#ue4-general

1 messages · Page 1177 of 1

cold harbor
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Thank you paranoid

sage bane
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.

proud depot
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Any way to shrink the map build data file for a level without decreasing light map resolution or reflection sphere res? Basically… are there any other settings that have a big impact on the size of that file?

untold holly
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I tried uploading a project folder to onedrive it set it as a 7zip by itself and when I try to unzip it I just get an error that its corrupt

Any tips on moving projects to diffrent PCs?

Edit: fixed, and its better to just buy a USB with a ton of storage and not bother zipping the project

sage bane
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:( Fine ill model something for anyone who answers my simple problem.
https://youtu.be/w70w1o3nddg
im following this tutorial but im stuck at the part where he makes the first BP where he takes the wheel dimensions..

void iron
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?

real copper
# void iron ?

can you reexplain your question? you want to play a sound if a bool is true and a different one if its false?

void iron
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If a blueprint is used( a bp for suppressor)

sage bane
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;-;

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ok so]

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.

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this thing @shy nacelle

sage bane
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;-;

real copper
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use a branch idk

sage bane
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guess ill give up on unreal

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:l

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another day wasted

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thanks

pulsar ruin
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Guys when i declare a variable in character bp then declare variable in animation bp then set animation bp variable to character bp one now i have 2 places in memory is have variable in each other or just one?

void iron
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what how can i make it to using the blueprint or not

fierce agate
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Hey, guy Can someone help me with this problem?
Every time I use automatic weight to move my rigged character, this always happens

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I’m suffering with this trial and error for 1 week

dapper bluff
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should i learn ue5 or stick to ue4 for a new project?

void iron
mint thunder
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Generic question I just noticed.
If I change parent BP variable to be the same variable a child has, it then breaks independency of the children for this variable. Is there a workaround for this?

real copper
# void iron ?

if you're using a blueprint you should know if it's being used or not. I just don't get what your problem is

void iron
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so im trying to use a branch if a suppressor bp is used the suppresed sound would be used or else its normal

remote lynx
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Morning guys. I have this actor that says "Unloaded". I think I force deleted a blueprint and the actor just stayed in the world, but now I can't delete it. Can someone help me?

real copper
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try deleting the "DerivedDataCache" folder in your project folder

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damn :(

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its engine code so its alright, restarted your pc?

autumn flame
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Are your trying to pass an Array by Ref?

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I mean if it's being problematic I'm sure you can disable it from the configs

frigid warren
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Hey guys, I recently got into unreal engine and I'm trying host a multiplayer game in aws. I haven't done this before, so I'm kinda skeptical. Any help is appreciated!

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Anyone tried dedicated servers before?

fierce agate
autumn flame
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That could be it, iirc it can't be Serialized or so, problematic

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Pass it by copy

autumn flame
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The &

real heath
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Hard to use? Lol What? It's the same. And any of the expensive features like lumen are optional

autumn flame
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Just post stuff here

split jasper
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Is there a way to figure out WHICH light a light is conflicting with?

last current
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Good evening everyone) Please tell me. I can not understand why the light shines through the joints of the geometry. With basic cubes, if you do the same, everything is fine.

polar ibex
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Hi everyone, I can use function (Open Level) put ip:port connect dedicated server ?

static viper
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why

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sadly

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like dlc?

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describe exactly

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if it is your project

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why not just open it

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what do you mean

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did the files got corrupted?

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show me the files

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show me

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the files please show me

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just make a screenshot

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can you show me the folder structure? by chance

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what game is this

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are you trying to open fortnite?!

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is this for modding?

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that is very grey

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i may need to ask for assistance here

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<@&213101288538374145> hello 😮 is this ok?

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Does fangame equalize to modding?

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and how would that translate to this discord

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no we have specific rules here

snow crown
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erm

static viper
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and epic has specific rules too.

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i dont know if fortnite has an editor

snow crown
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so, the specific question "how to open cooked assets in editor" is legit

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the short answer is for most games, assets have custom versions

static viper
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hes trying to open the fortnite data

snow crown
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so, you can't load them

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and asking how to circumvent that would be against our rules

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basically, that is circumvention (and not modding), so that kind of question would be against our rules

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you need the editor version that the developer who cooked the assets use

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and if that is not provided, trying to get around that is circumvention

static viper
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you could be in breach of this rule

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i wasnt sure

regal mulch
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It's pretty simple. Are these your assets? (:

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Doesn't matter. If you try to get your hands on assets you don't own, you violate rules

fierce tulip
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he's also publicly showing fortnite content in an editor.

static viper
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explain please

fierce tulip
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yes, doesnt mean you are legally allowed to use it though

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ok, well

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

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:no_entry_sign: c.j#0953 was banned.

static viper
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oh my god

static viper
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Well then! I tried to make him understand 😄

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summoned a blizzard

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and poof he went

regal mulch
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Yeah we are pretty strict on this stuff

static viper
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good.

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am pleased.

regal mulch
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There are so many free assets one can use, even very high quality ones that Epic and other devs provide for research.
DataMining assets and trying to further utilize them is really not okay.

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Or let's say, discussing that stuff is not

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What one does in their free-time, away from this server, I don't care

static viper
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yee. Sadly most modders would disagree 😦

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what a shame really.

regal mulch
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I'm not against modding

static viper
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i am not too!

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just saying 😦

regal mulch
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But we also don't want this being discussed here (ways to mod outside the provided tools)

static viper
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when i try to explain this to people... they get mad at me

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🙂 back to work

fierce tulip
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he also got frustrated XD so yea

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das boot

storm oak
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Hey all,

I am seeing a weird behavior in my project. After packaging a Win10 build a lot of objects get misplaced, but still remain close to their original location. This is not an issue when I test things in engine.

What could that be and how to solve this?

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For example I have a fence with a few actors attached to it. Sometimes those actors get misplaces or the fence is moved somewhere a little.

tacit mulch
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why isn't this blueprint working?

static viper
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it makes the muzzle flare invisible

tacit mulch
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but it's already invisible

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so shouldn't it make it visible?

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and if not, how would i make it visible instead?

static viper
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this is a set

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not a toggle

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if you want to make it visible you need to check the bool.

tacit mulch
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so what should i do?

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oh ok

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thank you so much!

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it worked

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btw, how would i get the muzzle flare to repeat?

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like, for example the explosion one. how do i reset it?

granite lion
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create a timeline of type TEventTrack

tacit mulch
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and how do i do that?

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im new to unreal engine, sorry if im bothering you :/

last current
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Good evening everyone) Please tell me. I can not understand why the light shines through the joints of the geometry. With basic cubes, if you do the same, everything is fine.

granite lion
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*Lightbleeding

drowsy snow
potent reef
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Hi Everyone! Good morning 🙏🏼

Want to ask a question. So i’ve got architectural scene and wanted to make an interactive output.

Example: when i press button X, i want unreal change display and split into 4 Screens/CCTV style. I put camera in 1.bathroom 2. Bedroom, etc. When i click selected screen, it become fullscreen and so on. Also make a button for close the fullscreen etc.

Is that even possible? Can someone pointed me out to tutorial or docs? Thanks before!

drowsy snow
potent reef
# drowsy snow Scene captures and render targets.

Can you pls elaborate more? Or can you point to similar tuts? Sorry.

I am not experienced with blueprint and UMG. I search and google told me that i need UMG for the UI and blueprint for button click and so on.

