#ue4-general

1 messages · Page 1176 of 1

dry lion
#

You want the model or the functionality?

oak patio
#

Here we dont tend to just give out the code, as that doesnt help ya learn

plush basin
plush basin
oak patio
#

What do you mean by airplane staircraft

#

If you send some images or explainations i may be able to help more

plush basin
#

or the airplane in pubg

oak patio
#

Ahh

plush basin
#

like that

oak patio
#

For those its only going to be a mesh moving from point a to b

plush basin
#

i have the mesh but how i do this movimg?

oak patio
#

Your point a and b being points on a large circle maybe

#

Could lerp the location over time

plush basin
#

ok i try this now thanks for the help

oak patio
#

No problem

neon grove
#

how can you do material layer blend with procedural mesh?

fallow jackal
#

what are level blueprints generally used for?

plush bluff
#

how fix this error?

oak patio
#

If it needs to happen frequently, or across levels, use an actor

untold plank
#

nice one epic

cosmic matrix
#

Hello,

I'm trying to understand and work with additive animations but don't really understand the difference between
local and mesh space additive.

I understand that local additive animation are calculate between a reference pose and a target pose which give us a delta to go from a base to a target pose.

So, if you have a base pose with a bone rotation of 10 and a target with a rotation of 30 the delta is 20 so if you apply this delta to an animation the bone will rotate by 20 is it true?

But what is the difference with mesh space additive?

bronze saddle
#

I need help with eyefocus in UE4. I can make Blender eyefocus bones, but they do not work in UE4, I want the eyes to move (rotate) in the direction the eyefocus bones go to.

#

Not just YAW rotation, I want the character also look up and down with face up and down if object is above or below or if character is higher or shorter they interact with

#

I know that the Eyefocus must be in an actor blueprint, the rest I have no clue

#

I assume I may need to do some editing in the Animgraph and make perhaps 1D animation offset or I could be wrong. All I know that the eyefocus bone works for the eye bones to follow in Blender, but these bone constraints are not saved for UE4, as if it does not exist

narrow hornet
bronze saddle
#

What must I do to make eyefocus work in UE4 as how it works in Blender?

#

What must I add to the Actor Blueprint?

hollow crescent
fierce tulip
#

@ashen brook is the only person I know who sometimes uses it, perhaps he has time to explain

ashen brook
#

There's a plugin for it on the marketplace, but I haven't used it in UE so far

hollow crescent
#

ok thanks

#

How do i set lighting so that I see light on all sides with no shadows?

ashen brook
#

Turn off shadow casting for the light

hollow crescent
#

thanks

#

nah, that didn't do it

ashen brook
#

The light is still only going to illuminate the faces the are oriented towards it

#

If you want omnidirectional light that's something else

hollow crescent
#

yeah, that's what i'm looking for 🙂

ashen brook
#

Either use ambient lighting if using baked static light (world settings -> lightmass properties -> environment intensity)... Or a skylight

#

Needs an environment to reflect though, or a custom cube map

hollow crescent
#

alright i'll get googling

#

i guess i'll need a custom map to build my models with

hollow crescent
#

found this, not sure if it's outdated or not. seems like a long vid to achieve omni-directional lighting

#
signal flower
#

hey guys
does anybody know why objects may move glitchy? every cube on this screenshot has same settings but this one is kinda "special". every time different amount of different cubes look like this...

#

another screenshot of this issue

real heath
#

Looks like motion blur

#

try turning off motion blur and if it is still there, then you can look elsewhere

#

If it disappears, you can teleport the object so it doesn't blur like that i think

signal flower
real heath
#

so it's moving with the players position and rotation or just position?

#

and do all cubes move at once, or what?

signal flower
#
  • rotation
real heath
#

ok

signal flower
real heath
#

yep, so you did you try fully turning off motion blur to confirm thats the source?

#

in console type r.motionblur.amount 0

#

that will disable it

#

to re-enable say r.motionblur.amount -1

signal flower
#

but I dont want to remove it completely...

real heath
#

you can try playing with those in your post process

real heath
#

the amount will reduce the length and strength of the trails

#

the per object size will stop smaller objects from rendering motion blur at all as far as i know

#

playing with those you might get the results you want

signal flower
real heath
#

post process is on by default, as you can see by your motion blur

#

a post process volume merely gives you control over it

#

you just place a post process volume in your level, set it to unbound or infinite extent

#

and then you browse through rendering features, specifically motion blur

signal flower
real heath
#

those options allow more than on and off though

signal flower
#

I dont know how to use it properly ;_;

real heath
#

Well you now know the source of the problem atleast. Theres heaps of tutorials on post process on learn.unrealengine.com and YT

signal flower
plush yew
#

Does anybody know if there’s a way to point the launcher to see a UE installation from another drive? I installed a new OS on a different drive and I really don’t want to have to reinstall the entire engine again

hollow crescent
manic sequoia
fallow jackal
#

What is skeletal mesh? When i import a rigged model does it become skeletal mesh?

#

skeleton = rig?

summer marsh
#

after opening ue4 project screen turn out black. any one face this issue?

icy hearth
#

Hi guys , i wonder how can i make my tablet run my main Ui and controls my game while its running on my PC ,something like i control my game with my tablet

icy hearth
real heath
#

It's a web interface

#

Otherwise a custom app made with unreal and message bus would do it

#

Might work outside of the editor too apparently

icy hearth
#

that helps actually , thx so much

fierce agate
#

Bruhh
Every mesh I import had white textures!

#

Do anyone know how to fix this?

#

I really need help

#

I been dealing this a lot of times

drowsy snow
#

White texture or white materials?

fierce agate
#

White materials

#

The textures are not working

drowsy snow
fierce agate
#

OH GOSH

#

Nvm

#

THANKS GOD GUIDE ME

#

I FINALLY FIXED IT

#

I just deleted the material inside the folder

fierce tulip
#

you can disable importing/creation of materials in the import options.

fierce agate
tough bear
#

Odd question but does anyone know about modding games that run with ue4 like creating mods

sacred moth
#

is there a way to move an object to the current viewport camera position in the editor?

small vault
#

Does anyone know if there's a texture memory or other performance difference between importing 8K texture and setting max res to 1/2K or just importing a 2K texture?

drowsy snow
fierce tulip
tardy birch
#

Is there any way to open a play-new-editor-window without the frame rate dropping when I focus on another window from another application?

drowsy snow
tardy birch
minor plover
#

I made level sequence that animates a cinematic camera. It works I can see it move. But the level when played doesn't animate?

vestal wyvern
#

Hello I need help I want to make a 2 D character in a 3 D game but I can't find any videos can someone help me.

glossy oracle
#

Hello. How i can solve the problem when every time i open the project shaders starting compiling

little falcon
#

hey guys, when i am trying to export material to another UE project, i found some of the nodes were disconnected
Especially when i am using megascan materials,
and since another proj is in Linux, i cannot get megascan to download material on linux.

#

whats the best way to export material asset to another project?

real heath
#

Right click, migrate

#

Might be under asset actions

little falcon
#

i was using migrate...

fierce tulip
#

always migrate towards the CONTENT folder of the targeted project.

little falcon
#

its actually a blueprint tool i make which include a megascan material

real heath
#

Well that’s the best way. If that’s not working, is the target the same or newer engine version?

little falcon
#

i was using migrate though, when i open it in linux, some of the nodes were disconnected.

#

yes, from UE4.26 to UE 4.26

real heath
#

Was there anything in the log when you loaded the project or asset about missing ref or anything at all?

little falcon
#

seems not..

real heath
#

No idea then. Whenever something has gone wrong for me it’s either an engine mismatch or there’s something in log

#

Is it the material or blueprint broken?

#

Is the target project closed when you did the migrate?

#

Bit hacky but you could migrate so all assets come across, the open the material in target and source, delete the contents in target and the copy/paste the nodes

spiral burrow
#

I'm trying to find a way to stream the gameplay to Twitch/Youtube. Pixel streaming would have worked but this is on mobile (Quest 2). Anyone know of a plugin to read the backbuffer and send it as a video source? I woudl really rather not have to create that from scratch. Surely there's a stream to Twitch plugin out there?

real heath
#

Was an editor instance of the target project open when you pressed migrate

little falcon
#

nope.. do i need to open every single material?

static viper
#

no

#

you just need to migrate to the content folder

#

and then after import you save

#

that should be it

little falcon
#

i was migrating to Desktop and zip it

static viper
#

that doesnt work.

