#ue4-general
1 messages · Page 1178 of 1
Is there a way to migrate animations on the Mannequin skeleton to a differnt project with the same identical Mannequin skeleton without making a duplicate?
All done.
But
Is there a way to prevent this?
Just copy anymations fbx files, they will work.
Anyone familiar with using houdini engine looking to put some houdini sims into unreal engine but anyone know a good tutorial to start with or any good info about it
@languid tapir scroll up a little, i just posted one from sideFX themselves
Oh no way we'll thats weird hahah
it at least shows how to get a sim imported, and Glad explains very well
Ahhh thanks so much for this
good luck!
.
hey guys
how to load level and its sublevels while loading screen is playing??
anyone knows any tutorial or way?
@balmy dirge I'm not sure how other people do it. But what I do. I have room I built that holds the character in place. And acts as a loading screen by placing a widget over the player screen. I teleport the player to this room when loading maps. Then set the player position once the sub level I want has finished downloading.
Is there by chance a way to search all BP assets to see if they are referencing a certain cpp class?
I think if you go to the file that contains the CPP class in the content browser, you should be able to view its references
of course if it's a built-in UE4 CPP class you might have to do some digging
Hello everyone, has anyone done a fingerprint recognition system using minutia ?
opening the reference viewer on a cpp class doesn't show references for that specific class unfortunately. Seems the editor reference viewer only works for uassets 😦
Ai, I know. Break the C++ code and see what else breaks
(not recommended)
having problems with my perspective camera. focusing on objects on the scene does not work. any help?
i also get this when opening the default file. Time and day
on perspective, select the chair in the outliner, then press F
Did you finished cooking the project yet?
Any error on the output log?
Might also wanna check this post.
https://forums.unrealengine.com/t/failed-to-load-map-appears-to-be-an-asset/57115
Hey all, I’ve recently been assigned to a project and downloaded the source from Github. However, when I try to open the project, the editor produces a message claiming the .umap file failed to load as it appears to be an asset. It also doesn’t appear in the content browser, or the file browser (opened via ‘File → load level…’ etc). I’m using ...
Does anyone know how to stop disable realtime override from continually activating?
if I create objects and characters in blender, for the game in Unreal, the lighting is created in Unreal, yes? it is useless to create in a blender when there is a great tool for it in Unreal??
If you are bringing your character into unreal I would light it in UE, Blender's lights will not export to UE that I know of
I don't any DCC will export lights into UE, unless you are using vray and vrscene files
yea now und..thanks!
np
hey, could anyone tell me if this is a glitch in the anim bp? after my update properties node i check if the owner is valid, is fires not valid but i can still move and animate my character
but when i put a break point on it it doesnt fire
Before this my computer had a interruption
you must save the reference of the owner at begin play
the get pawn owner is showing up invalid
even when i try to make another bp its always invalid
even when i cast it
it fails
did you try:
- at begin play, get pawn owner, then cast to whatever that pawn is, then save it as variable
- then at update, get the reference, then convert it to as validated get?
is this in the editor when previewing, or when you are playing?
so in the editor but animations play but the character ref is invalid
made another bp and it fails right from scratch
so in the animation editor? not playing but the actual editor right?
well in the editor there is no pawn attached to it, so it will always fail in the editor
thats why I am asking that question
yeah, the skeletal mesh that you are seeing in the preview is not your pawn. its just a skeletal mesh
But even if I try to make another anim be from scratch it still fails
And it never did that before
in the editor? it should always fail on get pawn owner
Yes, I play it as well
So apologies if I’m miscommunicating but everything was working before and my computer interrupted and glitched a little then everything doesn’t work, my anim bp I believe is glitched because I get the animations playing in the game but when I toggle some bools it doesn’t work but the values that are from the character, including yaw pitch leaning functionality all work
I made another bp to test and no luck
you might have to show us the new one that is failing
since i assume its a very small one with one small thing failing we might be able to see something,
but in the animation editor you cannot expect anything that gets anything from the world to work as this item does not exist in the world in the editor preview
you might have more than one blueprint running then
I have one anim bp that the character is using
breakpoint it and make sure only one instance is running in the debug drop down in the top right
How would that be the case
watching the preview you can see that one is valid node swapping back and forth?
