#ue4-general
1 messages · Page 1177 of 1
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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?
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
:( 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..
Visit https://continuebreak.com/articles/how-rig-vehicle-blender-28-ue4/ for more detailed guide.
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Patreon: https://www.patreon.com/continuebreak
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Showing how to rig simple vehicle in blender 2.8 for UE4.
=======...
?
can you reexplain your question? you want to play a sound if a bool is true and a different one if its false?
If a blueprint is used( a bp for suppressor)
Smth like that
;-;
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?
i know but for the condition of the branch
what how can i make it to using the blueprint or not
Hey, guy Can someone help me with this problem?
Every time I use automatic weight to move my rigged character, this always happens
I’m suffering with this trial and error for 1 week
should i learn ue5 or stick to ue4 for a new project?
?
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?
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
so im trying to use a branch if a suppressor bp is used the suppresed sound would be used or else its normal
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?
looks like that actor isnt loaded in your world partition, are you sure youve got the area its in loaded in the outliner
try deleting the "DerivedDataCache" folder in your project folder
damn :(
its engine code so its alright, restarted your pc?
Are your trying to pass an Array by Ref?
I mean if it's being problematic I'm sure you can disable it from the configs
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!
Anyone tried dedicated servers before?
If you are a beginner
Learn ue4
Ue 5 is hard to use
The &
Hard to use? Lol What? It's the same. And any of the expensive features like lumen are optional
Just post stuff here
Is there a way to figure out WHICH light a light is conflicting with?
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.
Hi everyone, I can use function (Open Level) put ip:port connect dedicated server ?
why
sadly
like dlc?
describe exactly
if it is your project
why not just open it
what do you mean
did the files got corrupted?
show me the files
show me
the files please show me
just make a screenshot
can you show me the folder structure? by chance
what game is this
are you trying to open fortnite?!
is this for modding?
that is very grey
i may need to ask for assistance here
<@&213101288538374145> hello 😮 is this ok?
Does fangame equalize to modding?
and how would that translate to this discord
no we have specific rules here
erm
so, the specific question "how to open cooked assets in editor" is legit
the short answer is for most games, assets have custom versions
hes trying to open the fortnite data
so, you can't load them
and asking how to circumvent that would be against our rules
basically, that is circumvention (and not modding), so that kind of question would be against our rules
you need the editor version that the developer who cooked the assets use
and if that is not provided, trying to get around that is circumvention
It's pretty simple. Are these your assets? (:
Doesn't matter. If you try to get your hands on assets you don't own, you violate rules
explain please
:warning: Failed to send a DM. User will not be notified.
:no_entry_sign: c.j#0953 was banned.
oh my god
Yeah we are pretty strict on this stuff
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.
Or let's say, discussing that stuff is not
What one does in their free-time, away from this server, I don't care
I'm not against modding
But we also don't want this being discussed here (ways to mod outside the provided tools)
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?
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.
it makes the muzzle flare invisible
but it's already invisible
so shouldn't it make it visible?
and if not, how would i make it visible instead?
this is a set
not a toggle
if you want to make it visible you need to check the bool.
so what should i do?
oh ok
thank you so much!
it worked
btw, how would i get the muzzle flare to repeat?
like, for example the explosion one. how do i reset it?
create a timeline of type TEventTrack
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.
*Lightbleeding
Static, or stationary, or dynamic lighting?
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!
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 🙏🏼
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.
please help
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.
which engine version, and anything in the logs?
so i got a branch and i want the condition to be am i using certain bp or not how do i do it
4.27
No. It just stays on this screen forever:
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
B1.Start = VecA
B1.End = B1.Start + (VecA.Normal * B1.Length)
B2.Start = B1.Start
B2.End = B2.Start + (VecA.Normal * B2.Length)
Pseudo-ish code for that. Assume B1,B2 are more like rays than pure vectors
or do they all start at the same location, in which case it's B1.Length * VecA.Normal
@sly coyote
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
when a player hits trigger i want them to line up with the xy of the player but maintain there places in that cube
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
i'm not quite sure i understand, maintain the spots, but slide left or right?
like rotate left or right?
can't you do something like that?
so get the player rotation, find the look at rotation, and then set the rotation for the other spots?