#

thats not migrating

little falcon
#

then using flash drive copy and paste to Linux

static viper
#

thats exporting

little falcon
#

Hmmm

static viper
#

migrating only works from project to project

little falcon
#

lemme check again

static viper
#

it will give you a warning when it doesnt find a content folder,

little falcon
#

but i need to send my bp to another device

#

i have to migrate and export it to desktop i guess

#

then on another device put it into content folder

static viper
#

you can try to just copy it directly from the project folder

#

by hand

#

and then implement it in the other project at the exact same spot

#

but migrating would be best.

little falcon
#

so i need send the BP_T_RoadLine to another device, right click and migrate

#

seems everything included, and then do i have to put it in content folder?

static viper
#

yes

little falcon
#

why? i dont need it open in current device?

#

i just need to zip it and send it to another device..

static viper
#

can you not copy the entire project

#

and migrate it then

cedar bane
#

Wrong one oops

pulsar ruin
#

Hello guys when I tried open template my C partition is reduced size! I setup unreal on partition D and template to on partition D

gray pelican
#

hey guys, can anyone help with advice? I packed the demo version of the game, but first map (menu) even if mouse cursor is showing up, it is not reacting on pushing buttons, while everything is fine in play mode before the game is build. Any suggestions what it can be?

glossy oracle
#

What good alternative mechanic i can use instead of spline movement?

distant totem
#

How can I 100% ensure that a level is opened IN EDITOR from a specific viewpoint for other people? Like how the city sample opens to the hardware requirements notes in a blank level? Does that get saved to the saved or intermediate folder? For some reason, pressing CTRL+1 to set a camera bookmark isn't doing it

limber mesa
#

quick question. Im trying to import some pngs into ue4 but when i do they turn white

#

why is that

granite orbit
#

Has anyone tried generating synthetic data for computer vision

remote ingot
#

i am trying to make a sonic like loop using ninja character plugin but i cant create any outputs

#

can anyone help?

#

even if i do it without pasting it

#

there still isnt any outputs

analog jacinth
#

have you tried a function instead of a construct?

#

btw, if anyone can help, I'm having some troubles with a 3d menu I'm working on

#

when I play it on the editor it runs perfectly, but when I try it out on a full build doesn't work

#

any thoughts?

limber mesa
#

@analog jacinth what's not working about it. did you make this in c++?

analog jacinth
#

no, it's blueprints, the thing is i don't know why it isn't working

#

on the editor works like charm

#

but when i build it

#

i don't know if it doesn't recognize the input

brave kelp
#

Any tips or suggestions on substitutes for event tick? I’m trying to learn watching tutorials and few of them have blueprints relying on event tick so I am trying to figure out how to use all the blueprints in one project and circumvent that issue

drowsy snow
#

Sure, event ticks can be messy pretty quick and can take a toll on performance, but only if you're reckless with it.

brave kelp
#

I was under the impression you could only open one event tuck inside the event graph lol I’ll take a look again when I get back to the computer

#

I’m really just learning and trying to implement basic stuff so I’m not that worried about it being messy necessarily

rough knoll
#

timers are nice

drowsy snow
#

Using looping timers with low duration doesn't make things better, if not worse, it's not for substituting tick events

rough knoll
#

i've always been told that generally if you need to run something often timers are better than event tick. still, there are a lot of things that some people put in event tick that really don't need to be called every single tick

drowsy snow
#

Setting timers with 0.00001 durations is worse than abusing event tick.

rough knoll
#

0.00001 is never necessary

#

for constant checks i tend to check every half a second or second

brave kelp
#

I’ll have to check out some info on timers and see if that’ll work for me
Still really new so it honestly all kinda has me spinning but I’ll keep at it and keep reading into it! Thanks for your help

drowsy snow
#

The key here is to use event tick sparingly.

brave kelp
#

I’m just a little confused because within the event graph when i try to open a event tick it takes me to the existing one on a separate string

stoic ridge
#

when I import the rokoko animation into the mixamo character this happens

pure mesa
brave kelp
pure mesa
neon grove
pure mesa
# neon grove generally you want to avoid event ticks as much as possible, trust me i learned ...

Well, yes, you do want to reduce the number of actors that Tick every frame by making them as (non-Tick) event-driven as possible. But don't make it a dogma about avoiding Tick at all cost and using solutions that are even worse for performance. There are actors that need to Tick every frame and that's fine. It's more important to be aware that running code is not free and measuring before you optimize. 🙂

drowsy snow
#

Also if you really want to optimise, might as well go C++

round salmon
#

Big progress today boys B)

#

Big progress B)))

#

Now to just figure out how to do a dialogue system

drowsy snow
round salmon
#

yay

brave kelp
#

congrats

#

well i managed to figure out a work around using a sequence after the event tick, although i feel thats probably a less than preferred method. oh well plenty to keep learning. Thanks for the help and guidance everyone

mental shale
#

anyone know how I should go about fixing this?

#

this is what was in that log

plush yew
#

Hello, I have registered custom URL scheme in Info.plist for macOS, how do I get the URL that has been used to open the app in UE?

steep timber
#

Hey, does anyone know how to make the spawner of a projectile unable to collide with the projectile? For example, my gun in first person collides with the projectile that is being spawned, and i dont want that.

plush yew
#

no one replying there

fierce tulip
#

which means a) not many people online that use macos. b) not many people using macos. c) it might take a while before someone might answer. please be patient :)

drowsy snow
#

At least those that do have some form of incentinve, aka iOS
Not with #linux

#

Hell, you can cross compile for Linux from the comfort of Windows but not the other way around

#

(That being said, I'd choose Linux over Windows once I have better rig)

hybrid kite
#

Any comprehensive tutorial series for beginners in UE4?

fierce tulip
#

check the pinned messages :)

peak hare
#

Is UE 4.27 out and is that a thing?

quartz ore
peak hare
#

on epic games launcher it's only offering me 4.26.2

#

never mind, figured it out

lapis ore
#

When a player fires at a wall it leaves a mark, using a sphere mask to place it. This is fine unless the player fires near the edge of a wall, then the weapon's mark is cut off. Can I use a different collision geo for a weapon hit than we use for players walking through walls?

last topaz
#

Hi, does anyone know how to fix the issue where you can't launch the editor through for example a desktop shortcut? I can only launch it from the Epic Launcher now but it used to work fine before. Nothing happens when I try to use my shortcut...

lapis ore
last topaz
#

Yes I have, both from the project root and from the launcher

#

Its a recurring issue for me, somtimes it works sometimes it breaks

#

But now its been broken for a while and I still don't know the cause or a fix

plush yew
#

Any tips for using the Mesh Lod Coloration with foliage meshes? They tend to be too fine to actually show up with distance colors and look black, kind of defeating the view mode's purpose.
Besides switching every single mesh to opaque, I mean.

lavish shoal
#

does anyone know how to stop keyboard input lag in unreal engine games?

#

its only on the keyboard

pulsar ruin
drowsy snow
fallow jackal
#

how to reduce cpu cost from light sources? (i have many lamps)

drowsy snow
atomic arch
#

i posted something on the ue5 chat but it also applies to ue4 so if anyone has a solution it would be appreciated

tall sorrel
#

this is what it looks like editing the tilemap, its just messing up in the viewport

real heath
warm lotus
#

Hi how can I visualize rays in ue4 pie?

real heath
#

Draw Debug Line

#

It's available In C++ and blueprint

warm lotus
#

TYVM!

abstract sundial
#

simulation works fine in ue but ingame its messed up

#

i realized this flickering happening at the messed up areas

bold spade
#

Hi everyone,
Is it possible to convert a big scene from 3Ds Max to unreal? A 1:1 scale of a city kind of scene

ripe gull
#

ok, can someone help me with live coding pls?