Yea in the game preview
is it possible to open the Collections view in a new window, like you can open Content Browser?
so that is with play in new window right?
ok so go back to the animation blueprint while it is running and choose the active character and see what it is showing in the running blueprint
Chose the active character?
the drop down in the top right in the animation blueprint lets you choose the current debug object, make sure its the one that says spawned
then you should see your code running on that character in the world and if its switching back and forth between valid and not
yes, and that is with nothing running
yes the last one says spawned
you want it to be selected or its not showing you the active one
yep because you set one I assume
Interesting, why did that happen
I assume you would want one on the print string for the not valid
Never had an issue with that before
I do have it there, but why did that issue occur
mouse over the blue output from the get pawn owner and see what it shows
the one you are putting into the is valid that is failing
chances are the errors you are seeing is from the editor since it is still set to the debug version/preview version, you should be able to ignore it since its an editor thing
thats what that drop down is for so you can see what is being debugged
I can move the camera with WASD keys how do I disable this
?
hello! I am trying to use vscode with UE4.27 and I am getting the following error on my includes after making a few new c++ UserWidget classes via the editor
cannot open source file "UBT_COMPILED_PLATFORM/UBT_COMPILED_PLATFORMPlatformTime.h" (dependency of "K:\GameDesignFolder\catgame\cathack\Blueprint\UserWidget.h")
Does anyone know what I have to do to fix that error? I have already modified my c_cpp_properties.json file and added escape slashes on the windows paths in the compilecommands.json so all my includes for the engine source are working.
IIRC, in Visual studio, the solution would be to right click the project in the nav bar, and select "rebuild" , right? What is the step I am missing for vscode?
UPDATE: ;; I clicked "File > refresh visual studio code project" and it deleted all my modifications to the c_cpp_properties.json file ;;
yo
i need help with sumn very simple
i just want my third person character to rotate with my camera
like rotate when i move my mouse
camera lock basically
tick the inherit controller yaw
im afraid that didnt work g
Hello guys, when i export assets from quixel bridge it looks like this. When i drag the material onto it it still looks bad. It is supposed to look like the one on the right. Does anyone know how to fix this?
Hey so im sorry if my question seems a bit odd, im just a beginner. so I'm using UE4 and I found a plugin for portals that someone made. i basically downloaded their project and copied the plugin from the plugins folder into my project's plugin folder and it shows up in Edit->plugins but the plugin's content doesn't show up on search classes
so basically i cant find the portals in it so i can place them and use them
i tried it on their project and it works fine it just doesn't work on my project
what am i doing wrong?
Is the plugin checkbox enabled?
yeah
@magic ice try orient rotation to movement or use pawn control rotation
They are options that you check off
Bools
Should try contacting the developer of the plugin, they might know better.
i tried going Content Browser -> View Options -> Show Plugin Content
and they showed up there
so hopefully they work
but its kinda weird how they dont just show up in the place actors tab
but thanks anyways! 😄
SNOOP DOGG
Hey where could I get help. I created a character in Fuse, imported it into Mixamo, then from Mixamo into UE4. The eyebrows and beards are messed up and are like solid kinda, how could I solve this or where can I find someone to help solve this
@zinc topaz pic?
Download editor symbols through launcher for that to be useful. Also post ~20 lines above that from the lgo
log*
nope doesn't work
have you found the soln yet? it would be very difficult to tell from the pictures alone
Looks like your GPU is dying
Or maybe not, likely Vulkan in UE4 messing up
Yeah, note that Vulkan in UE4 is weird, and less reliable than even DX12.
Read my addendum after that reply
Just noticed you used Vulkan, evident by the callstack
So you're physically tampering your GPU?
Anyone know a good tutorial series on how to create a voxel system with multiplayer support?
Not a tutorial series (because optimised voxel system is out of reach for meddling YouTube kids), but...
@wicked tiger Hello, I hope you are doing great, excuse me are you an unreal staff?
I tried it but doesn't work over multiplayer unless I get the paid version which is like $600 :/
Lets make 1001 clon of 7 days to die in Unreal 😀
What is this?