Thank you so much 🙏🏼

dire sleet
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Please help, no matter what I do, the Exposure compensation slider is not working in the Post-Process volume. Other PP settings DO affect the environment but the Exposure compensation slider is not. I set it to auto exposure, manual, nothing helps. I have another project open with the same level and on the other project it works. I have no idea what is going on here.

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please help

covert cloak
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One more time with a new Unreal Strange Issue. 🙂 Does anybody have a idea on this one: The scene render using the Legacy mode (Movie Scene Capture)

But if I try to use Movie Render Queue, it stays on "uninitializing" forever and never starts to render.

real heath
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which engine version, and anything in the logs?

void iron
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so i got a branch and i want the condition to be am i using certain bp or not how do i do it

covert cloak
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4.27

covert cloak
sly coyote
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anyone good at vector math? im trying to line up these 3 different B vectors so theyre in a straight line on the forward vector of the A location

real heath
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B1.Start = VecA
B1.End = B1.Start + (VecA.Normal * B1.Length)
B2.Start = B1.Start
B2.End = B2.Start + (VecA.Normal * B2.Length)
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Pseudo-ish code for that. Assume B1,B2 are more like rays than pure vectors

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or do they all start at the same location, in which case it's B1.Length * VecA.Normal

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@sly coyote

sly coyote
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theyre in different areas in world space

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these green, yellow, orange arrows

real heath
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So to get the direction of VecA, get it's normal. Times it by the length of the vector you want. Then add any offset to move it to the other position in world space

sly coyote
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when a player hits trigger i want them to line up with the xy of the player but maintain there places in that cube

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thats the issue, i need them to maintain there spots on this cube, just slide left or right to line up with the normal of the player

real heath
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i'm not quite sure i understand, maintain the spots, but slide left or right?

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like rotate left or right?

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can't you do something like that?

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so get the player rotation, find the look at rotation, and then set the rotation for the other spots?

sly coyote
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they stay on the cube but i need the positions that fall in that dotted line

spice ruin
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You need a line intersection algorithm then?

sly coyote
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yeah

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where they stay where they are but move either left or right to hit that dotted line

spice ruin
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I don't believe there is one in UE, there's everything but that.

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ray/box, ray/sphere, box/box, just not ray/ray

real heath
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Ohhhhh. I see. I think you can do this without ray-ray intersection.

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gimme a minute

brisk obsidian
# sly coyote

Use the dot product but override the Z to be whatever their current Z is. The dot product projects one vector onto another but you want to preserve the Z so just store it and set it back later

OldZ = YourVector.Z;
ProjectedLength = Dot(YourVector-PlayerPosition, Normal);
NewVector = PlayerPosition + ProjectedLength * Normal;
NewVector.Z = OldZ;
real heath
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yep, that's it!

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that's what i was gonna do

brisk obsidian
sly coyote
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yourvector= charactor location?

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oh nvm

real heath
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yep, very powerful function

brisk obsidian
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yourvector = the position of the point you're trying to shift (B1, B2, etc.)

sly coyote
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the location they already are in world

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omg i hope this works ive been bashing my brain for like 3 hours

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i RARELY ask for help unless im ready to jump off a bridge

brisk obsidian
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Oh wait sorry, it should be Dot(YourVector - PlayerPosition, Normal) as you need the vector from the player to your point

spice ruin
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And what is normal? I know what a normal is, but in this case?

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Forward vector?

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(of the player)

real heath
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a vector normal is a unit length vector pointing in the same direction as that original vector

sly coyote
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its the forward of the character

real heath
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normals in modelling vs vector normals are differnet

spice ruin
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Oh. A normalised vector!

real heath
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yep

spice ruin
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Hmm.

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Is line intersection really that simple?

real heath
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no, but this problem doesn't require line intersection

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dot product can sort of "project" a vector onto another, so you can find a spot in line with the vectors

brisk obsidian
spice ruin
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Ah ha.

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It's just a bit of pythagoras.

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I was about to draw it out on my tablet to see what it was doing!

real heath
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it's not quite, but yes it can solve some similar problems i suppose. Never thought of it like that

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It can be used to tell how similar vectors are, how long to move along one vector to be in line with another. and many other uses

spice ruin
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Yeah, I know what dot is, I just didn't realise you could use it specifically like that.

real heath
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it's super powerful when you get really familiar. solves many problems

spice ruin
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I've generally used it with normalised vectors to find angles between said vectors

brisk obsidian
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If you're curious why it works then it's just trigonometry. B1 - Player is the hypotenuse, the projection we're trying to find is the Adjacent. And from SOH CAH TOA the Adjacent can be calculated as Cos of the angle * Hypotenuse. The dot product is defined as |A||B|*Cos(Angle) where |A| means the length of A. If we set A to the hypotenuse and B to the normal we get |H||Normal|*Cos(Angle) but |Normal| is 1 so we just have |H|*Cos(Angle) which is exactly the same formula we had before for length of the Adjacent

spice ruin
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I do still wonder why the engine doesn't have a ray intersection method. Or why I can't find it 😐

real heath
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Yeah, it's annoying. I found a reasonable implementation that you can adapt pretty easily

brisk obsidian
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There's several intersection methods in the engine depending on what you're trying to intersect

real heath
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It's meant to be UE4 already but it doesn't use the UE4 math stuff, so just go through it and patch it up. Works alright

spice ruin
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I have one, thanks, boris, but I just wanted one in the engine!

spice ruin
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Well, start/end positions that use FVector2Ds.

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I looked in the FMath library and only found intersects for just about everything other than 2 vectors.

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I assume it would be in there if it was anywhere because all the other intersect stuff is.

brisk obsidian
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Looks like there's no general purpose one, there's a few implementations for special usecases like AI has IntersectLineLine2D but nothing in the main math library

spice ruin
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Yeah.

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Even the IntersectUtil one doesn't have it!

brisk obsidian
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I guess it's just not a common enough case to need it, sadly

spice ruin
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Oh well.

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I got an algorithm from the net and implemented it pretty easily anyway.

brisk obsidian
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Nice, thankfully line line intersection is pretty straightforward, just a few cross products

spice ruin
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Oh

brisk obsidian
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Ah! Not the most searchable name but glad it exists

spice ruin
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Except it's only infinite lines, not specific points

sly coyote
brisk obsidian
spice ruin
sly coyote
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the pink frustrums are the new locations, perfectly sliding from left to right

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thats exactly what i needed

spice ruin
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Which, for some reason, uses FVector for 2d insection on X/Y

vocal flume
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Dudes! General question. To anyone who has published a game successfully.. where can I get privacy policy and terms and conditions made. I don’t have the money to hire a lawyer. End of my project and I’m running on fumes.

real heath
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Terms and conitions as in a license agreement or a EULA? straight up, best to get a lawyer

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Privacy policy can be avoided, just don't collect data

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but seriously. i don't trust a lot of free resources for that stuff, too much is on the line

spice ruin
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You could look at ones from other games.

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Does it count if you copy the text from an EULA?

real heath
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I've always considered that a no go, i'd have to assume copyright still exists for that text

spice ruin
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Probably.

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But it's bound to be all boilerplate.

vocal flume
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Im not collecting data and storing it on my servers but i am using flurry analytics to gather some gameplay decisions. Like which powerup is used most times. Stuff like that. To balance the game. And it’s a mobile game so it has ads at the bottom. So I need to have both terms and privacy policy.

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I was thinking of copying it from some other game and modifying it to suit my game and the services I use but I don’t want to get sued if anything goes wrong. I’m not collecting any information and I don’t want to pay like a million dollars just because Google or flurry took some data and sold it..

neon bough
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i don't want to sit in your boat...