#

everytime i try to run i get this message

#

Unable to start live coding session. Missing executable 'D:/Program Files/GameDev/UE_5.0/Engine/Binaries/Win64/LiveCodingConsole.exe'. Use the LiveCoding.ConsolePath console variable to modify.

real heath
#

Verify engine through launcher

drowsy snow
little falcon
#

material ball clipped when viewing from specific angle

#

is this a bug?

real heath
#

is it translucent? could be a depth sorting issue for translucenct materials

fallen wing
#

I've been working with Spring Arms for a while now, but I still have an unresolved issue with them:

Whenever I walk with Camera Lag enabled, camera starts to lag behind the player- giving the appearance of the camera moving further from the mesh

I've parented the Spring Arm to the Neck bone of my mesh, and I just want a movement that bobs with the animation- with no lagging behind the mesh, or on the X-axis
Is there a way to clamp it on the X-axis, so that it can only move on the Z and Y?

real heath
#

I don't think so without delving into c++ and doing it yourself. But it sounds like you just want a subtle movement, maybe setting a max lag distance will give you the up and down movement you want without lagging too far behind the player, softening the perceived movement away from the mesh.

plush yew
#

hello guys

#

iam getting this type of error when iam tried to take HTML5 build in ue 4.23

#

can any one help me what is the mean?

#

i tried with new default 3rd person project that is working fine i am getting output from it and i can run but this after adding all the assets iam not getting html can

#

any one help me?

mental shale
#

does anyone know why our project wont package?

coarse jetty
#

hi in unreal 4.27 dropdowns and full UI bugs very often, everyone have the same issue? is there any solution?

ashen agate
#

Hi guys, is it possible to load a level without making it visible in one BP and then toggle it visible in another?

real heath
plush yew
coarse jetty
drowsy snow
pulsar mountain
#

Hellooo, does anyone have a video or something on how to use Atlas materials?

#

decals atlases can be dragged onto the scene but these plants wouldnt idk how to set them up

fierce tulip
#

or other way around, you create meshes that use the altasses

drowsy snow
#

Though be careful of the quad overdraw risks

pulsar mountain
#

I need to create the plant? thought it would be simpler

drowsy snow
#

Yes. It's rather simple but can be easy to get into quad overdraw pitfalls.

Also that is Megascans atlas.

coarse jetty
#

hello someone can help me with this? im trying to make a draggable ui. I'm searching the relation between this tho values, any idea?

cloud patrol
#

Unreal 4.27 keeps crashing with this message:
Assertion failed: PipelineState.FrameState.predictedDisplayTime [File:D:/Build/++UE4/Sync/Engine/Plugins/Runtime/OpenXR/Source/OpenXRHMD/Private/OpenXRHMD.cpp] [Line: 2514]

UE4Editor_Core
UE4Editor_Core
UE4Editor_OpenXRHMD
UE4Editor_OpenXRHMD
UE4Editor_HeadMountedDisplay
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Renderer
UE4Editor_Core
UE4Editor_Core
UE4Editor_RenderCore
UE4Editor_RenderCore
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

#

Any ideas?

#

Hmm ok, is symbols a plugin?

#

Ah awesome, downloading now, I'll post the new results when it crashes next 👍

#

Cheers, I'll do that

drowsy snow
#

Atlases (not Mega Assemblies) in Quixel don't have meshes included

pulsar mountain
#

ill look more into the atlas thing thanks guys

timber scroll
#

is it possible to limit a max MIP level of a texture so that it is not sampled if its above a level?

#

by not sampled i mean return 0

fallow jackal
#

What is the UE4 equivalent to Unity's playerprefs?

#

can i save variables easily?

#

waits its not blueprints?

buoyant fossil
#

Hi, everyone. I am new to ue4. I am struggling of how to add animations for fps template(with only arms), when you sprint, the arms should shake etc? Could anyone help? I really appreciate it!

drowsy snow
lapis ore
#

Is it possible to have different collision geo for different things on a static mesh? Like one collision mesh for navigation and another for trace hits?

#

I'm trying two collision boxes, one set to Query Only and one set to Physics Only.

rough knoll
dense edge
#

Virtual Texture question for UDIMs; is it possible to add custom parameters to the individual UDIM coordinate. So say I want to add a mask to change the colour tint using a custom parameter over the top of a texture. Say I add a mask to colour tint UDIM 1001 in red but also want to add another mask to colour tint UDIM 1002 in blue. What would be the best way to go about this? Is it possible to separate out the UDIM coordinates? Would it be possible to attach a separate colour parameter slider to each UDIM coordinate 1001, 1002, 1003 etc?

buoyant fossil
buoyant fossil
burnt sparrow
#

Unrelated question: does anybody here use UE on linux? I would like to ditch windows (high time for that) and I'm looking into possible hurdles along the way. Anybody has some tips? I know I would have to build unreal myself, that's ok with me. Any downsides to running it on linux?

burnt sparrow
#

Oh thanks. Didn't even notice there's a channel for this

wraith axle
astral heart
#

is there a way to create multiple materials from textures but keep the same name? like in a different folder so theres no conflict? i need my materials to have same name as texture so when i import it loads the materials correctly

#

i always get a suffix like 01 at the end

heady notch
#

hello

frosty wedge
#

I am making a maze game and am filling the field with corn husks. I currently have 15K meshes used via the foliage mode. I've reduced LOD to a fraction of the original and set the LOD group to foliage. Is this the most optimized way to have this many meshes on a map? Or should I do this differently? I'm bouncing betweeen 40-50 fps

neon grove
#

anyone remembers those fan projects where people would drop characters in the unreal engine 4 kite demo?

#

apparently a game company decided to make it an actual game 🤣

hybrid mountain
#

!many help

fierce tulip
round salmon
#

Okay, it took quite literally the entire day

#

But the dialogue system is finally done

drowsy snow
round salmon
onyx bough
#

I am looking at a tutorial rn and it is interesting that all the blueprints connections are "straightened up" somehow

#

is this implemented via a setting or a plugin?

azure flicker
#

hey guys, is there a section of this discord where i can ask a question? i want to send an example of an ingame system and ask how it could be made within UE

onyx bough
drowsy snow
drowsy snow
round salmon
near zephyr
#

Have a good day everyone. Do you guys leave links to Unreal + Houdini courses? Thanks in advance.

spice ruin
graceful forge
#

Hi all, does anyone know why my blueprint's components are not showing up in the details panel? Only some of them are there, but not all of them. Everything is compiled and saved, so not sure why they're all not showing up....?

night oar
#

Hi, guys hope every one is good. Well I have asked this question before but I am still stuck on it that I got a 3d model from turbosquid which has the animations the rigs and every thing and is made in 3dsmax. But when I import it to unreal 1) Its in pieces 2) I cant find the skeleton or any animation with it so I want to know how can I either import it to ue5 or how can I fix it in another software as I am not good with animations

flint dagger
#

Generally models you'll find on turbosquid are made for general animations and not specifically game engines / unreal. You're just going to have to learn to prepare rigs and models for UE.

#

I'd recommend just looking up tutorials on exporting animations etc from Max to Unreal.

tight crystal
#

Does anyone know why only one ai can move when I spawn 2 or more

drowsy snow
sleek fable
#

Hello guys does anybody know how to prevent the edge formation on this sphere

#

This is the UV Channel also

fierce tulip
night oar
drowsy snow
night oar
#

hmm thx brother

#

sorry

wise knot
#

Are there any good Unreal devlogs or dev YT channels? Seems like all I can find is for U*ity.

drowsy snow
#

Unreal Engine is a serious engine for serious people

(at least that is the stigma)

wise knot
#

I'll admit I questioned myself not once or twice about is it a good decision to use Unreal for a relatively simple platformer game considering that the compiled version weights a gigabyte, of which the actual game assets are 200mb at most... But blueprints are too dang lifesaving for me.

drowsy snow
#

The restriction is that build size musn't exceed 150 MB

wise knot
#

Exactly.

#

My game utilizes pixelart aesthetic to the boot. XD

frosty wedge
fleet sparrow
#

how much actors can a mobile device handle in average?

wary lagoon
#

Hey guys, got a noob question 🙂
I want to make high resolution screenshot but cannot find it in my Viewport Options 🤔

static viper
#

that is only possible in the main window

#

not any sub window.