It keeps happening
I created a new lvl and my editing screen became black I put a Sky sphere to make it brighter but my meshes are black
This is what happens to my game yesterday
All those items are just migrated
Aight, I deleted my 2 games, Time to make one again and can someone help me to fix the problem
:((
I don’t know, how
Anyone got a clue how I could store microphone input as a variable in the first person character blueprint? I know that I can use audio capture component but how
I could be mistaken, but I think Voxel Plugin 2.0 will NOT have multiplayer.
Why
.
What cooking do and how?
Making a food edible with heat.
Hi! Can somebody help me? I am looking for specific tutorial on youtube, that covers main menu with character selection. The video was set ( from what I remember ) in bit cartoonish background, most probably the AssetVille Town and the author covered camera switching between three actors ( three guys ) to choose from
something similar
there were three people, and user could toggle between them with arrows
I need it, because it covers exactly the game mechanics I want to implement
Have you made the main menu?
yeah
the game is going to early access very soon
but I cannot add the vehicle selection menu without it
I have created a vehicle selection menu ( level ) but there is no toggling between cars thingy
I think I've seen this in a video too. Was the character low poly as well?
And the channel went into complete meltdown these days?
I've spent a whole day looking for it
maybe
that's problable
I have the cameras spawned an set
but I need to implement the selection logic
and that tutorial was probably the perfect one I needed
And now the tutorial's missing?
right
Then it is what I think it is lmao
you think, that the channel is down ?
Creator had personal drama, resulting in complete meltdown of the channel
That's really one of the risk of following YT tutorial ¯_(ツ)_/¯
At this point your best bet is to improvise on your own, really.
🗿
Is there a way to disable all messages from Print nodes?
aside hunting each one down in bps
DisableAllScreenMessages
Though in effect it will also disable stat commands IIRC
I should have been more clear, also a way to disable them coming through into the Output Log
Wasn't output log say where a BP print string come from?
Actually no it doesn't
(Drumroll)
There isn't any drumroll emoji is there?
Let's just pretend it ends with a cymbal sound~
You're using ue4 right? (This is #ue4-general after all)
There should be a cooking option under File on the main viewport
Cooking, baking
What's next, stir frying?
There's smoking, that's when I'm compiling shaders on my computer
If there is error on your project, it'll usually show up on the output log when cooking is done. Usually though, no guarantee it will, but at least it might worth the shot.
Hello, I am trying to generate a physics asset for ragdoll effects for a rigify armature + mesh exported from blender. I am running into basically this issue, related to scale + physics generation https://developer.blender.org/T47043. Has anybody in here successfully done this? The steps everyone outlines for scaling mesh + armature and then exporting don't seem to work for me and I'm really scratching my head.
🤣
I bought a whole new computer about 3k. Just to process shaders about 40% faster lol
Hey guys, we're having some completely off-the-wall random things start happening with our project, some Begin Play events don't fire, some text boxes started acting up - it seems completely random and unrelated to the work I'm actually doing on the side.
Is this a sign that it's time to do a full rebuild? Because some of these new things seem just... Entirely random
Sounds like your potato pc isn't qualified to push play. And or shotty blueprints. You need to debug. Each of your events for possible reasons.
Is it a C++ project?
If you've been hot reloading, you should definitely stop doing that.
Yup, the more complex stuff is all done in C++, with some lighter stuff on top with BP and UMG
Definitely do a full rebuild.
Also consider trying to cook and/or package from command line.
Thanks! Does the packaging step rely on anything in particular in the editor itself, or is a full rebuild package to a target platform enough to tell? Not that I'm lazy, I just got a bit of a time problem
yeah... Honestly it got a little wild there. Every time we'd package some random thing would break, its just nuts
Damn, it’s like that? What are the consequences of that?
Alright, I’ll keep that in mind. Would you mind expanding on exactly how that works? Like, the unfixable bit. Because it just seems a little wild
It just screws everything else
C++ isnt meant to he compiled while the program is running
Akways close editor, compile and reopen
And how might someone fix the project afterwards? Remake the blueprints?
I thought that was common sense, is c++ being treated like an interpreted language now or something?