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specially if you start to market that in different countries with different laws

drowsy snow
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Also in-game ads is just awful, I'm staying away from it.

real heath
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These are dangerous waters to be in and get something wrong. Professional advice is definitely the way to go

vocal flume
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Also in-game ads is just awful, I'm staying away from it.
@drowsy snow I know but it’s a mobile game that’s free to play. It’s the only way of revenue if in game purchases flop.

honest atlas
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So can i ask a dumb question ?
If i'd want to start learning how to make games in UE is there like an online tutorial on
understanding the fundamentals ?

real copper
honest atlas
fiery wing
drowsy snow
sturdy herald
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Hi, Which are the best decal materials? I bought Decal Designer, any others? Interested in triplanar/WolrdAlignUV solutions.

potent reef
coarse glade
#

Hello everyone, i'm having a problem with a specific project of mine, and this happened from one night to the other. Basically whenever i click to open the project, unreal editor stays stuck at 75%. It's been like this for about 30 minutes, and i even added these two lines in the defaultengine.ini, because apparently it solved the problem for some people, but not for me. Anyone has any idea how to solve this?

calm umbra
fallow jackal
#

how do you keep a widget running when switching levels?

drowsy snow
fallow jackal
drowsy snow
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You can't.
Almost everything got destroyed on persistent level change.

real heath
honest atlas
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I’m glad I’ve been given the most constructive response, thanks !

fallow jackal
drowsy snow
fallow jackal
scenic ivy
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How do I use eos plus with Google Auth?

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Eos was crashing the app, with invalid cachedir

cloud patrol
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Very basic question, if I input a blueprint variable in a function, can I set the variable in the function? E.g if I input a bool in a function, can I set the variable that was inputted from within the function?

timid swift
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I'm not sure if there's a more specific place for this, but is there a way to get your Project Settings "About" ini data to show up in your packaged .exe? No matter what I put in, shipping build of the .exe has these details:

astral heart
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anyone got a good tutorial on making destructable glass?

sterile sun
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how to create html5 build on UE5?

real heath
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You can't. Html was dropped in 4.24ish

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There's a 3rd party one, but I don't know how well it works

drowsy snow
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It's not like HTML5 build actually worked reliably even back then

sterile sun
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ok thank you

pure burrow
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anyone know anythin about setting Enums during runtime (preferably from arrays or a datatable)

fallow hornet
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Anyone know why the camera would suddenly be moved in front of the curve

daring wedge
#

anyone have UE 4.27 ? DM Me

oak patio
full nexus
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Hello

real copper
frosty wedge
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I'm not sure where to ask optimization questions, so forgive me if this is the wrong thread. I am looking for a tutorial or walkthrough on how to setup the BPs that use cameras to scan performance. I see Epic Games demoing it in their optimization videos. I'm trying to learn how to optimize and that BP seems like a treasure trove of information to help with this. Any videos or articles on how to setup this up, would be sincerely appreciated!!!! Thank you

severe sonnet
#

Can I create a game with realistic sailing mechanics like a game called Sailwind?

oak patio
last current
severe sonnet
oak patio
#

Its an engine, itll do whatever you tell it to. It wont be easy and youll find yourself writing a lot of custom complex systems, but yes, its possible

C++ knowledge definitely required though

coral smelt
#

Hello, when i try to make a completely dark room slowly the light coming inside, and after a few seconds i can see normaly inside it, how can i solve this?

granite lion
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set min max exposure to 1

coral smelt
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Yes, i had to turn off auto exposure, and play with lightmapping, thanks ^^

plush yew
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Hey guys! I started working on a new game and wonder where can i get free low poly models? Sadly i discoverd google poly after it's death :/

real copper
violet yoke
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Guys what template is better to use to make side scroller movement but 3d too? Like in little nightmares where you can move near or far from the camera

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The side scroller or the third person template?

mellow turret
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if a level/map is made of sublevels do I need to add those sublevels to the list of maps that should be packaged with the game or not?

idle willow
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hey, i'm doing something a little bit stupid for fun. is it possible to make the UE4.0 launcher "believe" i have vs2013 installed? i'm sure the vs version doesn't actually matter, it can launch any project anyway

fluid lance
fluid lance
violet yoke
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I'm not at the PC rn so I can't do anything

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xd

fluid lance
#

Press up on keyboard => move on the appropriate axis/along spline/to specified vector etc. Many ways of doing it, depending on what you want.

violet yoke
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I made it work with the third person template

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I removed the mouse input and that was all

fluid lance
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on button pressed, do collision test -> if nothing is hit or a door is hit=> play animation/ move on another lane=> implement lane logic etc.

versed sedge
#

hello

drowsy snow
plush yew
#

anybody know why I dont have the same settings as the first pic?

zenith saddle
#

Hi People when packaging a project im getting a error from SkeletonToCompactPose.IsValidIndex which stands out to an error with one of the skeletons on the project

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did someone find out with that before?

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There is a way to find out which skeleton is causing the issue?

peak bane
#

I use Movie Render Queue.
In the first few frames, Rendering works fine.
In the some frames, the camera jump. Rendering works is not from the Camera Cuts.
Does anyone meet this issue?
Any advice will be great!
Thanks in advance.

smoky coyote
#

Anyone have any recommendations for apps to scan rooms/objects to create a model from?

granite lion
#

bad_blueprint why is the bad icon made from a normal map?

smoky coyote
drowsy snow
buoyant graniteBOT
#

:triangular_flag_on_post: AWolfie#8933 received strike 1. As a result, they were muted for 10 minutes.

plush yew
#

Im checking this tutorial
and the guy has these tiling options
but on my end I dont have these

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does anyone know how to get these options?

drowsy snow
plush yew
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nope

drowsy snow
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Then it's a bad tutorial.

plush yew
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well

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go to 17:45

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that's where he shows it

plush yew
fierce tulip
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proceeds to import the chair as separate pieces, imports with materials

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yea, this feller has no clue what he is doing

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bad tutorial 10/10

plush yew
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lol

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but it still doesnt explain why the tiling options are not appearing lol

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tried with other material

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same thing

fierce tulip
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watching atm, i bet he has no clue he is using a material instance that already has a material set up

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ROFL, he's rescaling the chair

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oh god

plush yew
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lol

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just wasted 2 hours of my life

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I knew something was sus

fierce tulip
#

the modeling itself is fine, anything that has to do with preparing it for the engine though...

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he's using the bridge and import a prepared material, it should have the right variables set up,

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though it might have changed over time

plush yew
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damn

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maybe something to do with my UV..?

fierce tulip
#

the U_Normal and V_Normal nodes in the image above are “ScalarParameter” nodes and the Append node is a “AppendVector” node.

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(random name for the parameters, you can write anything there)

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anyways, tutorial person means well, but would be better off understanding the topic better before making a tutorial.

plush yew
#

damn yo

fierce tulip
#

yup, that way you can change tiling in the material instance.

mental shale
#

anyone know why my engine crashes every time I try to duplicate a specific level in the content browser?

oak patio
#

that crash dump is quite useless without em

mental shale
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hm I thought I did, for 4.26 at least

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do I need more for .27?

oak patio
#

although for some reason looks to be something lightmap related

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says your lightmapcoordinate index was below 0

mental shale
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I thought that's a thing for like, individual objects tho..

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not a whole level?