#

and i can clearly see that you dont have the main window open

#

but a character window

#

probably a skeletal mesh

wary lagoon
#

Exactly 🙂

#

Need to make a screenshots of characters poses
Soo... how to make that happen than ?

static viper
#

oh err

#

snipping tool for windows?

wary lagoon
#

Yeah but with high quality screenshot tool I have option to make them without backgrounds
And I need these poses that way

static viper
#

why not just

wary lagoon
#

I can ofc simply make print screens and delete background in the photoshop - but I want to make it more professional way

static viper
#

drag the character into an empty scene

wary lagoon
#

Thank you 🙂 Sorry for silly questions. I'm totally new to the UE

static viper
#

totally ok

peak hare
#

I remember being able to visualise the file size of different aspects of my game, displayed in a kind of grid of squares whose size varied - one square for static meshes, another square for blueprints and so on. I forgot the option that allowed me to view this, can anyone enlighten me?

split wagon
#

Heyy guys

#

Ue4 is crashing idk why

#

Btw I'm a rookie

#

Can you guys help

spice ruin
#

Yeah, you have to do the thing. Then the other thing. It fixes everything.

split wagon
#

?

spice ruin
#

It's about as descriptive as what you said.

stray tundra
#

is there any way to corrupt a save file for testing?

#

i tried editing the hex but still loaded fine (not the content of it but hte save file itself)

spice ruin
#

Pretty sure it'd have trouble loading that.

#

That's an epic portmanteau.

peak hare
#

Running into a frustrating wall. I can't really test my game properly without massively optimising first, but very hard to stay motivated without visible progress occuring 😦

autumn flame
#

Well, if there's such a big blocker optimization wise, you better profile and see what's shredding your performance the most and optimize that

peak hare
#

its multiplayer and has potentially hundreds of units on screen at a time so I need to massively reduce their poly count/ai complexity when they are far away

#

but anyway this space is better for people to ask questions in rather than just talk about themselves

#

In fact I have one now if anyone would be willing to help XD
Does 'do collision test' need the meshes in question to have some thickness to them to come into effect? It's working on solid meshes but not on hollow ones for me.
I would also like to know how to change the 'do collision test' option at runtime, does it need to be executed in player controller to work?

full quarry
#

hello, i cant find a way to get a correct reflection in a indoor scene....could anyone give me some suggestion......

#

even thought using reflection capture, it just reflect the sky but not my indoor environment.....

spring pine
#

Hey can some one help me fix this. First time in ue4 trying something out, but the borders seem to appear black even though in maya it has proper texture applied to it.

icy mulch
#

I need some help I'm trying to make the camera shake when the ai is chasing you how would I do that

true wasp
#

Hello. Guys, I encountered this error when exporting models and textures using Ue viewer, is there a solution?

autumn flame
#

Why are you exporting them with UE Viewer

#

Is the real question

mellow wedge
#

Yo, any clue as to why my game is launching in VR? Never set any VR settings up, and "Launch in VR" is disabled in settings.

#

Aye, that seemd to work. Thanks!

polar owl
#

e

supple lynx
#

anyone got time to help a noob out? no matter what I do in my project it crashes.

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/BlueprintGeneratedClass.cpp] [Line: 197] UBlueprintGeneratedClass::GetAuthoritativeClass: ClassGeneratedBy is null. class '/Game/stuffs/ThirdPersonBP/Blueprints/ThirdPersonCharacter.ThirdPersonCharacter_C'

true wasp
fierce tulip
#

just open the editor and export?
if you are trying to get content out of an unreal engine game, we do not support that on this server.

#

hi

autumn flame
#

It's the thing you open stuff with when you wanna do the little spy

autumn flame
#

As easy and basic as that 😎

#

If the first step is an issue, then there may be a problem

round salmon
#

So, odd situation I have here. Well, not a situation. If anyone remembers me talking about that weird screen flickering effect that would happen after a while in UE4, well, for some odd reason, that no longer seems to occur.

drowsy snow
#

nobody reads the damn EULA 😉

minor plover
#

How to get the model transform/matrix in the material editor?

drowsy snow
minor plover
#

thank you. For the preview sphere in the material editor, is it a unit sphere with radius 1? Or does it have radius 100? I have a problem where the material looks right in the material editor under the sphere. But when I apply it to a unit sphere in the scene view, looks wrong

ripe quiver
#

Hope this isn't too newbie of a question :/
I know I'm just starting, but how do you guys sort out topics to look into when you all first started learning unreal?
Been going through a lot of tutorials, and learning the interface etc, but the amount of content just feel really overwhelming.

some background: no coding exp, have done a few mini-paper models of stuff, but nothing serious.
goal: trying to be able to use blueprint to turn my paper model games into some small functional mvp in unreal. trying to make a small pong clone of sorts as first learning prj

Thanks!

pale oar
#

...yo, when did DevAddict delete their youtube channel?

drowsy snow
pale oar
#

huh...

minor plover
#

Does the material editor allow me to multiply/transform vertices directly? I only see worldpositionoffset

#

What I want to do is multiply a matrix to each vertex, before that vertex gets transformed by the modelViewProjection

oak patio
# ripe quiver Hope this isn't too newbie of a question :/ I know I'm just starting, but how d...

well ti all depends on what im trying ot do, for first learning i dont really worry about the looks, or learnign how to make models, as you can get the same functionality with the primitives, so i focus on learning the programming. Then i once i got that down for some testing projects, i might have a look into making some environments, then maybe combining the two. From there you can add on things like making sounds for a few more serious projects

#

like a pong clone doesnt really need sounds or models if you are just learning

#

maybe do some basic sfx for hitting the ball

#

but then maybe give yourself a challenge for an environment

#

make a small room in a house, or something to play around with modelling and texturing, and lighting

#

for me its all about iteration

#

learn the basics, then set reasonable challenges

#

not being afraid to look for help when stuck

ripe quiver
#

I think I just get too caught up in trying to envision how every part of whatever the tutorial is teaching is going to end up in the final bit, then realizing there's a ton more stuff that I need to know in between.
I'll tinker around first and get used to linking stuff together before tackling the pong clone probably. anyways, thank you!

blissful trail
#

whats the correct way of doing this im basically trying to create a disconnect/shutdown server button

blissful trail
#

nvm i think i figured it out

trail crater
#

Hi are there any tutorials for neural networking in unreal engine

spice ruin
#

I'm not sure that it'd be much different from neural networking anywhere else.

remote lynx
#

Hey guys. I have a question about blueprint. So, I have a BP class with some functionality, for example, when the player enters the collider, the actor rotates 90 degress. So, my question is, how I extract the rotates blueprint nodes from this BP and use it in another BP?

I am a programmer and what I am trying to do is something like that: I have a class A that has a function called Rotate. In another Class B, I instantiate Class A and calls Rotate from Class B. Is there a way to do this with blueprints?

real copper
manic sluice
#

I have a section of the landscape which has a visibility mask on it (masked material, section cut out). When I try to build with GPU Lightmass the geo underneath the landscape hole goes black. (UE 4.27) Is there any way to fix this? It seems like GPU Lightmass is considering the landscape as solid in this location and so its casting a shadow even though it's not supposed to be there at all..

#

Is GPU Lightmass actually usable in 4.27?

#

this seems bad

marsh glacier
#

Hello guys just a quick question, is there any possibility that you can make a sequencer in for example level 1 and play that sequencer you created in level 2.

plush yew
marsh glacier
#

ohh thats not what I meant

#

The question is that I created a sequence in an level and can I use that sequence in another level

manic sluice
#

What happens with GPULM if you go over this limit of 256 lights?

#

Also why is there no lighting channel? 🤣

plush yew
# marsh glacier ohh thats not what I meant

Ah gotya, my bad. I think so yes, you have to relink the actors in that scene, and i think they also have to be placed in the new level somewhere.
In your sequence rightclick the red actor > Assign Actor

jolly jungle
#

If I have a scenecapture2d and a render target, and I have a material that crops a small section of the render target into it's texture, is the scenecapture2d still rendering everything or only what actually gets seen on the material

full quarry
#

is it possible to move one level(all component) to the other level?
I'm making aVR scene but i didnt use the defult VRTemplate....now, can i transfer all assest like light, meshes..etc to the VRTemplate ?

novel pine
#

Is the official documentation ever validated or actively monitored by employees of Epic? What is the likelyhood of an error being corrected? Or extra information being added? It is highly inconsistent and seems to ignore the fact that people reading the tutorials generally know nothing about the engine or editor, while catering exclusively to that demographic. I get that the relevant information for them is inside the other parts of the documentation but I dont know enough to find them without reading all of it like a book, and I dont remember things like that.

