ruin
# limber mesa check explorer?

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.

keen shell
#

and then not being able to remember what to do when u start from scratch

narrow hornet
keen shell
#

so u only end up knowing 5% or 10% of what u watched

drowsy snow
#

It's pretty much contemporary anime show style

limber mesa
#

@spice ruin i think i see the issue

narrow hornet
spice ruin
limber mesa
#

its in a different file

keen shell
drowsy snow
limber mesa
#

its in the ue4 folder

keen shell
#

but i remember like 5-10%

#

of what ive watched

#

and having to revisit to digest it back again

drowsy snow
narrow hornet
#

udemy has good courses that are very cheap when in sales.

limber mesa
#

@keen shell why remember when you should learn

keen shell
#

but my main point is that is it okay to make a game out of tutorials?

spice ruin
#

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.

keen shell
limber mesa
#

if you learn it you are comfortable branching off topics

narrow hornet
fierce tulip
limber mesa
#

2+2 = 4 you remembered that, but if you learned it then 3+1, 5-1 and etc = 4

drowsy snow
keen shell
#

most of them are like just teaching how to make a game

#

im not sure where i could find basic tutorials

narrow hornet
drowsy snow
fierce tulip
#

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.

narrow hornet
#

its all free there

keen shell
#

thanks

regal drum
#

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

drowsy snow
regal drum
#

Not for me

drowsy snow
# regal drum Not for me

Are you closing/collapsing the timeline tab? Both anim sequence and anim montage have the Notifies track right there

regal drum
#

There is no Notifies track

fierce tulip
#

try "windows" > load layout > default

#

because it should be there.

drowsy snow
regal drum
#

Oh they changed the look of it

drowsy snow
#

...are you in UE5?

regal drum
#

UE4

drowsy snow
#

I'm very certain it looks the same in 4.26

regal drum
#

4.27

round salmon
#

Out of curiosity, has anyone ever gotten a grappling hook mechanic working before?

sand spear
#

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

glass coyote
#

How to create qte ue4 ,plz

fierce tulip
lavish shoal
#

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

random island
#

Does anyone know the correct term for what the tutorials are that’s used in some plugins?

#

I’m trying to find documentation on it.

uncut tiger
#

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

rain badger
#

I’ve got an array β€œAdded to Table” and what I’m trying to do is get the values to be shown in a widget. So, I’ve got another array, β€œPosition Array” 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 I’m taking the, β€œAdded to Table,” values and setting the variables in the, β€œPosition Array.” That should make the widget display the information.
I can do that by taking, β€œAdded to Table,” getting the index, and setting the specific variable.
What I want to do, so that it’s 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 it’s putting me behind schedule 😬 . )

round salmon
#

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?

fierce tulip
tidal tundra
#

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 😦
Any idea how I can add a custom hotkey to Unreal ?
Thanks a lot !

drowsy snow
fierce tulip
round salmon
tidal tundra
fierce tulip
#

you'll need to manually add it

tidal tundra
# fierce tulip 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

fierce tulip
#

in that case, look at the one from work

#

i dont know either tbh

tidal tundra
#

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 !

round salmon
#

Is the construction script relevant for anything? Or is that just a default function added in automatically?

drowsy snow
# round salmon Bear in mind im very new to UE4 so these kinds of things are somewhat gibberish ...

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

Epic Developer Community

Progress bar material with danger pulsing adjusted by threshold, applied on Image widget. Make sure the material domain is set to User Interface!

drowsy snow
keen shell
#

is realtime combat or turn based easier

drowsy snow
#

At least give it realtime incentives like ATB to make it more bearable

fierce tulip
#

turn-based can be cool, even without atb, as long as the battles are designed well

#

good tb is chess, bad tb is

keen shell
drowsy snow
keen shell
drowsy snow
#

It's almost turn based but with realtime incentive
Especially in Active mode, the time isn't paused when you're in menus

astral heart
#

anyone had this issue? seems like my lights just turn off after build? ive set the lumen to 100 even and same thing

austere kernel
#

nvm i was stupid lol

astral heart
drowsy snow
real heath
#

The light intensity

astral heart
#

intensity says LM im guessing thats lumen

real heath
#

It is

drowsy snow
#

Dammit Epic

keen shell
#

not sure if it works on ue4

keen shell
#

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

lament plaza
#

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 ?

drowsy snow
#

If anything Unreal Engine started as an FPS engine

junior solstice
signal zenith
#

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.

keen shell
drowsy snow
keen shell
#

its really demotivating especially if u come from an engine which ur accustomed to

#

so im trying to find guides to follow and learn

drowsy snow
#

To be fair RPG Maker is less serious compared to Unity/Unreal

keen shell
#

but youtube videos are just teaching me how to make a game which is just instant gratification

#

i need to understand what does what

drowsy snow
#

Not crapping on RPGM, I used it to prototype storylines

keen shell
#

fun as well

drowsy snow
#

It's like Hideo Kojima prototyping the story with LEGO blocks

keen shell
#

uh oh

drowsy snow
#

Because it's isekai with guns

#

What if Mass Effect demake in RPG Maker 😳

drowsy snow
#

then Welcome to Game Development

#

Felt like choose your own adventure, isn't it?

junior solstice
#

yes ,There is no problem in single player.

keen shell
#

i got a 50% grade on the first quiz

#

not too bad i guess

faint meadow
frosty bloom
#

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?

steady vale
#

bruh

#

i am making my own voxel methods

#

Everyones not a thief -.-

maiden swift
frosty bloom
#

The "Keygen" doesn't really make sense in this case

steady vale
frosty bloom
#

Β―_(ツ)_/Β―

steady vale
#

Yeah whatever you would like to think

#

Some people are on this server just for harrasing others

frosty bloom
#

Already done my due diligence. Me and all other marketplace sellers are tired of seeing our stuff get pirated.