Live coding works a bit better. But yeah cos it's patching in functions, replacing memory, moving stuff around it's easier for things to go wrong. It's ok to use with some care. Don't change headers, class and file definitions. Don't change blueprints after doing hot reloads. Iterate the function body you are working on and then close editor, full recompile and then launch editor again, and you minimise chances of things breaking
Likely the unity devs, since the c# changes compile in editor as well
You just click save and it recompiles
Ideally use version control, and then at most you've lose up until the last check in
The idea of my whole project being busted is horrifying ngl
Yeah you would have to completely remake the bp
Also, again, taking care to not modify blueprints after hot compiles reduces problems
Exactly so use source control and dont hot reload
Welp, sure as hell ain’t gonna now
can definitely attest to this being helpful -- had a semi complex project involving linux dedicated server + windows client build and putting the build process into batch scripts helped so much
I get these "Cast failed" messages and I have no idea what blueprint or anything they're referencing, is there a way to find what they're talking about?
The output log doesn't seem to mention this at all
Take some courses on learn.unrealengine.com
That should be a fairly simple thing to do with a bit of planning and knowledge of the engine
Is there a "global" place I can check how much memory each asset is taking up? I know you can right click a asset and click size map. But is there a project wide size map?
Check Unreal console debug commands, there lot of info and tables
Perfect, just out of curiosity. Do you happen to know off the top of your head what them console commands are?
Hey guys, I've got a number of meshes(12) and I wanna add a blueprint class to each of them to make them rotate...what would be the most optimized way to achieve this?
I don't wanna create multiple classes as that doesn't seem smart
Here "Unreal Engine Kickstart for Developers", sorry cant find exact video, they talked how to find memory allocation, texture size etc. Probably it was in "Rendering"
https://learn.unrealengine.com/home/dashboard
I used dumb solution, attached "rotator" component to the mesh (while made rotating pick up items, like HP, Ammo etc).
Wow, I'll look into the rotator component. Thanks
If I have a texture in my content browser. But it is never used in any level and I've specified which levels to be packaged. Will this texture still be inside the apk file?
If I've made a 3D game but I want one level to be completely different, 2D classic arcade style, etc, how would I go about doing that?
I assume I would have to create a new gamemode and switch gamemodes between levels. but any idea how i go about creating this gamemode? would the best way be to open up a new project with the 2D side-scroller defaults and copy and paste it into my current project?
Hi guys, i want two have two cameras to capture videos or images simultaneously and then save into my pc, can anyone help.
If an asset isn't referenced anywhere, it won't be packaged.
Unless you specifically tell it to be.
You can lock the camera to a side scroller perspective, and lock the movement axis of the character
Ah, thank you. :)
Hi! How can you fix the way the textures (lettering) are floating after importing from blender? thanks!
Hi there all, I have an issue where I changed my static mesh of my UE4 player (UE4 mannequin) to another skeletal mesh from other assets pack, it does run around, have good animation, picks up items, drops, holds weapons and fire weapons, but when it comes to shooting other players it stop recording damage and doesnt hit other meshes, any clue?
Check the mesh collision setting?
What if I simply tweak the yaw, pitch and roll using an Frotator in C++? Will there be a lot of difference in compile time compared to using blueprint and adding relative rotator component?
Especially when there's a lot of rotating objects, say 500
I used only blueprints with 200 rotating items on screen, not found any difference in performance, probably Engine does some optimization
Only bad thing - when rotating item cast shadow, this very bad for FPS
Did you create multiple blueprint actors or did you make a parent BP and made the others children BP?
I'm guessing this only works when using similar static mesh
Yeahh, maybe I'll turn that off
no collision settings look alright to me
I used Main Parent + Children (Ammo, HP etc classes) because my items had different behavior. But it was only 5 additional classes, very small learning project.
Rotator added to the Main Parent class, and all Children inherited it.
Okay, that seems like a logical solution if it doesn't really affect the fps
Also you can do even simplier, only One class, but make Data Table where you put "Item name" = "Item Mesh", and when spawn specific item on level - look at that table and attach corresponding Mesh.
Hey where could I get help. I created a character in Fuse, imported it into Mixamo, then from Mixamo into UE4. The eyebrows and beards are messed up and are like solid kinda, how could I solve this or where can I find someone to help solve this
Does anyone know why material tessellation on our landscape disappeared after breaching the texture memory pool?