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but btw do I need to need more than this for .27?

autumn flame
#

You download debug symbols from the Epic Games Launcher

mental shale
#

Aaah

autumn flame
#

Click on the little drop down arrow
Settings
Check Debug Symbols

mental shale
#

I've got it 👍

loud berry
#

anyone have some videos or maybe a comprehensive breakdown of how to do an examinable 3d map system tied to an inventory tab? I figure I'll have to do something like an examinable item system and somehow figure out how to tie that to the actual game level and use the inventory tab as a trigger?

lost niche
#

Is it possible to set any developer folder as the current user although my pc name is different?

drowsy snow
#

The username matters though

spring pelican
#

is there a reason I cant scale the bones smaller than this?

ember hare
#

Has anyone here tried utilizing Amazon IVS (Interactive Video Service) inside UE4? https://aws.amazon.com/ivs/

They seem to have an SDK for Android and web (https://docs.aws.amazon.com/ivs/latest/userguide/player.html), but I haven't found a good way of utilizing it within UE4.

The only options I have found so far have been to use a third-party player such as NexPlayer or by using the integrated browser and develop it for web.

Any ideas and comments are welcome!

mental shale
#

okay, I now have the debug symbols installed

#

the engine crashes every time I try to duplicate a specific level in the content browser

#

even when I dont have the level open

tough notch
#

Any tips on start learning coding?

lost niche
latent dome
#

hey, anyone has any idea why my texture resolution in engine is super low? even tho i have the scaling settings set to epic ?

fast hill
#

how can I fix it?

static viper
#

looks like its not skinned properly

#

how does it look in the 3d tool

real copper
#

its a ripped character model from modern warfare so good luck fixing that

static viper
#

is it?

static viper
#

@fast hill

#

where is the model from

fast hill
#

I don't know

#

I just got from my friend

static viper
#

ask him then

#

he will know how it used to look too

drowsy snow
fierce tulip
#

yea, its a ripped character

static viper
#

i wanted him to admit it

#

that way he drives himself into a wall outta here

fierce tulip
#

no need.

arctic pebble
#

I'm working on a different action videogame, if you wanna know more DM me

static viper
#

makoto

#

you are missing out.

lost niche
wind crane
#

/msg user:@static viper message:

true cedar
#

Hello, me and my friends were working on an ue4 project that we lost. We only got the cooked assets from exporting it. How can we recover the project?

static viper
#

@wind crane you need help

#

@true cedar i fear that is impossible

#

unless you got the encryption key...

#

which is in the project file

frosty wolf
#

we already have it unpaked

static viper
#

with the encryption key?

frosty wolf
#

what does the encryption key do actually?

static viper
#

unlock the files

#

you cant read the files without it.

#

it needs to be implemented in the project

frosty wolf
#

ye we comletely lost the old project because i was the one who got the project and i formatted my pc

#

we just exported it with unrealpak we got the files but they are cooked

static viper
#

then sadly, there is not much we can do

#

pushing this discussion any further is against the rules.

#

if you dont have the encryption key, then you dont own the project.

frosty wolf
#

we didn't put an encryption key but okay

static viper
#

ue4 generates one by default

#

always

fast hill
#

is it illegal and should I delete it?

static viper
#

its illegal

#

delete it

#

epic games the maker of the unreal engine has strict rules against this

#

and in this discord we have a rule against it

#

further indication may lead to a ban... so stop it.

fast hill
#

alright

#

is there any free character models i can use instead?

static viper
#

mixamo has alot 🙂

#

and you can look onto the marketplace from unreal engine

#

they have a few free assets

#

its a learning curve

fast hill
#

thanks

drowsy snow
#

Underground modding really is a black box in and of itself

wintry fossil
#

Maybe im just waaaaay too tired but i dont see a help channel? Where could i get some ue5 help?

drowsy snow
mellow turret
#

do streamed levels need to be added to the list of maps to package if I'm packaging the game?

#

or can I just package a single map that has a bunch of streamed levels?

drowsy snow
wary orbit
#

is there a way to change the default preview settings in Unreal? Every time I open a blueprint or particle system i have to uncheck auto exposure and a few other things, Wondering if I can have it off by default

ancient spindle
#

Just posted my games E3 teaser Trailer https://www.youtube.com/watch?v=FVlpfmYSY3I&t=3s

Enchanted Is a First Person Magical Arena Shooter running on Unreal Engine 4, and developed in Core Games by just two highly motivated designers

Players will harness the power of Enchantments to manipulate the elements, Combat in diverse fantastical arenas, and choose between competitive and casual modes

Enchanted is currently planned to relea...

▶ Play video
acoustic flame
#

Is there an easy way to check if a number is negative instead of doing bunch of branch and operator checks?

drowsy snow
inland jay
#

Will rtx3050ti, amd ryzen 5 5600h and 16gb ram run ue5/ue4 in stable 60 frames?

static viper
#

ryzen 5 is weak

#

16gb ram is the minimum

#

but 3050ti is good!

#

you should get 120 fps with ue4

#

and stable 60 with ue5

inland jay
static viper
#

ue5 kinda unstable tho

#

yes

#

definitly

inland jay
#

And if i add objects to the scene?

#

I will get stable 60fps?

static viper
#

in ue4 yes.

inland jay
#

In ue4

static viper
#

you will have entire scenes run at 120 fps

#

your gpu is the reason for that.

#

it has vram

inland jay
#

4gb

static viper
#

ue5 will not work so great for you

#

because your processor is weak.

inland jay
#

I know

static viper
#

with a better processor your gpu will pick up better.

inland jay
#

And with ray tracing?

#

How many fps

static viper
#

in ue4?

spice ruin
#

Ray tracing will not be your friend.

static viper
#

i think so too

#

however

#

3050ti

#

could run well in an empty scene

inland jay
static viper
#

but definitly not for a game

inland jay
static viper
#

update your processor to 7

#

and add another 16gb ram

#

and then you will get a better result

inland jay
#

And im talking about laptop

#

Not pc

static viper
#

ohhhhh

#

youre definitly not getting good fps then.

#

overheating issues.

#

almost always the case

#

ue4 yes

inland jay
static viper
#

ok

#

just make sure to skip raytracing

inland jay
#

120fps you say?

real copper
#

no

inland jay
#

On blank scene

static viper
#

yes

#

120 on a blank scene

#

definitly.

inland jay
#

Okay thanks

inland jay
last current
solar cypress
#

is there a quick way from within UE4 to close and relaunch the current project? Like if I recompile C++ and new things don't show up in blueprint?

spice ruin
#

Not really

valid raven
#

hey what's up gamers i got a quick ue4 issue that i need help with if anyone is down to listen?

#

nvm i'm a lil dumb and forgor to put a navmesh

gritty burrow
#

Does anyone know how to fix the d3d device lost? It’s killing me:(

plush yew
#

Hey guys, sorry for being a noob, but how come I don't have an Add New C++ Class option in my list here, like the guy in the Epic tutorial?

#

it only lets me add a new C++ class if I click on the Engine Content or Engine C++ Classes folders and I imagine that is not good practice to put my own in those folders...

#

oh weird. I ended up finding Add C++ Class in the File drop down menu at the top...how odd.
solved ty though

gritty burrow
simple garnet
#

Hello good people . here is my question : what happened to old UE4 tutarils playlist on Unreal's youtube channel ? I can't find any of them(the playlist ). Are they down for good?

restive cove
#

Hey guys, got a problem that's affecting my builds. I can load into my main menu, but selecting any of the levels doesn't work. Like the game freezes up for ever and never loads. But this only happens randomly, sometimes I can get into a level after enough restarting of the game.

I've tried a few things I've read online, such as disabling Async loading, making sure all the maps are added in project settings and "cooking" the maps, whatever that means.