#

for instance, get hud reference doesnt exist. But it says in the official docs right before this pic Off the As First Person Character, use Get HUD Reference then Remove from Parent as shown below.

and using google just leads to stuff I am not ready to do, or even understand, as I am new to using this software stack

#

wait so I have to create that blueprint?

#

is that variable added by default when I create it or do I have to do that also? This is supposed to be a new project, with two previous tutorials that never had that covered, getting started with UMG and making a main menu. the tutorial series has not covered characters yet

novel pine
#

its from the official documentation on the official webite, so not really random. "random" would be something third party and not endorsed by Epic, would it help if I stated its a brand new FPS with starter content and cpp project checked when creating? All I have done is add widget blueprints and make a main menu and am now working on a pause menu, with no extra stuff that doesnt involve those.

Being brand new to UE4/UE5 I figured I would start with the simplest stuff first, so UI elements and a menu for starting/saving/loading the game. Then I could go wild with the cpp once I have the in-editor blueprints done and can focus on actual code. I saw that UI would be best to do with BP's as the overhead is more suited to things of that nature.

novel pine
#

I said I am making a menu for those things, not implementing them

your suggestion is literally the next items on my list

manic sluice
#

I guess I found a bug with GPU Lightmass. Landscape visbility mask holes go full-black opaque when you build with GPULM in 4.27. 😱

#

Yeah, I was just hoping

#

I'm not sure if the version in UE5 will be much better. I think most of their attention has been on Lumen, not the static pipeline

#

The 4.27 version is better than 4.26 but only a little bit

#

GPULM in 5.0 according to the documentation removes the max # of lights... but you still need enough desktop memory to hold all the lightmaps in memory at one time

keen shell
#

i'm improving slowly but getting there somehow. that's new

kind dew
#

so in a packaged build stat memory is showing 4 gigs of memory, but windows task manager is showing 7 gigs. Why are they different?

quasi jetty
#

is any one here willing to join my development team for my game (if u are dm me)

ruby robin
#

Does anybody know why SceneCaptureCube is so slow? No matter what resolution I set I always get same results. Like no performance difference for 8 or 4096 resolution. Even on very simple scene with some cubes I get like ~8 ms drop.

Even if I set 4 simple render targets I get less performance drop and it depends on resolution.

spice ruin
quasi jetty
#

because i have hardly anyone on my team

spice ruin
#

Maybe put up a proper advert in the recruitment section here?

#

And you aren't going to get anyone serious without a) experience and proof of competency or b) money

fast hazel
#

does anyone know why generating collision on a procedural mesh doesnt seem to do anything? making a new plain box mesh is the only thing that seems to have collision, the slice function is supposed to generate collision but it doesnt work, add collision convex mesh doesnt do anything either even when inputting a simple box

glossy wagon
#

is there any way to enable max distance draw/culling distance in the editor? I get 120+ FPS in game but then 20-40 in the editor 😦

spice ruin
#

You can change the "quality"

#

Think it's in the view menu of the viewport? Something like that

torpid hinge
#

Hi there
i need some books which is dealing with the internal architecture of unreal engine

#

book which talking about reflection system, object architecture , reandering engine and all staff in the engine

#

not a book talks about how to build a game

modest trench
# torpid hinge Hi there i need some books which is dealing with the internal architecture of...

This is more gameplay code related but it's there https://youtu.be/IaU2Hue-ApI

What happens when you start up your Unreal Engine game? This video is a guided tour of the Engine's initialization process: along the way, we'll glimpse the high-level structure of the Engine (modules, game instances, local players, and viewports) and we'll see how all the different parts of the Game Framework (game modes, game states, player co...

▶ Play video
torpid hinge
#

excellent that exactly what i need

#

i saw this channel before

#

but it has limited content

#

i wish there was abook describe engine like those videos

modest trench
#

The thing I replied in #cpp is closer to what you want

torpid hinge
#

i also have seen this before

#

unreal engine 3 has a very good book

#

but its v 3

modest trench
#

Unfortunately in depth ue4 knowledge is kind of spread out all over the internet

#

Ive even read Chinese blogs

#

The only real single place is to read the source

torpid hinge
#

its very bad thing

real copper
#

one 4000

drowsy snow
#

Four of 2048x2048

#

Depends on the context really

modest trench
#

Powers of 2!

drowsy snow
#

Depends on context

modest trench
#

Yeah, if less drawcalls edges it out less is more

drowsy snow
#

Characters can be 1024x1024 or 2048x2048

The latter can be mipmapped too

#

Personally I never have character textures go beyond 2048x2048.

real copper
#

one big texture is better than many small ones though

drowsy snow
#

Characters tend to have more textures anyway

drowsy snow
cloud patrol
#

I have a time rewind effect working in unreal 4.27 VR, but I notice it chews up my framerate. I am currently saving the transform, linear and angular velocity of the actors I want to rewind and I iterate through the saved arrays when I rewind. Any ideas how I can improve the performance? I'm still learning unreal and I'm using blueprints.

#

I'm using event tick for all of this btw

drowsy snow
#

> iterate through the saved arrays
> using blueprints
> using event tick
> VR

That's a recipe for disaster

#

Not entirely sure how, but I feel like replication might be able to come into play

pearl hornet
#

"It appears that Visual Studio is not installed"

#

even tho I have it installed, so the error makes no sense

drowsy snow
#

Isn't that a tutorial box 🤔

pearl hornet
#

It pops up when I try to open a .cpp file

#

it's not starting Visual Studio

drowsy snow
#

Personally I'd open it straight in the VS solution

#

Personally I'd open it straight in the VS solution

#

I found that opening C++ classes from Unreal Editor can freeze it even after VS is loaded

drowsy snow
#

Project name says it's OpenTournament, so has to be something related to Unreal Tournament project

pearl hornet
#

Unreal Engine version?

digital blade
#

does anyone know what this crash means?

!Id:399e9a3bd76e1bdf23892ed0c325aa80

No minidump found for this crash.

digital blade
drowsy snow
#

...why

#

That's way too old of a version to be used today

digital blade
#

how

drowsy snow
digital blade
#

4.2.2 is when the project was made, and the assets in it

#

if i use a different version i can’t use the assets

drowsy snow
#

Waking up from long time hiatus, eh?

digital blade
#

huh

drowsy snow
#

You're finally awake. It's been 7 years since you last woke up.
Jokes aside, what engine version you can get the furthest?

#

4.11?

digital blade
#

the only way i can load the assets is if i use the correct version the project was made in

#

but i can’t load the project WITH 4.2.2 because of the crash

#

and i don’t know why it’s crashing

#

but

#

i can open the project with 4.22

#

but

#

the assets don’t load

digital blade
#

that’s why

hasty crest
#

I dont know why, but i have an object ( a plane with a water material) that isnt affected by Focus Distance. Any ideas why it isnt blur?

drowsy snow
hasty crest
drowsy snow
jaunty wadi
#

Does anyone know a good solution if working on a laptop with limited storage, while I have a computer in another country with 100 TB of storage?

#

It would be nice to use that storage and save all my projects there while working on the laptop

drowsy snow
real heath
#

Or yeah, source control server

jaunty wadi
#

@real heath it has an incredible graphic card so that sounds interesting, thank you!

twilit ridge
#

Not sure where the right place is to ask this question, my team is having an issue with the foliage system. All the individual pieces show up in foliage mode but in other modes they all appear as one model and load in when the player is far away and other models aren’t loading. How can we fix this? We have one large map and don’t want all the foliage being rendered all the time

bitter pulsar
#

Would the new 4.26 water features be a good foundation for a game that would hypothetically take place entirely on a boat?

static viper
#

are on 4.26?

#

i would use 27

drowsy snow
#

Borderline unusable, I say.

static viper
#

i would say so too

#

its landscape based too

bitter pulsar
#

I see

static viper
#

you are better of making your own

#

or

#

buying from the MP

bitter pulsar
#

alright thanks

static viper
#

there are some good articles for water on the MP

#

look into the details.