Its easy to fix - check hair material transparency, now you have it without transparency. I had the same issue with models from Sketchfab.
There is no transparency files
hair texture itself has alpha channel, need to switch hair material to mode where supported alpha. You will see that hair became normal.
like blend mode?
Didnt fix the mustache, beard or eyelashes. I did it on the beard and moustachematerials. I dont have an eyelash material
Hmm, I don't fully understand
I mean, swap mesh instead making separate classes with different meshes. Meshes names can be stored in DataTable. I you have 10000 items if will be easy to edit, DataTables can import CSV file.
fixed the eyebrows, now gotta figure out beard
But if I swap then does the former mesh stop being rendered?
Because the aim is to be able to render all at the same time and rotate
Items spawned once on Begin Play (if remember correctly, event name). So after that they just rendered as usual.
If only few Items on level, its easy to put them all manually, but if level is big and many random items, its good idea to spawn them with blueprint based on logic. Less manual work.
fixed it. thank you for telling me about the opacity mask and stuff cause I was able to look it up a little and solve it on my own
Great that it worked. Hair always hard to set up. I often just look into Epic hair materials and copy 😆
True
How do you target a BP Editor floating window to automatically dock/move with windows shortcuts? Calling it by the BP title doesn't work, like say "Calculator"
hey
i want this to be in my viewport at all times
how tf
do i add it there
cuz shit aint working
viewport in the editor, or in game when playing?
how do i change the defualt controls? they keep staying active even though i have my pawn possesed and everything
isn't there a way to pull up the all classes list without having to make a blueprint?
No, but what's the deal?
I thought there was a way, I believe I've seen it before
if anyone has the time please let me know. Working on an interactive inspectable 3d minimap. I've got the first step done however when the minimap spawns in it's not even close to the origin placement ball thing. I'm assuming it has to do with this bit of code(marked with blue):
it behaves how it's supposed to aside from being in the wrong location on spawn. Reason i'm doing it this way is because it was part of a tutorial, but also because that part of the code takes all the static meshes and scales them down so it can be a literal miniature of the current level.
this is the issue:
red is the origin (the white ball with the movement options) and blue is where it actually ends up
also, found an answer on the youtube video i was watching to do this:
"dont do the "transform location", take the location of the static mesh component + the actor location, then divide that with the "scale divider"."
but ive no fkn clue what they mean about actor location. If I use "get actor location" I don't know what node it should be hooked up too
get actor location would be hooked up to the outputs of the for each loop, would it not?
I don't know what you're doing with the GetWorldTransform stuff, I think you want to get the actor location instead
instead of world transform?
yes
i can try it
because you're just getting the location of each component
and then trying to scale them relative to eachother
oh so the static mesh isn't actually one that physically exists, it's generated from the static meshes in the level
I thought you were looping through objects in your level and then creating new meshes with a scaled position to put them on a minimap?
no creating a minimap from all the objects
how are you going to do that?
def createMinimap:
for object in objects:
# then what?
sorry in multiple discords kinda spreading attention pretty thin. didnt mean to be absent.
So on event begin play im getting all the static actors, then creating a 3d world map.
on get all static actors events im getting all actors of class static mesh actor. For reach looping that to get static mesh components, getting the collision type for all object. if it's a worldstatic collision then im adding it to the 3d map world actors array.
finally creating the 3d world map, passing the array of the 3d map actors through an array and then getting the world transform of the static meshes. After that I'm scaling them down with a scale divider variable, dividing that into the scale of the final static mesh (which is the array of static mesh actors that have a worldstatic collision.) Getting the actor transform of those actors, passing it through a transform location where the collision object type, collision enable, and the final static mesh is created.
@_@
yeah i guess that's ok, i'm still not really understanding the end result you are looking for
i think i would use an interface called "DisplayedOnMinimap" and then "get all objects with interface" and make an array of those locations, and then scale those locations to fit in a minimap and create new blueprint instances (BP_MiniMapObject) to represent the new minimap nodes
but it sounds like you might be doing something different than just showing a live map in a position on the screen
Or have a minimap blueprint with an event called "Add object" that just adds a static mesh component given an XYZ world location (and the minimap BP would handle the scaling to fit)
what you are doing strikes me as... overly complicated? but again, i'm not sure i'm really understanding the goal
What is happening here? Hmm..