Anyone ever encountered this problem? I really wanna get this fixed in time for the steam next festival...

earnest drift
#

**IS SOMEONE ONLINE, PLS REPLY I NEED SO MUCH HELP, PLSSS **🙏

#

pls, dm me, someone willing to help me

#

pls, i beg so badly rn 😭

blissful trail
#

is there a good tutorial for controller ui?

gritty burrow
#

D3d fix anyone?

modest geyser
#

I made a fan that rotates with the help of timeline. It rotates perfectly in low scalability settings.
but when I switch from low to epic, the fan rotates much slower.
Are timelines frame dependent?
and how can I fix this

modest geyser
#

The first timeline is for smooth start and the second one is for continuous rotation of fan

drowsy snow
peak oxide
#

Using the MRQ can I render every nth frame?

modest geyser
real copper
#

im too scared to test my game at a low frame rate, i dont wanna know how many things are gonna break

#

blissful ignorance

modest geyser
drowsy snow
modest geyser
#

I recorded a video so that I can explain what is the problem
left one is DeltaSec and right one is Timeline
I hope you will understand what I problem I am facing

covert sky
#

To bake using gpu lightmass I need to have an rtx card, but do people that play my game need one too?

drowsy snow
#

It's basically the same as the old CPU lightmass, except the GPU do the hard work of doing the ray tracing.

covert sky
#

Oooh I hear it's faster too

glacial arch
#

Hey guys, if anyone's ever had experience working with Playfab, I'd really appreciate a nudge in the right direction down in the #plugin-dev channel!

hearty sapphire
#

Totally stuck trying to get my projector ndisplay to work. Anyone wanna troubleshoot over video with me? I've been working through it for days 😭

inland jay
#

For making games you reccomend more ue4 or 5?

drowsy snow
inland jay
drowsy snow
# inland jay Can you say why?

Because UE5 is newer, and getting updated over time.
The only incentive to stick with UE4 is that you already have project far enough in development (and modified the engine to your needs)

drowsy snow
#

If you're just getting started, nothing to lose starting with UE5.

inland jay
#

I can dm you specs

drowsy snow
inland jay
# drowsy snow You can tone the scalability down.
#

Specs here

#

Its in polish but you can translate

#

With google translator

gritty burrow
#

I am getting the d3d error, would changing it to dx12 help?

drowsy snow
#

It's not like you're limited to just making something like CitySample

inland jay
#

With this laptop

drowsy snow
#

You can try it yourself

#

¯_(ツ)_/¯

inland jay
#

And idk to buy this or something different

drowsy snow
#

If you really want to discuss about it, then #hardware

real copper
gritty burrow
limber pebble
#

Q #1Anyone know how I can keep two-sided on when importing materials from blender to unreal?

#

I have to check every 'two sided' box for every material after I import to ue

#

Q #2 Can someone help explain why I have this weird distortion on my assets when I import them from blender to ue5?

oak patio
#

Could be a normal issue if your model is inside out

#

Quite common with blender to ue

#

Try recalculating or manually flipping

limber pebble
#

Alright I'll try that thanks

scenic dune
#

is ue5 120gb

prisma tinsel
#

Hello I was wondering if anyone knows how to do an advanced shop system similar to this https://www.youtube.com/watch?v=GuRZfr8ZeWI all I need is to interact with the items, add them into shopping cart with the price of each item and total price then go to the till to pay etc. If anyone has any idea on how to do this, please dm me.

The online business is growing dramatically in all sectors and especially the e-commerce. Most of the retail stores are using or planning to implement an e-commerce platform. It is well known that the market shares any store drop without the online shopping.

On the other hand, Virtual Reality is gaining ground and reaching many applications, ...

▶ Play video
plush yew
#

should I upgrade to UE5

lilac stirrup
# plush yew should I upgrade to UE5

Probably yes, if your purpose is learning or getting jobs in the industry.
Probably no, if your purpose is finishing a project or having a stable engine and workflow that have been tested for real world production and usage for years.
Or you can just flip a coin I guess...

#

!8ball should everybody ditch ue4 and upgrade to ue5?

buoyant graniteBOT
#

@lilac stirrup, :8ball: Don't count on it.

plush yew
brisk obsidian
#

You can not take projects or any assets backwards in versions, you can only take them to the same version or a later one.

You can download older versions of the engine if needed but you would only be able to open things made in that version or earlier

drowsy snow
# plush yew should I upgrade to UE5

Depends on your needs and how far into development your project is.
Also you can still getting a job if you have knowledge of UE4. UE5 is not a parallel upgrade to UE4 like UE3 to UE4.

lilac stirrup
#

Now that I think about it, there is no #ue3-general in this discord server.
Where do ue3 old-timers go to for their engine discussions back then?

oak patio
#

i would imagine there was some sort of support you get as iirc ue3 was paid software right?

#

not to mention i imagine this discord only exists because ue4 is free

#

hence the larger influx of devs

drowsy snow
#

Even then UDK isn't as open as UE4 did.

spice ruin
#

But you got it for free for being in the Rocket beta <o/

inland umbra
#

got a quick question... Does anyone know how to use multi editing? Me and my friend are stuck xd

drowsy snow
inland umbra
#

uhh game project

drowsy snow
inland umbra
#

is it also like working together?

drowsy snow
#

Yes, but the way software developers do it

inland umbra
#

well i want to map with a friend soo

drowsy snow
#

UE4.26 onwards have one file per actor system.

#

That way you won't have to commit the entire .umap file and losing changes

inland umbra
#

hmm okay but we want to map like together and not by pushing files via github

peak hare
#

Does anyone have any experience with handling large numbers of AI and have any pointers?

#

I realise I will need to limit the number of AI in a level at any time but I want to minimise that need as much as I can.

half rapids
still rune
#

Hi everyone!
I'm working on a project in UE4 version 4.25 and I have two problems that I can't find a solution for:

  1. The colors of my project looks good in editor but after I cook and package my project everything looks too bright and saturated.
  2. I use a UMG that allows a texture to be Full Frame - meaning we see only the texture on the screen. It works but seems not sharp no matter which texture it has.
    if anyone has an ideas for solution it will help me a lot!
    thanks.
drowsy snow
surreal pond
#

Does anyone know if it could be that the packaged game changes its language by itself at the first launch? Example:
There are 2 languages: English and Some other. By default, if there's no save file, The game uses English, but the packaged game launches in that other Language. Is this an engine feature that can be disabled somewhere? Or is it impossible, and the problem is somewhere in my code?

static viper
#

@surreal pond

#

yes it does

#

it uses a default language

#

and if you dont set that by hand it will use english

#

well no, it will use the editor language

surreal pond
#

Hmm. My default editor language is English, but the game starts with the other language anyway

#

Maybe it's affected by your operating system language? That would make sense

static viper
#

this is the ue4 channel

#

go to ue5

misty finch
#

hello all!
noob here, I want to spawn an actor in from the player class. My projectile class has an overloaded constructor that takes in an int that varies the nature of the projectile. But when I use SpawnActor() it always goes through the default constructor. How would I accomplish this? Should I just make subclasses and call that? Thank you for your time!

#

If you need more info lmk!

misty finch
#

Yes c++, I will look into SpawnActorDeferred. Side question, so moving forward should I not have multiple constructors for a class?

#

lol interesting

#

will do thanks

#

SInce I cant call overloaded constructors I feel like I lose control when I want to call another classes functionality

#

So this constructor case only arises for classes that use UObject?

#

Gotcha, Ok well you have given me some things to look into. Im still a little confused on how I communicate information from class to class but hopefully that will resolve after my research. Thanks for your help!