You need a line intersection algorithm then?
yeah
where they stay where they are but move either left or right to hit that dotted line
I don't believe there is one in UE, there's everything but that.
ray/box, ray/sphere, box/box, just not ray/ray
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;
Great minds think alike 🙂
It's amazing how many tasks can be solved with a dot product
yep, very powerful function
yourvector = the position of the point you're trying to shift (B1, B2, etc.)
the location they already are in world
omg i hope this works ive been bashing my brain for like 3 hours
i RARELY ask for help unless im ready to jump off a bridge
Oh wait sorry, it should be Dot(YourVector - PlayerPosition, Normal) as you need the vector from the player to your point
And what is normal? I know what a normal is, but in this case?
Forward vector?
(of the player)
a vector normal is a unit length vector pointing in the same direction as that original vector
its the forward of the character
normals in modelling vs vector normals are differnet
Oh. A normalised vector!
yep
no, but this problem doesn't require line intersection
dot product can sort of "project" a vector onto another, so you can find a spot in line with the vectors
This isn't line intersection at all, dot product can be thought of finding how much of one vector is in the direction of another vector
Ah ha.
It's just a bit of pythagoras.
I was about to draw it out on my tablet to see what it was doing!
it's not quite, but yes it can solve some similar problems i suppose. Never thought of it like that
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
Yeah, I know what dot is, I just didn't realise you could use it specifically like that.
it's super powerful when you get really familiar. solves many problems
I've generally used it with normalised vectors to find angles between said vectors
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
I do still wonder why the engine doesn't have a ray intersection method. Or why I can't find it 😐
Yeah, it's annoying. I found a reasonable implementation that you can adapt pretty easily
There's several intersection methods in the engine depending on what you're trying to intersect
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
I have one, thanks, boris, but I just wanted one in the engine!
Just wanted to test FVector2Ds against each other
Well, start/end positions that use FVector2Ds.
I looked in the FMath library and only found intersects for just about everything other than 2 vectors.
I assume it would be in there if it was anywhere because all the other intersect stuff is.
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
I guess it's just not a common enough case to need it, sadly
Nice, thankfully line line intersection is pretty straightforward, just a few cross products
Ah! Not the most searchable name but glad it exists
Except it's only infinite lines, not specific points
thank that worked, i can finally move on!
Congrats! Good luck with your next stuff!
https://docs.unrealengine.com/5.0/en-US/API/Runtime/GeometryCore/Intersection/TIntrSegment2Segment2/ I think this might be what I'm looking for, I think segments are line segments.
the pink frustrums are the new locations, perfectly sliding from left to right
thats exactly what i needed
Of course, now I realise they're called segments, there's this: https://docs.unrealengine.com/5.0/en-US/API/Runtime/Core/Math/FMath/SegmentIntersection2D/
Which, for some reason, uses FVector for 2d insection on X/Y
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.
Terms and conitions as in a license agreement or a EULA? straight up, best to get a lawyer
Privacy policy can be avoided, just don't collect data
but seriously. i don't trust a lot of free resources for that stuff, too much is on the line
You could look at ones from other games.
Does it count if you copy the text from an EULA?
I've always considered that a no go, i'd have to assume copyright still exists for that text
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.
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..
i don't want to sit in your boat...
specially if you start to market that in different countries with different laws
Also in-game ads is just awful, I'm staying away from it.
As i said, I would operate under the assumption that existing privacy policies, license agreements and terms and conditions are copyrighted.
These are dangerous waters to be in and get something wrong. Professional advice is definitely the way to go
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.
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 ?
rude answer but like bro just search ue4 tutorial on youtube
See pinned messages.
You beautiful bastard, thank you
I agree with this answer
I disagree.
You can go wrong a lot easier with YouTube tutorials, particularly those outside of the official channels.
Hi, Which are the best decal materials? I bought Decal Designer, any others? Interested in triplanar/WolrdAlignUV solutions.