I just the last hours changed all my units (buildings/ships/drones/++) to use a FTimerHandle instead of ticks, as I heard some have said is better than using ticks.
I still have ticks enabled, some units still have some ticks I need to port.. to c++
This is an insane stall though, not sure what it is
Could I possibly get some assistance with an issue im running into?
so im not looking for help with the end goal i was more looking for help as to why the static mesh would spawn way above where it was place in the level. but i think i figured it out, just got rid of the getactortransform and the transform location, seems to of fixed the location issue.
I’m planing to buy a Macbook pro 2012 retina 15inch 16GB RAM intel i7 Quad core processor 512GB SSD and Nvidia 1GB GPU.Is it good enough to run Unreal Engine 4.I need a Mac for iOS app development and I’m learning Ue4 C++ to make simple games. Is it good to use a Mac for UE4.Is UE4 works well with Mac OS Metal API or should i need to use BootCam...
Not sure how much the price for that macbook, but you can probably build a pc with better spec using the same amount of money
Just a rough assumption, since apple usually put more price for something you can make in pc for less
Assuming you don't already own the mac
yo can someone help me with this rq
so I have a running animation, and I have a pistol idle animation, and I wanna blend them together right, pretty simple, but all the tutorials ive seen have been using anim montages and I need this to be like a looping state not a montage
Layered blend per bone
I tried a few different uses of layered blend per bone
tried
this
i had this set up but I need it to be a looping anim not a montage
montage plays once then stops and thats not what i need
i had my transitions flipped like an idiot nvm
Use a state machine for the upper body.
If it's third person, you won't have to be concerned about different state for each weapon
how would i use that state machine
like if i had a state machine for my upper body anims how would i blend the state machines
if i understand you correctly
nvm i got it thanks i didnt do what you recommended but you gave me a good idea of what to do so thanks
Quick question: Does landmass or water system plugin work with level stream system ?
what is "bake to landscape" in unreal engine?
No.
How do I get a reference to my viewport so I can set focus to it?
any resource about making decal using RVT ?
does somebody work with simpleUGC here?im loosing my mind
Is this possible to “bend” decal to spline shape? I know it is possible to bend static mesh like this, but I did not found a way to do the same thing with decals.
Not witt deferred decal, no.
hummm
i was actually working on making a large scale road system, especially on the road marks generating.
my current solution was using spline + static mesh to generate road marks. however, when the scale gets big, the performance gets really bad
besides, i need to add collision for each single road mark, which make it really heavy
In order to make it run better, i came up with using decal for rather than static mesh, which should save some performance... but for curve road, the road mark decal won't bend and result in jagged looking which is really bad,, so i was wondering if any solution to bend the decals....
You can set your mesh to only render to the rvt, so it's not rendering constantly
Oh this?
What’s gonna choose?
🪟 + Shift + S
OhhhHHH Thank youu
Is level streaming a good idea? That's the thing where a level loads in parts when you get near them, right?
If you want to load in sublevels, then yes. Difference is that streaming level won't trigger loading screen (but those without using C++ used it to jerry rig a loading screen system)
I don't have a loading screen anyway, I just have it where the player goes to an area and bam goes to the next Level.
But I just fear it's damaging GPU or something having such large levels loaded in at once.
Just make sure you unload the previous sublevel once it's out of reach.
sublevels are a thing with UE4, a part of the level streaming process?
Haven't heard of that before tbh, I guess I need to read about it haha.
Yes.
Basically levels inside a persistent level.
Though you cannot nest sublevels in UE4.
So I can have Sublevels in a Level but not Sublevels in a Sublevel? Makes sense.
Correct.
Nice, thank you! :)
Sub levels in sub levels would just be sub levels 🤣
Is that Windows key + Shift + S?
What does that do?
In relation to cooking the project.
Not related to the cooking project, but if you're on Windows 10 Creators Update (if not Anniv Update) or newer, try it out yourself 😉
A printscreen using 3 buttons?What happened to the 1 button one?