#

your the best! have a great night/morning lol

#

properties in the class im spawning?

#

AH yes its coming back to me.

plush yew
#

Hello, does anyone know how I can get WindSimulation for a Flag to work inside sequencer? It works with Simulation, but not when rendering.

real heath
#

MRQ is better for that sorta stuff I feel

plush yew
real heath
#

Oh you aren't running an export, just hitting play in sequencer? Yeah I don't think that runs Sims. I think for that you have to play and have something trigger the sequence. Where as when you render I think it does run the sim

#

I think anyway

#

That's my experience, but I'm no expert on sequencer

plush yew
#

ive been struggling with this problem for so long

#

I bought a Niagara Audio Visualizer for instance, and it works fine, but on export it doesnt work.

real heath
#

The older method hasn't been touched in years

plush yew
plush yew
#

I saw an option where it will play the sequence as if the Play button (sim) was pressed. And i recall seeying somewhere that you have to enable a sequence to be played as soon as you press the Play button

analog kestrel
#

Hi I have a problem. Whenever I start the game in editor, my actors children order gets scrambled randomly. Why does that happen? I have an actor with empty static mesh child and this child has 10 instances of a different actor. I want to GET CHILDREN of this empty static mesh IN ORDER as they are, but the order is always scrambled on start.

analog kestrel
#

even if I have 4 static meshes as children of an actor, it scrambles on start

tropic magnet
#

How do I set max FPS? I wanna check how the game behaves at like 15 FPS

real heath
#

T.maxfps in console

tropic magnet
#

thanks

final dragon
#

can someone help me with something

#

?

#

It's hard to explain

#

like my flashlight "twitches" when I move right and left due to my model doing that

#

I wanted to screenshare and show what the problem is

#

and I have another problem where my camera gets "stuck" on objects when I look at them

analog kestrel
#

i was thinking about that, but my design solution requires different approach, it is SO WEIRD that Unreal scrambles the order of components, Unity does not do that

What is the point of being able to order components in a blueprint when the second the game starts, the order scrambles on its own?

#

I am new to Unreal, have no idea how that work

#

why the order scrambles BY DEFAULT is my primary concern, its a design flaw of the engine creators

#

what if components represents slots that are at fixed position of my actor and i simply need them to stay in order

#

another boomer of UE is that there is no built in sorting mechanism 😄

#

you have to manually create bubble sort from 10 blocks 😄

dull mango
#

could i somehow make a static mesh from instanced mesh ?

hasty crest
#

Hi! I have this water material. At the right is the material at close, thats how it should look, but when i render it with a far camera, i get that full white covering all the water. Maybe is something about LOD or screen space? im struggling with it, no idea what causes this

granite lion
#

adjust the depth fade factor of the water material

astral heart
#

how can i make an audio cue continue playing when not in proximity so it doesnt resart the song when you enter and exit the attenuation area?

hasty crest
plush yew
#

anyone know how to add this node

granite lion
#

press 1 the LMB

plush yew
#

thank you

hasty crest
hasty crest
chrome mason
#

Anyone got any decent or good tutorials on setting up a lobby and allowing clients to connect? i feel like i am missing something

split valley
#

How do I check if a given static mesh has a simple collision mesh or not in C++?

autumn flame
split valley
astral heart
#

is there an audio node for setting up multiple wavs to play then restart when finished? like a playlist for ambient music? something like mixer nobe but one at a time

neat dragon
#

can the volumetric fog be used only on one specific area?

drowsy snow
#

Yes, Unity is flawless

drowsy snow
#

The volumetric fog will apply to the entire map, but you can have one area with more dense fog than the other

neat dragon
#

how can i set it up to be more dense in one area than another?

drowsy snow
#

Have something in your map that uses Volume material domain. Can be meshes and/or particles.
https://www.youtube.com/watch?v=Xd7-rTzfmCo

This session by Epic's Sjoerd De Jong covers the latest improvements to Unreal Engine's Volumetric Fog and lighting features.

Within a beautiful nature scene you will learn how to set up these effects, and how you can achieve spectacular results by authoring Volumetric Fog through the Material Editor.

Learn more at http://www.unrealengine.com...

▶ Play video
still reef
#

was wondering why I got an Out of Memory error and decided to check the size map and turns out a singular image took over far more than needed, also turns out, it was my 7k by 7k logo I imported lmao, forgot to resize it to be smaller

#

It didnt effect both mobile and PC so I didnt consider it KEKW

drowsy snow
#

You have a logo that large so it's stay clear in larger display?

still reef
#

Its that big cuz when I first made it on Illustrator I wanted to make it as high quality as I can

#

didnt consider that the file size was important at the time lmao

#

hell I thought the one I imported was a resized version to something smaller

drowsy snow
still reef
#

its not singular

#

I do have an alternate way of resize which idm doing, it takes a few seconds but ig its more steps KEKW

drowsy snow
still reef
#

ill take that into consideration

#

thanks

mental horizon
#

so, i dont know were to put this so i will put it here, i have 2 problems, first, no spacescreen reflections and second, no planar reflections.

granite lion
#

do you have a reflection capture?

mental horizon
#

yes but that does not fix both screenspace reflections or planar reflections

drowsy snow
#

You might have scalability settings disabling both

mental horizon
#

still nothing

lethal root
#

Have anyone ever face an issue were any change you do in the cpp code doesn't affect ue4 project?? i have to delete binaries in order to make it work. If i don't do that, it doesn't affect the project.
This is weird, it was compiling without any problem some days ago.
I even deleted all and re-downloaded it and still happenning the same D:.
It’s frustrating to do all that process (delete binaries, delete visual studio files and re do them ) in order to make a cpp change .

rigid verge
#

Can you make a game for console if you have a 6gb ram and a low end laptop?

dreamy zenith
#

anyone know how to make both hands move with a two handed weapon animation?

drowsy snow
dreamy zenith
drowsy snow
dreamy zenith
lethal root
lilac stirrup
#

@dreamy zenith
Pretty sure there was a weapon (gun) IK tutorial in unreal engine docs site, animation using the dominant hand, ik on the other, unless you want to animate both using IK procedurally.

#

Should probably work with 2 handed melee weapon as well, at least the basics.

sterile sun
#

i am not able to find metahuman plugin in UE5

#

How to enable it?

final dragon
#

why can't I find the camera shake

real copper
final dragon
#

oh

#

in the video I was watching it was

#

CameraShake

#

thx

#

It's not the same

#

his has all of those settings

#

Where can I find the normal CameraShake?

granite lion
final dragon
#

I did

restive cove
#

any ideas as to why a destructible mesh wouldn't be visible in a build?

peak hare
#

this is some data from my profiler. Is anybody able to explain this a bit better to me or suggest what I should look at optimising? I don't know why the 'FAndroidDeviceDetectionRunnable' is up there as I set my project to not support android as well as disabled andorid related plugins.

coarse jetty
#

[Android] Is there any way to secure launch image? i've set it correctly but i see black margins in android

coarse jetty
peak hare
#

no

peak hare
#

I won't pretend this isn't way out of my depth; but I'm guessing 'NP' in 'TaskGraphThread' stands for non polynomial (not that that helps my understanding)? What would these taskgraphthreads correspond to? I know it's all very red, I am stress testing at the moment.

indigo moss
#

i tried different tutorials to package android game, but I get package failed every time. All tutorials also do it different, none of them work for me

#

in epic docs it says to install Android 4.0 for UE4.27, but .bat file says "Andoid 3.5.3 not found"

indigo moss
#

but in the end when i try to package, it says "version 33.0.0 is corrupted, reinstall it"

#

ah ok

unkempt nest
#

Hi UE4 channel members, It would be nice if someone could help me with this, I am trying to replicate the following documentation, which adds EYE DOME LIGHTHING to a point cloud. However I am unable to find the None Drop down menu and hence the settings M_PP_EDL_MAINPASS. Can some one please help me on this https://docs.unrealengine.com/4.27/en-US/WorkingWithContent/LidarPointCloudPlugin/EnableEyeDomeLightingMode/

Enable Eye Dome lighting to accentuate a point cloud's edges and enhance its depth.