Anyone else? Looking for help 🙏🏼
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?
The basics are explained here: https://www.youtube.com/watch?v=lw2m6o7xMKI
Switching between different render targets can be done with input actions.
A tutorial that shows how to show a scene capture component output on a user interface widget in Unreal Engine.
how do you keep a widget running when switching levels?
If by switching levels you mean persistent levels, you can't. Period.
i use open level function
You can't.
Almost everything got destroyed on persistent level change.
Yeah it's not that they are all bad, but you need a base level of knowledge to sift through and know what advice to follow and what to ignore and just grab what you need.
I’m glad I’ve been given the most constructive response, thanks !
can game instance not keep my widget running after open level?
What's the context? Loading screen?
yes, i want loading screen to keep playing for 5 more seconds because foliage pops in about 3 secodns after level loads
A World Composition level?
How do I use eos plus with Google Auth?
Eos was crashing the app, with invalid cachedir
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?
Thank you Serr! 🙏🏼✨
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:
anyone got a good tutorial on making destructable glass?
how to create html5 build on UE5?
You can't. Html was dropped in 4.24ish
There's a 3rd party one, but I don't know how well it works
It's not like HTML5 build actually worked reliably even back then
ok thank you
anyone know anythin about setting Enums during runtime (preferably from arrays or a datatable)
Anyone know why the camera would suddenly be moved in front of the curve
anyone have UE 4.27 ? DM Me
Why
Hello
hi
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
Can I create a game with realistic sailing mechanics like a game called Sailwind?
you tell me
If you have to ask that question, then probably mot at your current level of knowledge
Dynamic
Just asking, never touch UE4, just want to know if it's worth spending my time learning how to use or not.
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
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?
set min max exposure to 1
Yes, i had to turn off auto exposure, and play with lightmapping, thanks ^^
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 :/
gotta scour around a bit but these are a couple good resources: https://quaternius.com/ + https://poly.pizza/
thank you so much!!!
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
The side scroller or the third person template?
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?
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
I'd say the sidescroller since you can easily add controls to "switch depth lane". It's still 3D so no problem there, most of it is already setup 🙂
How would I do that?
Meh, idk from the top of my head. Do a little research lol. Would help if I had the time, but can't atm 😐
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.
I made it work with the third person template
I removed the mouse input and that was all
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.
hello
Adjust the light's contact shadow value.
anybody know why I dont have the same settings as the first pic?
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
did someone find out with that before?
There is a way to find out which skeleton is causing the issue?
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.
Anyone have any recommendations for apps to scan rooms/objects to create a model from?
why is the bad icon made from a normal map?
plz don't crosspost kthxbye
Look closely.

Jyst thought might get different opinions
#rules prohibits crosspost tho
:triangular_flag_on_post: AWolfie#8933 received strike 1. As a result, they were muted for 10 minutes.
Im checking this tutorial
and the guy has these tiling options
but on my end I dont have these
does anyone know how to get these options?
Does the tutorial covers it at any point?
nope
Then it's a bad tutorial.
well
In this video I show you how to export a model out of Maya for use in game engines such as Unity and Unreal Engine. We will import the model into Unreal Engine and use Quixel Bridge to apply our final materials.
go to 17:45
that's where he shows it
?
proceeds to import the chair as separate pieces, imports with materials
yea, this feller has no clue what he is doing
bad tutorial 10/10
lol
but it still doesnt explain why the tiling options are not appearing lol
tried with other material
same thing
watching atm, i bet he has no clue he is using a material instance that already has a material set up
ROFL, he's rescaling the chair
oh god
the modeling itself is fine, anything that has to do with preparing it for the engine though...
he's using the bridge and import a prepared material, it should have the right variables set up,
though it might have changed over time
the U_Normal and V_Normal nodes in the image above are “ScalarParameter” nodes and the Append node is a “AppendVector” node.