#

what you mean

drowsy snow
#

If you're looking just for the free one, then yeah...

#

Well, UIWS was free for a month a long while ago, but I ditched it with my custom water solution

static viper
#

and tbf

#

UIWS is very very performance heavy

#

its great looking

#

but very very inefficient

#

i wanna try fluid flux at some time

#

it has some promise

drowsy snow
#

I think UIWS boils down to more naive approach of iterating render targets, and doesn't go lower level than that.

||heh, subconscious puns strikes again||

#

Perhaps it would be nice to do the fluid simulation in compute shader level

static viper
#

lets wait tho

#

fluid flux could export some more static versions

#

then we could scale them

austere kernel
#

why does my point light turn white after i build it?

hallow walrus
#

https://youtu.be/bMYB13jfHX4 cool german Unreal Tutorial

((INTRO))
00:00 Intro
00:31 Project Setup
02:02 Engine Basics (Fast)
03:41 Bewegungsmechaniken bearbeiten
05:07 Neue Objekte einfügen (Auch Text)

((MATERIALIEN))
06:03 Materialien (Basics)
09:36 Portal-Material
25:41 Wasser-Material

((BLUEPRINTS))
37:05 Spieler sterben lassen
49:30 Bewegende Plattform
01:06:57 Schießender Turm
01:39:38 Telepor...

▶ Play video
dusk nebula
#

does anyone know why this cast would be failing? It's the correct class and I believe I've used the green node in this exact way before

amber dune
#

been putting off installing windows 11 for a while now.....

#

but its installed now and i actually kinda like it

#

@dusk nebula how do you know its failing?

#

oh wait

#

you damage number widget is a reference to a widget asset right

dusk nebula
#

I did figure it out, actually

amber dune
#

dont you have to instantiate the widget first before you can actually get it?

dusk nebula
#

I moved it to begin play and it works

amber dune
#

yeah i guess its not instantiated in the constructor

drowsy snow
amber dune
#

yeah i see it as just a windows 10 update too

#

but then again, ue5 was just an update to ue4

#

with some new tech of course

#

but technically, ue5 could still be called ue4

#

but anyway, win 11 just feels cleaner, icons seem more saturated at least for system wide icons, better wider spacing between elements stuff like that

#

i see changing the "view" is still only local to the folder you changed it

#

:S

drowsy snow
#

Eh, after like a year of using Windows 11, felt more mixed as time goes on.

amber dune
#

oh, well its been just over a day for me so

#

maybe ill find some niggles

#

what did you find you didnt like over time?

#

my first niggle actually, is i still want the start button on the far left......even though i like the centered task bar

drowsy snow
#

If I could, I would've used Linux (archvile)
Unfortunately UE dev with Linux is more cumbersome

amber dune
#

if i didnt require so many windows only apps, id be an only linux user myself

drowsy snow
amber dune
#

i used to dual boot windows an ubuntu, ubuntu for dev and windows for entertainment

#

but in the end, i just got sick of package managment when for what i need i can just grab an exe in windows

drowsy snow
#

Eh, pacman (or apt in Ubuntu) isn't that bad

amber dune
#

lol

#

its been a few years, like 10

#

since i last used linux

drowsy snow
#

But still, kinda wish UE development on linux didn't suck

amber dune
#

i only did web development on linux

#

whats your main reason for wanting to use linux over windows?

#

i mean, when i used it i had this sense of "sticking it to the man" and "freedom" but i cant say i ever actually found it a a better place to work

#

it gave me less options and convoluted my workflows

#

and mous emovement felt all wierd

drowsy snow
amber dune
#

free, sure

drowsy snow
#

I'm inclined to think programming wise it's not that different, just the compatibility in the way

amber dune
#

i couldnt really see any of the other things as a positive, since all of those things are done better on windows (security might be questionable though)

#

but thats all about, do you trust a massive corporation, rather than the effectiveness of the security

#

for emulation id choose windows 99% of the time, emulation just runs better for the most part

#

although, i actually do technically play my emulated games on linux

#

on an rg351p

#

its my bedside table entertainment device, taking me back to my childhood years

drowsy snow
#

Anyway it's out of the scope of this channel

amber dune
#

where is the off topic channel?

#

i couldnt find it

drowsy snow
amber dune
#

ohhhh

#

sneaky

#

right at the bottom too

untold plank
#

yo uhh, anyone know how to work with a team in ue4?

drowsy snow
untold plank
#

any good guides on it?

drowsy snow
sick crane
#

So I am trying to put a asset pack into ue4.27 and it keeps saying unknown Extension UAsset

#

I have used the same asset pack in the past but now idk

#

Any help would be good

sick crane
#

They have worked for me before

real heath
sick crane
#

Transfer to non ZIP

#

Then I go to Content browser and I import it through there

#

That's how right?

#

Well feel free to ping I'm headed to bed...

#

PEACE

chilly geyser
#

When my character respawns I can control it, but the player camera manager never switches to the new character? Any idea why?

real heath
#

Or Macos or whatever you use

#

If it's in content/models, it has to go in content/models. You can't move it to somewhere else. That needs to be done in editor

chilly geyser
sacred yacht
#

Hey there, for some reason my find sessions command doesn't work? I can create sessions, join them but when I try to find sessions it returns 0

#

Could anyone tell me what am I doing wrong please?

dusky flower
#

hello, can someone help me to install bridge on ue4 ?

static viper
#

So what happened to this map file

#

did you change it?

cold harbor
#

Hello Everyone. So My Problem Is when I open unreal engine 4.26 and try to load the game I made. It says that failed to load map level 1 and when I klik Ok. As you can see at this picture that My Level1 became black and I missing some of the actor and pawn. I already tried to open it unreal engine 5 but its does not work. This problem occured when I'm accidently compile the wrong blueprint node and it crashed so when I tried to Open it again. It looks like this. Can you guys help me?

cold harbor
static viper
#

your map

#

should be in the backup folder

#

of the project

#

under saved

#

autosaves

#

you should be able to find your map there

#

just need to rename it

#

and then put it into the maps folder

cold harbor
#

Its gone too

#

do you have another solution?

static viper
#

no

glacial oak
#

Hey peeps,
Is anyone here able to tell me why I got 170 emails this morning from GitHub from something called [EpicGames/Signup] Good Looking (PR #24) (156)? I hovered over the email to check the email address and compared it to an email I know is legit from GitHub and the email matches perfectly so just wondering if anyone has had this before / had this happen to them today?

static viper
#

alot of people got this

#

just unsubscribe

glacial oak
#

I'm assuming they made some kind of mistake on their end and accidentally ended up mass spamming emails?

static viper
#

yes

#

a user made a mistake

glacial oak
#

Wow that is really bad. Thank you for your help 🙂

pure mesa
#

I had the good luck of getting a goatse.

pure mesa
real heath
#

It was absolutely intentional to rush through an insignificant change to pad their resume though

static viper
#

he apologized on tweeter

drowsy snow
#

It's Hacktoberfest Shitstorm 2: Electric Boogaloo

drowsy snow
#

Quality over quantity, goddamnit!

sacred moth
#

Hi everyone, Is it possible to key the post process material parameter in the sequencer do I have to use the material param collection?

drowsy snow
sacred moth
#

So I have to use blueprint instead of just keying the param right?

drowsy snow
sacred moth
#

I only use this post process mat for one scene so I don't think it's necessary, so is there a way to key the specific param of the material, not just the 0-1 amount?

idle valve
#

Hello people

plush yew
#

hi

bright field
#

When I try to rebuild automationtool, I get such an error, what could be the reason?

peak hare
#

How would I go about creating custom LOD transition logic? Rather than simply screen size, creating my own conditions (in this case whether first or third person in multiplayer)

astral heart
#

Is it possible to migrate material instance from one project to another?

drowsy snow
astral heart
vast fulcrum
#

Hi peeps, is anyone else having issues using the UE water plugin in version 4.27, e.g., not experiencing any buoyancy?

drowsy snow
#

I personally don't use the built in water system at all

static viper
#

metoo

vast fulcrum
#

you guys use the EnvironmentPlugin I suppose?