#

I am able to import the point cloud and add PostProcessingValue box on it

unkempt nest
#

Or if there is alternative way of rendering a point cloud in unreal engine

dawn flint
#

guys i have a question about copyrights
is it okay to make an android game that contain photos of artists and singers, the game will be free in android but will have ads in it?

spice ruin
#

I would say not.

dawn flint
#

but i see a lot of games made using these types of photos and they are using ads in their games in playstore

urban basin
#

@sharp crest man let me tell you something funny i literally read graphics general lol

#

error 404

#

is my mind today

spice ruin
dawn flint
#

even if i search on google for free copyrighted photos of that singer ?

fierce tulip
#

no, you are not allowed to do so, unless you have explicit permission

dawn flint
#

i see thank you

drowsy snow
#

Don't follow the bad apple, if you can.

dawn flint
#

thank you, we will either digitally draw those artist our selves or something else. thank you

drowsy snow
#

Drawing the face of those artists would still be not legal tho, particularly if you're making profit (even from ads)

dawn flint
#

oh didnt know that

drowsy snow
#

Spoofing them would be safer, even at a cost of it being less bait-y

dawn flint
#

what do you mean spoofing ?

drowsy snow
#

As in make an original artist character but based on style of certain artist (aka parody)

fierce tulip
#

she lost, but 99% of it was super duper expensive lawyers ftw

#

(was my bet at least)

dawn flint
#

i see i guess we can create our original characters faces them

#

thank you all

drowsy snow
#

no probsies

plush yew
#

Hello! Super noobish question for you
I'm new to UE and I'm trying to bypass the PlayerStart actor because I need to pass references to my player actor at the start of the game. regardless of whether this is a bad idea or not, I've got a variable that I'm passing in and in the player blueprint I try to fetch basic position info out of it but it doesn't work and it claims that the variable is a None reference. I've printed all the info I'm trying to get out of the variable and all of it is defined (according to the print at least) but it still throws an error saying that the reference is None :C

#

Basically what I'm trying to do:

sharp crest
#

or something like that

#

anyways what is the error exactly?

#

I don't get it

#

player statrt positinn null? then set it

plush yew
#

I'm passing the PlayerStart actor in like this on the blueprint

#

And then in beginPlay I try to read it and the error is this

#

I've also noticed that beginPlay fires twice, which I suspect is not a good thing

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And this is the variable

drowsy snow
#

Player Start is already used by game mode to spawn defined player pawn.

plush yew
#

I don't have a PlayerStart actor in my map anymore, and this is what the game mode looks like. I don't understand the game mode thing completely and I'll probably be digging into that right after this but I still don't get why the reference is None

#

I tried moving the logic out of BeginPlay like this

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And the logic works, however, I still get errors

#

I'm so confused x- x

restive garden
#

Hi, what is a better way for Indoor/Outdoor environment? If I build a street and house (interior) should I build them on the same level or separated? Also had an idea to make my house with interior as blueprint and throw it on level where needed.

willow garnet
#

hey guys, I tried dragging and dropping a folder with uassets to the content of my project but all material instances lose their parents. is there a way to quickly fix this? I can't use migrate

grim ore
#

@plush yewthe variable in that screenshot, PlayerStartPosition, when/where is it set?

plush yew
grim ore
#

so you set it manually?

plush yew
#

Yes

grim ore
#

well you code disagrees, so you need to debug. highlight the Set Actor location and rotation node and press F9 so it sets a breakpoint

#

next time you play it should pause on that code, you can then mouse over the output side of your PlayerStartPosition and the tooltip should say what is inside of that variable

gusty lynx
#

hey all, any idea why SetActorEnableCollision(false) does nothing? collision is still enabled after that

plush yew
grim ore
#

might depend on how your actor is set up, it should work fine @gusty lynx I tested it on a basic actor with a static mesh and it worked like you want

#

@plush yewwith it still paused, if you hit escape/stop does the error come up?

plush yew
#

Nope

grim ore
#

then the error happens in another spot, or later

plush yew
#

I stepped over it and all

grim ore
#

hit resume instead of stop and wait for it to trigger again

#

repeat a few times to see if you can repeat it, if not remove the breakpoint and try again

#

the other option is to print string debug it, print string out the player start position variable before the set actor location node and let it spam your log so you can see when it happens/if it happens

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@plush yewregardless of this tho, why use the player start blueprint if you dont need it?

#

oh your not, its a custom blueprint. gotcha

plush yew
#

Avoiding the PlayerStart thing is what got e in-...

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yeah

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xD

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This is so weird, I possesed the player, pressed 1, it teleported, no errors. Then I stop the simulation and boom, error

grim ore
#

anyways print string debug it and use it like you expect it to work, it could be an order of operations thing which means you need to have something control something else. or use valid checks, or event dispatchers, or push stuff somewhere when you need it. you need to ensure its doing things in a safe order

plush yew
#

So it's like... At the very end somehow?

grim ore
#

the error might be there, it just is suppressed until you stop playing in editor

#

you would have to have the log open and watch it

#

when you click on the set actor location and rotation link in that error log, does it take you right to that spot that in the screenshot?

plush yew
#

The message log?

grim ore
#

your output log, that is where your errors will show up while playing

plush yew
#

To here

#

and here

grim ore
#

this code is in what blueprint?

plush yew
#

The player pawn

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I'm guessing this is not the output log

grim ore
#

in your details panel in the player pawn in the world, show the setting for your playerstartposition

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you can also look at using an is valid node, like this, to test if your player start position is valid before using it. If you put the breakpoint on the print string attached to the is not valid it will only break when it is not valid ( your none error would happen ) and you can then see what was going on.

plush yew
#

The output log is definitely confirming that it's None

gusty lynx
plush yew
#

Every time I press 1

grim ore
#

yep so in your details panel for your pawn, what does it show for your playerstartposition. in this section for your pawn ?

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thats for mine, but yours should show like a default section and your variable

plush yew
#

This?

grim ore
#

yes, thats the pawn in your level that you are starting with right?

plush yew
#

Yes

grim ore
#

ok and that player start is your checkpoint actor in the world?

plush yew
#

Yes

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Here they are together

grim ore
#

ok so hit play, and when its playing press shift-F1 to get the mouse

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then scroll in the top right world outliner and look for the name of that pawn

#

so for example I can see I have one thirdpersoncharacter when the game is running

#

check to see if you have your pawn you are using in there more than once

#

you have to check when its running

plush yew
grim ore
#

I am guessing the game is spawning in one, and you have one already in the level which is why you are getting the error

plush yew
#

It's not yellow though

grim ore
#

yep

plush yew
#

Opened in VR preview

grim ore
#

your still spawning in your default pawn from your game mode

#

you have to set that to none if you dont want the game mode to spawn one in

#

or you set the one you DO have in the level at design time to auto possess (controller 0)

#

if you dont have an auto possess, and you do have a default pawn you will end up with the one you have in the level uncontrolled and then the one the game mode spawns in (which probably does not have that variable set)

plush yew
#

Hm, the error is gone but pressing 1 doesn't do anything. But at least the error is gone and this seems to be what was causing this

grim ore
#

did you set the player pawn to nothing in the game mode?