(random name for the parameters, you can write anything there)
anyways, tutorial person means well, but would be better off understanding the topic better before making a tutorial.
damn yo
can I add that to my material?
yup, that way you can change tiling in the material instance.
anyone know why my engine crashes every time I try to duplicate a specific level in the content browser?
download debug symbols
that crash dump is quite useless without em
although for some reason looks to be something lightmap related
says your lightmapcoordinate index was below 0
I thought that's a thing for like, individual objects tho..
not a whole level?
but btw do I need to need more than this for .27?
You download debug symbols from the Epic Games Launcher
Aaah
Click on the little drop down arrow
Settings
Check Debug Symbols
I've got it 👍
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?
Is it possible to set any developer folder as the current user although my pc name is different?
PC name (which is mostly for network identification) doesn't really matter.
The username matters though
is there a reason I cant scale the bones smaller than this?
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!
Amazon Interactive Video Service (Amazon IVS) is a managed live streaming solution that is quick and easy to set up, and ideal for creating interactive video experiences. Simply send your live streams to Amazon IVS and the service does everything you need to make ultra-low latency live video available to any viewer around the world, letting you ...
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
Any tips on start learning coding?
I mean.. yeah I'm asking for the thing that matters, whatever it is
hey, anyone has any idea why my texture resolution in engine is super low? even tho i have the scaling settings set to epic ?
how can I fix it?
its a ripped character model from modern warfare so good luck fixing that
is it?
In practice, you can mess with developer folders that isn't your username to no hassle nor difference, but I won't advise you doing that in team work where they actually make use of the folders in the source control
yea, its a ripped character
no need.
I'm working on a different action videogame, if you wanna know more DM me
No.
I actually want to mess with the folder that is my username, but my username for another pc. Since I'm on a different pc, developer folder filter for current developer doesn't show anything, since my username is different. So just wanted to know if there is a way to change it somehow. Not an important thing but would be a nice qol for me at the moment
/msg user:@static viper message:
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?
@wind crane you need help
@true cedar i fear that is impossible
unless you got the encryption key...
which is in the project file
we already have it unpaked
with the encryption key?
what does the encryption key do actually?
unlock the files
you cant read the files without it.
it needs to be implemented in the project
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
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.
we didn't put an encryption key but okay
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.
mixamo has alot 🙂
and you can look onto the marketplace from unreal engine
they have a few free assets
its a learning curve
thanks
Underground modding really is a black box in and of itself
Maybe im just waaaaay too tired but i dont see a help channel? Where could i get some ue5 help?
#ue5-general and ask your question about the issue right away.
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?
IIRC sublevels already listed in the persistent map will be included when cooking
Though feel free to try both
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
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...
Is there an easy way to check if a number is negative instead of doing bunch of branch and operator checks?
#work-in-progress
well, by using branch to check if it's < 0
For house keeping, you can put it in a BP function library or macro
Will rtx3050ti, amd ryzen 5 5600h and 16gb ram run ue5/ue4 in stable 60 frames?
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
On blank scene?
in ue4 yes.
In ue4
you will have entire scenes run at 120 fps
your gpu is the reason for that.
it has vram
4gb
I know
with a better processor your gpu will pick up better.
in ue4?
Ray tracing will not be your friend.
Yes
but definitly not for a game
Yes i think so
update your processor to 7
and add another 16gb ram
and then you will get a better result
ohhhhh
youre definitly not getting good fps then.
overheating issues.
almost always the case
ue4 yes
Im talking about only ue4 now
no
On blank scene
Okay thanks
Why?
Thanks
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?
Not really
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
Does anyone know how to fix the d3d device lost? It’s killing me:(
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
I updated my drivers, my pc, restarted my pc, did the Tdi Delay, changed my engine to 30 frames
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?
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...
**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 😭
is there a good tutorial for controller ui?
D3d fix anyone?
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
Show the code.
The first timeline is for smooth start and the second one is for continuous rotation of fan
That AddRelativeRotation and the Lerp is rather dodgy...
Using the MRQ can I render every nth frame?
I am little new to UE4 😅
Can you please elaborate what is issue with the Lerp and AddRelativeRotation
im too scared to test my game at a low frame rate, i dont wanna know how many things are gonna break
blissful ignorance
Are you scared after watching my problem?