feral grotto
#

Hey, guys. Did anyone pass these courses about vfx? https://www.aboutcg.org/courseDetails/156/introduce
https://www.realtime.xyz I find them pretty interesting, but it's fully Chinese as I can see( Can anyone give recommend any courses like these?

astral heart
hollow crescent
#

hello, I've placed a model into my level and manually changed its position. my camera is VERY far from everything. What's the hotkey to zoom in and focus on my model?

digital anchor
#

F

hollow crescent
# digital anchor F

tried that before but it didn't work. I guess i just need to be careful. thanks

daring wedge
#

I am looking for someone who knows how to work well with unreal engine, for the completion of a project.
all the essentials for the job will be offered by me and clearly the job is well paid

pearl hornet
#

What do you mean with that? How do I'd that?

oak patio
sweet bough
#

Is there a way to tell the editor to load a specific level when I open the project in the editor?

oak patio
pearl hornet
#

I try to package my project and get fatal error LNK1181 UE4-Core.lib & UE4-HTTP.lib. What does that indicate?

lunar scaffold
#

Hey what is the best Template to buy for a TPS / FPS Template with capture the flag and other Gamemode.

oak patio
#

i generally dont trust too many plugins for that stuff, as often theyre poorly made

lunar scaffold
#

or this

#

250 5 stars

#

is good i think

oak patio
#

i have no idea

#

the 100% blueprints bit scares me

#

i dont own all of these how can i comment on their quality

#

you are much better off not gambling your money and making them yourselves

#

those sorts of gamemodes arent incredibly to complex, although multiplayer does make things harder

lunar scaffold
#

its better meby to rent a Game dev to teach me how to make it

oak patio
#

or use this free resource full of people that can help

lunar scaffold
oak patio
#

this entire discord server

drowsy snow
lunar scaffold
oak patio
#

shootergame is unreals template game

#

like the lyra of ue4 ig

acoustic frost
#

anyone know why my assets are importing without color?

drowsy snow
acoustic frost
#

oh i thought the asset came with the materials when i downloaded it from online

fierce tulip
#

while uncommon, its fine if people are posting non-unreal engine jobs.

#

but thanks for reporting :)

plush yew
#

Ya ya whatever i have seen alot of people like you

#

I don't want to argue with you and lose braincells

#

And?

median wigeon
#

Both of you move on from the conversation or I'll be handing out strikes.

plush yew
austere kernel
#

Why does after building lighting my light color turn white

#

?

sacred moth
#

Hey everyone, I have this issue that cause the exponential height fog to not update it's color correctly when I keyframe it with the sequencer. But when I hide and unhide the exponential height fog layer then the color change back into the color it was intended to be. Is there anyway to fix this?

thorn lichen
#

Is there a way to auto-screenshot all my cameras with a command? Can't for the life of me figure out how to do it.

craggy sierra
#

@grand scarab @mossy valley @opaque salmon @frank python
hey guys, has anyone of you resolved your problem with "A FRenderResource was deleted without being released first!"?
we are getting this while map traveling (only client side) and only on Radeon graphic cards PCs. Maybe if you found a resolve for your problems it will help us somehow. Please share anything you found out

pulsar ruin
#

I have a question bp nodes still behind c ++ I know how to see behind by clicking on every node but what about syntax can read syntax i write with bp with c++ ?

spice ruin
#

What do you mean by syntax?

pallid olive
#

where can i find documantions for a clan/guild system were players can partipate in clan wars?

spice ruin
#

It means the serializenum value is below 0 and that's not allowed.

digital blade
ionic smelt
#

Does anyone here know a good tutorial to explain well how to communicate between BPs? Like BPActor -> BPActor, Widget -> BPActor, no only char and other BP...

pallid olive
spice ruin
spice ruin
digital blade
spice ruin
#

I see.

digital blade
#

can i dm you?

spice ruin
#

No

#

It may not look it, but I'm actually very busy! 🙂

digital blade
#

ah ok

pallid olive
digital blade
#

do you know how to fix this?

spice ruin
digital blade
#

@spice ruin could i pay you to help me get the uproject fixed when you're not busy?

true spindle
#

how does one go about building a plugin in unreal engine, more so the compiling aspect/

#

?

spice ruin
pallid olive
spice ruin
#

That c++ class is missing. I think /script/ is c++ classes anyway

spice ruin
pallid olive
#

like http?

#

are there some api's u know of?

spice ruin
#

There's an http server/client built into UE.

#

However, your backend should not be UE.

#

That will be up to you to figure out!

buoyant graniteBOT
#

:warning: Failed to send a DM. User will not be notified.

#

:triangular_flag_on_post: Trojan#0953 received strike 1. As a result, they were muted for 10 minutes.

static viper
#

what happened here

#

lol

astral heart
#

there any good recommended plugins to help with optimization? something to that might suggest what actors to merge etc?

#

having a hard time optimizing for mobile games and reducing my draw calls

violet yoke
#

Hi, what's a good way to learn how to write blueprint systems? Systems such as an inventory system, a mission system, weapon system and so on?

#

Cause right now I don't really even understand the nodes. I can only cast to the player character xd

sick crane
#

Does anyone have a good video suggestion for Vehicle Physics/Driveability

true spindle
#

i keep getting this "Platform Android is not a valid platform to build. Check that the SDK is installed properly." but im not even trying to build anything with android

fringe drift
#

Okay, so, I am a total newbie to using UE4, so forgive me if the answer isn't obvious:

Is there any downside to changing the unreal unit size so that 1 UU = 1 kilometer?

...You know, in case I wanted to design a space shooter or something, and have maps that are a few light-seconds across?

spice ruin
#

Resolution

#

If you then try to move "smoothly" in local scales, it will not wokr.

fringe drift
#

Ah, so 1 km resolution would only be practical if the ships are moving & accelerating at hundreds of km/sec.

pulsar ruin
#

@spice ruin how i can read c++ code behind my bp code?

spice ruin
#

I think if you right click the node you can go to the source?

#

Shrug

pulsar ruin
spice ruin
#

Then no.

rapid wyvern
#

Where's the best place to ask questions about the Houdini Engine (HDA) workflow?

oak patio
#

if you're asking for a 1:1 equivalent of a bp event graph to a c++ file then that doesnt exist, the two are different things and arent directly translated like that.

sweet bough
#

Ive been messing around with the SkySphere that comes with starting a new project in the editor. Ive noticed that when in the editor viewing the sun on the sky sphere it's edges have a nice glow to them, but when I play stand alone to test, the sun's edges are sharp with no glow at all. Does anyone know what could cause this/ what I have to do the fix it?

sharp crest
drowsy snow
sweet bough
sharp crest
#

You know you could have just sent the 2 screenshots without all the text

#

Add a post process to your level

#

And mess with the bloom and lens flare settings

#

That'll fix ur problem

drowsy snow
sharp crest
#

Maybe there is some editor override for it when you don't have a post process overriding it

#

¯_(ツ)_/¯

sweet bough
#

🤦‍♂️ Oh wow. This is a case of me forgetting my default settings. I had bloom turned off while testing a previous task and forgot to turn it back on. Thanks for the help.

stark cedar
#

Hey guys , i got an idea for a game and wrote a lot of mechanics and other stuff to my phone . And its really messed up , i heard there is an app to make this stuff organised , does someone know name of that app ?

modest trench
#

not really ue4 related though

surreal eagle
#

hello everyone

#

what's a good way to give abilities to a charachter

#

as an example i have a mp charachter

#

and i wish to give them abilities in three slots

fallow scroll
#

Is there a way to get the total area of a navmesh?

#

Or is there another way to get the size of the playable area?

sage bane
#

How do I start off the game making thing

#

I'm already a 3d artist

#

Ofcourse going to use ue4

#

So far I only know how to import stuff

surreal eagle
sage bane
#

That's exactly what I do smh

#

I'm not in trouble with importing stuff

sharp crest
sharp crest
sage bane
#

@sharp crest I mean how to start with stuff like do I make a game for practice first? Or head on to making a realy nice game

sharp crest
spice ruin
#

Or just steal a game idea and make it for practice.

#

It really doesn't matter if you're not going to sell it.