steady vale
#

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..

frosty bloom
#

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

steady vale
#

Yes, you should put a stop to this conversation so should I

steady vale
#

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

oak palm
#

hello everyone

#

how fix these rtx artifacts?

pure herald
#

replay past event with spawn actor in ue4

oak palm
pure herald
#

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

oak palm
#

not games

pure herald
keen shell
#

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

frosty bloom
#

Then they have to live without them, that's how it works

keen shell
#

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

frosty bloom
#

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

keen shell
#

piracy is inevitable but if u can reduce the amount at least

#

thats good

frosty bloom
#

Not a solution, still.

keen shell
#

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

frosty bloom
#

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

keen shell
#

for me the limit goes up to $50-70+

#

anything more than that i'll just make do with what i have

frosty bloom
#

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

keen shell
#

complicated but its fun

frosty bloom
#

Learning is always fun, but when it's on a professional level, saving time is a higher priority πŸ˜„

keen shell
#

is that even recommended

frosty bloom
#

Yes, even tripple A studios does it

#

Can't reinvent the wheel at every twist and turn

keen shell
#

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

frosty bloom
#

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

keen shell
#

of course its ur opinion after all aha

#

isnt voxel just like blocks though

#

oh wait theres heightmaps i forgot

frosty bloom
#

The scale of usability is very wide, mostly know for being blocky though I guess

keen shell
#

hopefully i have some knowledge

frosty bloom
#

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 πŸ™‚

keen shell
frosty bloom
#

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

keen shell
#

which would u suggest

frosty bloom
#

2D/mobile/web based stuff -> Godot/Unity
Anything else -> Unreal
My five cent.

#

Best point yet

keen shell
#

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

sinful coral
#

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

keen shell
#

if so youre looking for ai

#

search that and you'll find tutorials about it

sinful coral
#

it IS the player

keen shell
#

oh u mean it doesnt want to move around?

sinful coral
#

yes, the mesh just stays floating

keen shell
#

do u have animbp done for it

sinful coral
#

doesn't follow the controller asset

keen shell
#

retarget anims from thirdperson

sinful coral
#

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

sinful coral
keen shell
#

does it walk

#

if it does then i think its the mesh

sinful coral
#

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

lucid egret
#

Why do I get this error when importing animations?

#

this also makes my animation not work

void flower
#

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

drowsy snow
crisp warren
#

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.

solar bridge
#

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?

real heath
#

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

solar bridge
#

ty

lucid egret
unborn dew
#

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:))

lucid egret
#

Why does my UE4 go unresponsive when importing this mesh?

oak palm
#

hello

#

how fix these artifacts

#

its rtx brute force

little jungle
#

Hi,anyone know why my character `s foot stay still when playing a montage?

drowsy snow
#

Also this is chanel for UE4, not UE5.

little jungle
#

ok

pearl hornet
drowsy snow
#

Isn't UT4 source code not meant to be publicly open source? πŸ€”

#

I thought it was supposed to be under the same Unreal Engine EULA

pearl hornet
drowsy snow
#

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.

pearl hornet
#

Licensees of what sort?

drowsy snow
pearl hornet
#

okay I think I got it

drowsy snow
#

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...

pearl hornet
peak bloom
#

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.

real heath
#

Break the out hit and it will have a field called other actor or something

#

Check if it’s your cube, then destroy actor

spice ruin
#

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.

drowsy snow
#

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?

#

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.

#

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.

spice ruin
#

Casting doesn't "access" another blueprint, it makes an object appear to the engine as if it is an instance of that other blueprint.

dim dragon
#

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.

glossy oracle
#

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"?

glossy oracle
dim dragon
#

Oh well

pearl oasis
#

Any idea how to fix this?

cloud patrol
#

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....

real heath
#

Like, the actual engine, steering, suspension and driving logic?

#

It's in the wheeledvehiclemovement component

main tapir
#

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? πŸ˜“

bronze saddle
#

Is it something in settings or do I have to make a blueprint or ... what must I do here to make it work?

grand rune
#

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

bronze wing
#

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

regal mulch
#

What are you compiling for?

#

Make sure it's Development Editor

#

Unless you start the Editor direct from VS via pressing F5

#

@bronze wing

drowsy snow
#

Try downloading from the vault/Library tab

#

Library, the top one
I don't speak Spanish

compact patio
#

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

drowsy snow
#

[context needed]

wary lagoon
#

Hey guys πŸ™‚ Can you recommend any good tutorials series for a complete beginner to the UE?

fierce tulip
#

check the pinned messages in this channel

#

:)

outer apex
#

Hey i need help for my runner game?

#

is anyone able to help

fierce tulip
#

best to just explain the problem, easier to get help that way

outer apex
#

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

fierce tulip
#

well, either make or purchase a jungle-forest pack, and use those.

outer apex
#

I need to build it'

#

and our project has to be free

fierce tulip
#

yea, it (sadly) wont magically appear.

outer apex
#

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

main tapir
#

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?

fallow jackal
#

in which blueprint do you initialize widgets like ui menu? level blueprint?

drowsy snow
#

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

finite copper
#

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

static viper
#

make sure the total name of the file directory is not too long

#

its better to just D/Project

#

and then it should work

finite copper
#

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?

drowsy snow
#

Yes

#

Windows has character limit on how long the absolute path can be

finite copper
#

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.

sacred yacht
#

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

oak patio
#

Create widget -> add child

sacred yacht
oak patio
#

No problem :)

prisma swan
#

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!

plush basin
#

anyone knows how to make airplane staircraft like fortnite and pubg and can send me the blueprint code?

dry lion
#

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