Not entirely sure how, but I feel like the timeline only outputs whatever value in the timeline after a tick.
Considering that Timeline is basically a tick
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
To bake using gpu lightmass I need to have an rtx card, but do people that play my game need one too?
No.
It's basically the same as the old CPU lightmass, except the GPU do the hard work of doing the ray tracing.
Oooh I hear it's faster too
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!
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 😭
For making games you reccomend more ue4 or 5?
If you're just getting started in development, UE5.
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)
Thanks
If you're just getting started, nothing to lose starting with UE5.
Idk if my laptop can run ue5
I can dm you specs
You can tone the scalability down.
Laptop Lenovo IdeaPad Gaming 3 15ACH6 15,6" 120Hz AMD Ryzen 5 5600H - 16GB RAM - 512GB Dysk - RTX3050Ti Grafika - Win10 w RTV EURO AGD. Ekran: 15,6 cala, 1920 x 1080 pikseli 120 Hz, Procesor: AMD Ryzen™ 5 5600H 3,3 - 4,2 GHz, Pamięć: 16 GB DDR4 3200 MHz RAM, Dysk: 512 GB SSD... Zobacz w RTV EURO AGD!
Specs here
Its in polish but you can translate
With google translator
I am getting the d3d error, would changing it to dx12 help?
I know, still, you can tone the scalability down.
You can use UE5 without the new rendering features
It's not like you're limited to just making something like CitySample
Yes i know but will i MUST turn the scalability down for good fps?
With this laptop
But i dont have this laptop yet
And idk to buy this or something different
Ah okay
try turn realtime off to lower the amount of crashes
Thank you, appreciate it
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?
You shouldnt need or want 2 sided on for every material
Could be a normal issue if your model is inside out
Quite common with blender to ue
Try recalculating or manually flipping
Alright I'll try that thanks
is ue5 120gb
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, ...
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?
@lilac stirrup, :8ball: Don't count on it.
Just trying to finish my portfolio
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
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.
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?
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
Even then UDK isn't as open as UE4 did.
But you got it for free for being in the Rocket beta <o/
got a quick question... Does anyone know how to use multi editing? Me and my friend are stuck xd
What project are you working on? Film/virtual production?
uhh game project
Then use source control instead.
is it also like working together?
Yes, but the way software developers do it
well i want to map with a friend soo
UE4.26 onwards have one file per actor system.
That way you won't have to commit the entire .umap file and losing changes
hmm okay but we want to map like together and not by pushing files via github
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.
hello, may I get some help on my animation? I'm a newbie to Unreal so I'm following a tutorial on youtube, I pretty much did all the steps, the animation looks fine but the camera is really weird
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:
- The colors of my project looks good in editor but after I cook and package my project everything looks too bright and saturated.
- 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.
- Check if your post process effects works correctly.
- [context needed]
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?
@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
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
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!
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.
Hello, does anyone know how I can get WindSimulation for a Flag to work inside sequencer? It works with Simulation, but not when rendering.
Are you using MRQ? I had issues with the older rendering thing
MRQ is better for that sorta stuff I feel
I can try, but inside sequencer nothing happens when i play it back
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
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.
What are you exporting with? The older method or mrq?
The older method hasn't been touched in years
I tried both to my recollection but i can run another test, i'm giving up on the wind for now
I think i understand, it kind of works, but the effect is different then the simulation
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
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.
even if I have 4 static meshes as children of an actor, it scrambles on start
How do I set max FPS? I wanna check how the game behaves at like 15 FPS
T.maxfps in console
thanks
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
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 😄
could i somehow make a static mesh from instanced mesh ?
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
adjust the depth fade factor of the water material
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?
that didnt fix it :C
press 1 the LMB
thank you
If anyone has some ideas just tell me , i tried a lot of things and cant change it
Anyone got any decent or good tutorials on setting up a lobby and allowing clients to connect? i feel like i am missing something
How do I check if a given static mesh has a simple collision mesh or not in C++?