#

Remake flappy bird or whatever.

sage bane
#

Sure

drowsy snow
#

My project was started off as hack and slashy Final Fantasy ripoff lol
I learned a lot of new stuff and engine techniques along the way

vast fjord
#

Does anyone still get black screen flickering and drop menu issues/ After like 10 minutes of using UE4 it glitches and does this but only on my 1440p screen

#

on my 720p screen it looks fine

vast fjord
#

ahh thanks, just used that reg file

#

will disabling MPO overlay do anything else? affect anything else?

waxen heart
#

i saw no difference

vast fjord
#

This still didn't fix it

#

Again, if I move it to my second 720p screen it looks fine

#

oh maybe I shoguld reboot

vale silo
#

I have a BP Actor with bunch of static meshes inside. Some meshes are duplicates. I'd like to select those and turn them into Instanced Static Mesh component. How can I do that?

#

If not possible, how do I extract meshes from BP actor and have them in the level exactly how they are inside BP actor?

spice ruin
#

Go to the blueprint of your bp actor and add an ISM component. Set the mesh and replaces the SM component instances.

vale silo
#

How do I keep transforms though?

#

BP actor is a house made of 4 window meshes, a door, walls, etc.

#

If I simply add ISM with the mesh and add instances, they won't be exactly where original meshes are. Even if I manually copy transforms from mesh to an instance, it's going to be slightly off for somw reason (tried it last night)

sage bane
#

do i simply just rig a tank for unreal like normal rigs

#

or does it need like an overly complicated rig even for a low poly tonk

drowsy snow
sage bane
#

oh

#

but wont it like

#

oh idk

#

wont i need to assemble it manualy in the editor

drowsy snow
sage bane
#

ok

#

can i maybe dm you for help? begginer here

spice ruin
#

Transform to transform.

drowsy snow
sage bane
drowsy snow
#

It's better to just ask beginner questions here.

vale silo
spice ruin
#

So correct it!

vale silo
#

lol, the reason I am asking is that I want to avoid this fiddly mess of manually adjusting everything. There is a plugin that combined selected meshes into ISM/HISM, but it only works with meshes on the level, not inside BP actor. So perhaps the best way to go about solving this issue is by extracting meshes as is, with transforms, from BP actor, then merging them using plugin into ISM (whatever meshes can be put into ISM) and then making BP actor from the result. The question is how to I decompose, so to speak, BP actor into mesh components preserving transforms and then making a new BP actor out of selected meshes/ISMs ? @spice ruin

spice ruin
#

Shrug

#

It seems like a lot of effort to do that instead of just fixing a few alignment issues.

vale silo
#

well, I have like 50 meshes inside BP.. So manually adding them to ISM and the adjusting transforms manually is a lot more work then the other method

sage bane
vast fjord
#

Anyone know how i'd want to reset after an attack animation plays? This is my current setup, but i'm not sure what to do after the animation

vast fjord
drowsy snow
vast fjord
#

I'm not sure what that means

#

looking it up now

#

how would I also change an idle animation depending on weapon?

#

my anim montages still aren't working tho

#

oh nvm i got it

#

forgot to set the right name for the root

vast fjord
#

Whenever I try to set a blueprint interface, it says it's "not marked as blueprint callable and cannot be used in the graph"

#

how do I fix this

#

I'm trying to have one boolean affect another, so I can use blending poses by bool

daring wedge
#

hi, I am looking for a PVP project.
for any information do not hesitate to contact me privately!

mellow turret
#

using RutUAT.bat BuildServer how do I specify I want a rebuild, like VS lets you either build or rebuild

oak patio
#

Are you looking to be hired?

daring wedge
oak patio
#

You can check the marketplace or post in the job board

daring wedge
oak patio
#

Ok

#

So post to the job board

#

Or

#

Make it yourself

daring wedge
oak patio
daring wedge
oak patio
#

Thats going to be very pricey then

daring wedge
oak patio
#

But again post into the job board, its likely going to be soemthing you will have to have custom made by a contractor, as that is quite specific

#

But also remember the point of a template isnt to be complete

#

A template isnt something to slap an environment in and call it a game, its something you build off, with the basics already made

daring wedge
#

👍

oak patio
#

In terms of what channel you should post to, id say contract jobs is your best bet

daring wedge
#

yes but the manny bot doesn't work

drowsy snow
oak patio
#

rip manny

#

He will be missed

granite lion
#

Horror Engine 🙂

oak patio
#

i was about to say i dont get why so many newbies use horror engine

#

then looked at it on marketplace

#

and well

#

i can see why now

static viper
#

its basicly a very clunky full game setup

oak patio
#

yeah

static viper
#

people love it

#

ive seen alot of games with it

oak patio
#

good for generic template game

#

bit concerned it doesnt have any pdf documentation at all

#

ig people flock to it cause it does a lot fo stuff and its the whole "make a game without having to learn code" thing

drowsy snow
#

Everything you need to make the next kids horror game

vast fjord
#

can someone help me with setting up a boolean interface? i want to swap between idle animations

brave kelp
#

After adding aim offset my characters hands/gun will periodically twitch upwards. I’m assuming something to do with the blend spaces and/or the blueprint get/set pitch/yaw. But I was curious if anyone had any experience or input on where to start

light thunder
#

did they get rid of the spawn actor from class inside of editor utility scripts? I used to be able to spawn actors procedurally in a level but now I can't

granite lion
#

is screen space lighting a good idea for a game engine?

static viper
#

ue5 uses screen space lightning

#

with its new virtual shadow map system

uneven bear
#

where to write when i get crash everytime i launch game to android?

drowsy snow
analog kestrel
#

hi I am closing my first Unreal project, and I saved every script and scene, but still this window pops up when I try to quit Unreal, can somebody explain what is happening?

quasi jetty
sage bane
#

where are the bones smh

hardy yoke
# sage bane

In the options menu with the filter icon, there should be an option to show them. By default, the filter is set up so only colliders are visible

sage bane
#

hm?

#

which options menu

hardy yoke
#

In the left upper corner

sage bane
#

thanks alot :DDDD

hardy yoke
#

np!

dusk nebula
#

can somebody give me a hint on how to fix 3rd person character controls? I want the character to be able to move in the input direction, but when I set it to use the forward/right vector of the 3P camera, movement speed is dependent on the camera height. Looking down or up makes the forward movement equal zero, basically

dusk nebula
#

so the problem is that if I'm looking downwards, the character doesn't move forward

granite lion
#

Then it is not camera height

dusk nebula
#

It's the camera pitch

#

I know what the issue is, but I haven't found a solution that isn't jankier

#

Rather, it's just that the forward vector of the camera is in a direction that doesn't move the pawn anywhere, because of either gravity or the floor, depending on the direction

#

I use the camera's vector because I want to be able to rotate the character independently

manic sequoia
dusk nebula
#

I just need to take this and normalize it to a plane, basically

dusk nebula
dusk nebula
sweet bough
#

My understanding is, normalizing any vector(2d or 3d) basically changes the components of the vector to be the percentage of the sum of all their components. So x=300, y=200, z=500 would be x=0.3, y=0.2, z=0.5
This basically changes a "velocity" into a "direction". In your case you want to ignore the z component(up and down directions) so you 2d normalize only the x and y (left right, and forward back). So the previous example would be: x=300, y=200, z=0 would be x=0.6, y=0.4, z=0.0

sage bane
#

what do i do with dimensions

#

following this

sage bane
#

uhm,can someone help me maybe?

cold harbor
#

Hello Guys I want to ask do you guys know how to saved your current unreal engine progress in github and when it crash you can just revert it back to the last session?

sage bane
#

manualy is the only way i know

cold harbor
#

How

#

?

sage bane
#

in like

#

whichever directory you put it

#

or creating a duplicate

cold harbor
#

is anyone else know how to save it in github? I would be very thankful

void iron
#

anyone know how i can set it so the condition is when a blueprint is usedit plays a sound if not it plays another sound

real copper
# cold harbor is anyone else know how to save it in github? I would be very thankful

In this short tutorial I will be covering the setup process for project collaboration utilizing the GitHub integration within the unreal engine. I made an effort to convey the necessary information as fast as I possibly could while still covering everything needed to properly get started. If you have any suggestions for other tutorials concernin...

▶ Play video