Pretty sure that's Project Settings, not that one.
Find the cooking command under File
so umm
I imported a car and it went into bazillion pieces
how can i import the whole model and not in parts?
yea that will be much helpful
Imported a building and it took like 15 mins to set everything together
xD
combine mesh is the same thing right?
Yes, think it's that one
Hi all!
I'm working on a tower defense project and we want to modify some variables (enemies strength, spawnlists, items costs etc) in packaged build without actually rebuilding the project. And to upload a simplified battle recording (events, shots fired, traps built etc) for us to analyse.
I actually managed to do that using Google Sheets and Runtime DataTables plugin, but it's very slow and sometimes doesn't work, clearing the whole sheet instead...
I'm thinking about setting up a database on our server, but maybe there are better options, like some cloud solutions, AWS or Google maybe?
Anyone tried something like that already maybe and have some ideas? I never set up a database before. I don't mind learning to do that but I prefer no to ;)
my camera is locked at one point and is not following the car movement
nvm figured it out
Hey, I'm trying to setup GAS and im stuck here trying to edit AssetManager.cpp as explained here: https://github.com/tranek/GASDocumentation#:~:text=Starting with 4.24%2C it is now mandatory to call UAbilitySystemGlobals%3A%3AGet().InitGlobalData() to use TargetData. The Sample Project does this in UAssetManager%3A%3AStartInitialLoading(). See InitGlobalData() for more information I get this message. How do I edit this file? Thanks
Were you able to solve the issue with the windows context menu for selecting engine version and generating visual studio project files? My teammate is encountering the same issue of no context menu appearing on their machine. Thanks! (and I'll post back if we discover a solution)
a very stupid question, i added projectile movement and a collision
why is it falling out of the world
https://cdn.discordapp.com/attachments/221798862938046464/987080955883843694/unknown.png
https://media.discordapp.net/attachments/221798862938046464/987080956219367514/unknown.png
https://media.discordapp.net/attachments/221798862938046464/987081135005765702/unknown.png
https://media.discordapp.net/attachments/221798862938046464/987081135274217562/unknown.png
how do these things work i forgor
oh im stupid af, the sprite is whats falling not the actor lmao
Hello Everyone Does someone know Where I can find a Channel to post our work here I'm a new member of this server btw?
In Session Frontend, what is "Exclusive Time"?
"Exclusive Time of this event, in milliseconds"
See #instructions
Here on planet earth we have gravity
Everywhere has gravity.
Does anyone used the NvRTX branch?
Negative
Where doesn't have gravity?
The gravimetric field permeates the entire universe.
Since gravity travels at the speed of light, the only places that "don't have it" would be places well beyond our range and possibly, depending on your interpretation, lagrange points... but they are impossible to exist within
I would argue that lagrange points don't actually exist, just an approximation of them.
Trying to set a texture for a geometry cylinder but i can only do 1 side at a time, how can I do all of them as the same material
BSP brushes?
He said gravity travels at the speed of light
If that the case, creatures won't be able to move until several evolutions
Ue4 or ue5 creatures. 🤣
Oh and for the record. Let's not argue on things that don't exist. Code , patients, persistence, dedication, work ethic, will all be solutions to any ue4 + project
It does, look it up!
Imagine it like rope. The gravity is always there (because it's been there for a very long time, it's been quite a while since it wasn't!) - if you make perturbations in one end, those perturbations travel at the speed of light outwards.
Like making a wave on one end of the rope, it takes a short time before the opposite end also wiggles.
...this is, of course, in real life, not UE.
has anyone used Data Assets before? They seem pretty powerful, but I'm wondering about using them to set properties before runtime, sort of like you can do with GAS AttributeSets
hello, I'm trying to create a smoke particle that's falls out of a cauldron and respects the mesh collision as it falls out. Anyone have any ideas on how to achieve that?
So you want the smoke to be fluid sim?