Could be just a cheap mat switch based on screen percentage or such, seen it done in some river mats
I think I figured it out: GetStaticMesh()->GetBodySetup()->AggGeom.GetElementCount() <= 0
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
can the volumetric fog be used only on one specific area?
The order in the same level doesn't even matter
Yes, Unity is flawless
Yes, sort of.
The volumetric fog will apply to the entire map, but you can have one area with more dense fog than the other
how can i set it up to be more dense in one area than another?
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...
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 
But why tho
You have a logo that large so it's stay clear in larger display?
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
If it's a single colour logo, you can make a signed distance field version of it in smaller size.
https://steamcdn-a.akamaihd.net/apps/valve/2007/SIGGRAPH2007_AlphaTestedMagnification.pdf
its not singular
I do have an alternate way of resize which idm doing, it takes a few seconds but ig its more steps 
Still can be split into at least two smaller textures.
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.
do you have a reflection capture?
You might have scalability settings disabling both
still nothing
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 .
Can you make a game for console if you have a 6gb ram and a low end laptop?
anyone know how to make both hands move with a two handed weapon animation?
Are you compiling the code without closing the editor?
IKs.
No.
are all animations compatible with Ik? i never used it before
It isn't necessarily tied to animation itself.
so the skeleton?
no,i always compile with the editor closed, in order to avoid hot compile
@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.
camerashakebase is the camera shake
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?
Try to select a Root Shake Pattern first
I did
any ideas as to why a destructible mesh wouldn't be visible in a build?
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.
[Android] Is there any way to secure launch image? i've set it correctly but i see black margins in android
maybe you have tick logic detecting which device are or of it is capable of android functionalities?
no
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.
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"
but in the end when i try to package, it says "version 33.0.0 is corrupted, reinstall it"
ah ok
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/
I am able to import the point cloud and add PostProcessingValue box on it
Or if there is alternative way of rendering a point cloud in unreal engine
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?
I would say not.
but i see a lot of games made using these types of photos and they are using ads in their games in playstore
@sharp crest man let me tell you something funny i literally read graphics general lol
error 404
is my mind today
You're not allowed to use somebody's likeness or copyrighted photos without permission, surely?
even if i search on google for free copyrighted photos of that singer ?
no, you are not allowed to do so, unless you have explicit permission
i see thank you
They're likely junk games making quick buck on current fad or certain less educated part of a fanbase.
Don't follow the bad apple, if you can.
thank you, we will either digitally draw those artist our selves or something else. thank you
Drawing the face of those artists would still be not legal tho, particularly if you're making profit (even from ads)
oh didnt know that
Spoofing them would be safer, even at a cost of it being less bait-y
what do you mean spoofing ?
As in make an original artist character but based on style of certain artist (aka parody)
reminds me of
https://www.forbes.com/sites/erikkain/2018/03/30/lindsay-lohan-lost-her-gta-v-lawsuit-against-rockstar-again/
she lost, but 99% of it was super duper expensive lawyers ftw
(was my bet at least)
no probsies
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:
pretty sure in the game mode blueprint you can override the player start
or something like that
anyways what is the error exactly?
I don't get it
player statrt positinn null? then set it
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
And this is the variable
Player Start is already used by game mode to spawn defined player pawn.
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
And the logic works, however, I still get errors
I'm so confused x- x
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.
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
@plush yewthe variable in that screenshot, PlayerStartPosition, when/where is it set?
In the editor, it's a Instance editable variable so I'm assuming it's set in the very beginning of runtime 🤔
so you set it manually?
Yes
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
hey all, any idea why SetActorEnableCollision(false) does nothing? collision is still enabled after that
It seems to be set to the actor
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?
Nope
then the error happens in another spot, or later
I stepped over it and all
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
@plush yewregardless of this tho, why use the player start blueprint if you dont need it?
oh your not, its a custom blueprint. gotcha
Avoiding the PlayerStart thing is what got e in-...
yeah
xD
This is so weird, I possesed the player, pressed 1, it teleported, no errors. Then I stop the simulation and boom, error
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
So it's like... At the very end somehow?