#

and did you set your pawn in the world to auto possess?

plush yew
#

I set the Default pawn class to None in the game mode

#

Everything works now, thank you so much

#

I will try to convince the team to set put you into the end credits under special thanks

#

This also explains why the debug hadn't worked on the pawn until now, we'd always been just possessing the other pawn x- x"

#

Holy macaroni this solved a lot of issues

untold plank
#

quick question about buttons
How do I add a text to a button without the button scaling to the text size

craggy sierra
#

anyone tried using Unreal Insights with dedicated server on aws?

grim ore
#

@untold plankin the button, make sure Size to Content is unchecked in its slot properties (at the top)

untold plank
#

there is no size to content check for buttons

#

the fix was to use an overlay

#

put both the button and text into the overlay

grim ore
#

you are correct, the slot properties are linked to the parent so you have to make sure the parent has that option for size to content ( a canvas panel has one)

#

the parent controls the layout of the child for UMG

final dragon
#

hello can anyone help me make a head bob effect

plush yew
#

I'm following one of Epic's blueprint tutorials and when my character respawns after getting killed, he falls through the floor, I tried these various settings, but no dice. Any idea?

grim ore
#

does the character respawn on the floor then fall, or respawn below the world and fall or ?

plush yew
#

good question, let me try to determine that now

#

ah looks like he is spawning under the floor!

grim ore
#

Yep might need to find out when it respawns how its respawning, might be missing a location

plush yew
#

hmm, I've raised the player start up a bit, so on game start my character actually falls a bit and then hits the ground, but that hasn't improved the respawn location

grim ore
#

how are you respawning the character?

plush yew
#

that is a very fair question that I think I still might be too new to answer. I am poking around by clicking all of the different nodes we've added to the blueprint to determine where the position variable is stored

grim ore
#

how do you kill the player? if they are respawning what kills them

plush yew
#

a zombie that uses a collision box, hits for 20 damage each, which calls a calculate health function, passes the data to the interface blueprint

#

thats my understanding at least

grim ore
#

yep then at some point your calculate health kills the player ?

plush yew
#

oh

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i think i found where it is handled

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this is under my game mode blueprint

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let me modify a value and check

grim ore
#

yep

#

your value is the default for the spawn transform, that should be something else

plush yew
#

Ah dude it works now! thanks for helping me think through that

limber mesa
#

question why is it that when my character runs backwards i get a jittering effect

#

it only happens backwards

cloud pagoda
#

Hello people, I just had a quick and (hopefully) simple question to ask. So a problem I constantly face in my workflow is the unit conversion from Maya to Unreal and building things in Maya to fit right into Unreal. So basically I have this map in Unreal I'm making and I want to model a bridge in Maya that is the right size to go across the landscape in Unreal. I need to model this bridge at the exact right fit because I don't want to stretch it in Unreal later otherwise the textures will be stretched too. So my question is: is there a way for me to export the landscape and a few of the Unreal geometry into Maya so I can build the bridge in Maya to a perfect fit? The geometry I need to export from Unreal is cylinders and cubes I got from the placing menu under "Basic" as well as the landscape. But I cannot find a way to export them out of Unreal

#

Any help would be appreciated, thanks

grim ore
#

with your map open you can try doing a file -> export and you can export all or selected. Also keeping in mind 1 unreal unit is 1 centimeter you can design around that. you can also measure inside of the editor using one of the orthographic views and dragging the middle mouse button to get a ruler @cloud pagoda

granite lion
#

Oh my god. Its the tomatoes guy^^^

static viper
#

tomatoes????

granite lion
#

pom pom pom pom pom pom....

mild raptor
#

hey guys

#

is anyone good with ai in behaviour trees

#

i could really really use some help with something

#

ive looked everywhere

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ive posted there too 🙂

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sorry im just really stuck

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i didnt spam

final dragon
#

holy shit yess

#

I managed to make my flashlight turn on/off

dusk nebula
#

is there a way to use this function to switch between cameras on the same actor? I have a 1P/3P toggle but it's really jarring

dusk nebula
#

The way I decided to do it is to make one of the two cameras a child actor component instead of a camera component

topaz trail
dusk nebula
topaz trail
fierce agate
#

What in the world is this

#

Can someone help me

#

It was working perfectly fine yesterday

#

What gonna do?

#

🗿

#

I worked for 3 months and this just happened

#

Oh Gosh

#

I change the file name into ThirdPersonExampleMap.Uasset then this show up

#

Wtf

fierce agate
#

I wanna quit but I’m forcing myself not to quit

modest trench
#

next time use some source control

#

it might be possible to open the project still if you just set the default map to something else in the ini

#

saved/config/windows/perusereditor whatever

copper spire
#

Hello, is it okay to join the voice chat to ask for some help?

modest trench
#

sure?

sterile sun
#

what is fastest way to create vismemes for metahuman?

fierce agate
#

I can’t drag my music file in soundque

#

I can’t also drag it to game

fierce agate
sleek solar
#

you might have a saved backups

#

check the Saved folder

#

@fierce agate "ProjectFolder\Saved\Autosaves\Game"

drowsy snow
fierce agate
fierce agate
drowsy snow
fierce agate
#

What should I use?

drowsy snow
#

WAV files.

fierce agate
#

Mp4?

fierce agate
#

Thank you, I’ll try it

#

It works haha, thank you

indigo moss
#

if I want to make card game where you see your cards on bottom and opponent's on top, and opponent would see his own on bottom, what's way to do it? I think I'd use actual actors on map and not UMG? (to make it 3D)

#

my idea is to make all cards as components of Pawn and make them only visible to owner?

#

and each player would have their own cards generated as subcomponents

#

how do they do it in MTG or Hearthstone

low patrol
#

Has anybody had the problem, that sometimes the Level-Blueprint is not loaded/nothing fires when playing in Editor, but it works in the built game?

dawn flint
#

hello guys, i was wonder if there is any tutorial or guide to help me build this type of game?
i think its called Endless vertical runner you click to jump and go up avoiding obstacles.

restive garden
dawn flint
#

where can i find that ?

restive garden
#

When you are creating new game, can choose specific template, also Market has free content for platformers. They are horizontal, but probably not hard to tweak it into vertical movement.

dawn flint
#

i see thank you.

#

i ll save that

#

is it possible to use blueprint and csharp in the same project ?

restive garden
#

I never used C# for Unreal, only with Unity 🤔

drowsy snow
dawn flint
#

so its either blueprint of csharp alone ?

thin tendon
#

you can use c++ and blueprint in combination with each other

drowsy snow
#

At best you use C# to change build parameters, but that's like using C# as nothing more than a config file

dawn flint
#

we have one member who can use blueprint and one who can use csharp what do you recommend we do ?

thin tendon
#

Use blueprint or learn c++

drowsy snow
dawn flint
#

i see, its possible to use blueprint and c++ together ?

vast shadow
#

I believe so @dawn flint

thin tendon
#

yes

dawn flint
#

thanks everyone

lilac stirrup
sacred moth
#

Hi everyone, Is there any beginner level tutorial out there for stylized water splash/ripple fx that is not from CGHow?

fierce tulip
fierce agate
#

I thought It was fixed but when I open it again, the problem still happens

#

I’m planning to migrate my assets

lilac stirrup
#

Try cooking the content and see if there's error on the log?

fierce agate