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?
The message log?
Yes
your output log, that is where your errors will show up while playing
this code is in what blueprint?
in your details panel in the player pawn in the world, show the setting for your playerstartposition
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.
The output log is definitely confirming that it's None
Everything works, I was just checking IsActorTickEnabled instead of GetActorEnabledCollision 🤦♂️ Thanks!
yep so in your details panel for your pawn, what does it show for your playerstartposition. in this section for your pawn ?
thats for mine, but yours should show like a default section and your variable
yes, thats the pawn in your level that you are starting with right?
Yes
ok and that player start is your checkpoint actor in the world?
ok so hit play, and when its playing press shift-F1 to get the mouse
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
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
yep
Opened in VR preview
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)
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
did you set the player pawn to nothing in the game mode?
and did you set your pawn in the world to auto possess?
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
quick question about buttons
How do I add a text to a button without the button scaling to the text size
anyone tried using Unreal Insights with dedicated server on aws?
@untold plankin the button, make sure Size to Content is unchecked in its slot properties (at the top)
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
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
hello can anyone help me make a head bob effect
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?
does the character respawn on the floor then fall, or respawn below the world and fall or ?
good question, let me try to determine that now
ah looks like he is spawning under the floor!
Yep might need to find out when it respawns how its respawning, might be missing a location
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
how are you respawning the character?
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
how do you kill the player? if they are respawning what kills them
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
yep then at some point your calculate health kills the player ?
yep
oh
i think i found where it is handled
this is under my game mode blueprint
let me modify a value and check
Ah dude it works now! thanks for helping me think through that
question why is it that when my character runs backwards i get a jittering effect
it only happens backwards
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
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
Oh my god. Its the tomatoes guy^^^
tomatoes????
pom pom pom pom pom pom....
hey guys
is anyone good with ai in behaviour trees
i could really really use some help with something
ive looked everywhere
ive posted there too 🙂
sorry im just really stuck
i didnt spam
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
The way I decided to do it is to make one of the two cameras a child actor component instead of a camera component
try increasing the blend time so it's not as jarring
that's the purpose of the node, yeah. It takes an actor as input so I was asking how to set it up to work with multiple camera components
yeah, sorry, i've only seen it used with actors/camera actors
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
I wanna quit but I’m forcing myself not to quit
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
Hello, is it okay to join the voice chat to ask for some help?
sure?
what is fastest way to create vismemes for metahuman?
Thanks
you might have a saved backups
check the Saved folder
@fierce agate "ProjectFolder\Saved\Autosaves\Game"
MP3 file?
Yeah thanks I did it
Yes, mp3 file
Don't use MP3.
WAV files.
Mp4?
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
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?
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.
You can use 2d platformer template.
where can i find that ?
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.
i see thank you.
i ll save that
is it possible to use blueprint and csharp in the same project ?
I never used C# for Unreal, only with Unity 🤔
No.
at least not out of the box
so its either blueprint of csharp alone ?
you can use c++ and blueprint in combination with each other
C# barely used in Unreal.
At best you use C# to change build parameters, but that's like using C# as nothing more than a config file
we have one member who can use blueprint and one who can use csharp what do you recommend we do ?
Use blueprint or learn c++
Have that other member learn BP and/or C++.
i see, its possible to use blueprint and c++ together ?
I believe so @dawn flint
yes
thanks everyone
Did it happen after some folder/file name change?
If yes, try shortening the names, or move the project somewhere closer to the root of the drive
Hi everyone, Is there any beginner level tutorial out there for stylized water splash/ripple fx that is not from CGHow?
@sacred moth the beginner-level would be to just spawn a few water droplet-textures
more advanced stuff would be stuff like
https://vimeo.com/266717949
In this tutorial, I'll show how to create a Paintsplat projectile in Unreal Engine 4. I'll take you through the creation of Vertex Animation Texture splashes…
Umm Nope
I thought It was fixed but when I open it again, the problem still happens
I’m planning to migrate my assets
Try cooking the content and see if there's error on the log?
Aight, I’ll try, thank you