Uh if I understand that correctly yes? I want it to rise up out of the mesh of the cauldron flow over the rim and cascade and fade down the cauldron
Anyone have any ideas for my first game i dont want it to be boring like pong or something i have like 5 other unfinished projects that i just get off track with so this is my commitment to finish this one
if anyone who is experienced in ue4 has a while, maybe to voice chat, screen share, etc. plz lemme know... i will post the issue here but i can tell this isn't an issue that can be resolved by basic knowledge... plz lemme know.
https://www.youtube.com/watch?v=nHTWYqHb6Aw
followed this tutorial still getting "blow out" issues.
I'm wondering why, using base default 3rd person level. Very odd behavior.
As seen in the livestream!
Twitter: https://twitter.com/Play_Ruff
Patreon: https://www.patreon.com/deanashford
Discord: https://discord.gg/gPnr339
Royalty Free Music by http://audiomicro.com/royalty-free-music
Ohh, thank you so much
Btw, which one Should I use visual studio 2019 or 2022?
any more details?
what's the concern here? if you use the most up to date, thing might be moved around a bit in the UI but generally still supports all of the previous version features
Logically you won't use billowy smoke for that, and if you want it to be reacting to the environment, that'd require some more advanced shader programming knowledge
VS2022, it's 64-bit, and things got lot faster.
It's more than just the UI.
what else?
it supports the previous version features, doesn't it?
Depends, really.
i mean without going into the more up-to-date features
it's really just a UI change and an update, isn't it?
u wanna t6ake this into - well shit there'
For one, 64-BIT
there's no general chat, but yeah im curious, wdym?
but that's a new feature isn't it?
VS2022 is 64-bit, while VS2019 and prior somehow were still 32-bit.
right yeah thats kinda what i gathered
Also Intellisense with UE project got lot faster
ah okay, is that a cpu optimization?
i rly just wanted a yes or no, not a document
😅
you seem software inclined, and I'm not exactly but i can get the general gist of things
remind me of a programmer friend i have actually

Your names are too damn similar!
ah yeh, so coding efficiency which ultimately comes down to processing efficiency so yes
i thought so too, except one of us has an "O" or an "A" in place. So completely changes the game
lame server doesn't allow server emojis
Makoto is an idol
Motoko is a cyborg
im assuming you have UE4 BP experience?
Yes, also a bit of C++
could i tug your ear for a bit of experience? I'm trans, idk if you are. be that as it may - it might take a bit of screen sharing/voice chat
I'm not.
I also can't view screen shares at the moment.
Sorry, myself also in the middle of a work.
excuse if this is offbase/out of line but when will you be free?
At night, Far East time zone.
how many hours for you? since hours kinda translate
Don't hold your breath on me tho
i might just as well suffocate, it's fine. I'm asking for help in multiple places but i reckon i won't get help from any
Well, just ask it in here right away.
i did a wireframe material tutorial through YT, and some of the materials it works great, others it doesn't. The ones with a seemingly default texture don't have UV maps but the solid blue ones... ??? Idk how to fix
Hi guys! Are there any good resources for implementing a flow field pathfinding in unreal?
Can you export data from unreal to a spreadsheet or word file?
Like I’m try to create a system where you are driving a car with 100 points and every collision (with anything )reduces your point by 2 and after ending a level it prints out your remaining points in word?
so a health system basically
Yea somewhat but more detailed
should be some way to keep track of that health value along with scores, etc. via the UI format
Like it will print out how many times you oversped in a lesson
why do you want that in a word file tho?
That’s what I thought too but can’t find any tutorials
Excel would be fine too
I mean anything that will save it in a printable format
but for runtime youll need a code plugin
I’ve no idea where to begin xD
begin at printing the health left after a run
Alright I’ll give it a try
anyone who can help with this, epic gamer
Hey 🙂 is there any way for my "Overall Settings" to not override my "Res Scale Settings"?
Thank you
everything should wireframe, some parts of the scene are unaltered that's due to them not having a UV map. But the parts that are a solid blue... not sure why that's happening
Hey guys how can I disable the spectator pawn or make it invisible
beep boop more details needed, what trying to do
Hey guys, can I specify a CVar at launch? Something like MyGame.exe MyVar=1
Any idea how to fix invalid project name when trying to join your friend in Multi User editing?
anybody know how to fix this error?
Maybe, the name should have not any spaces… use “_” every spaces
Try this
There wasn't any spaces
Maybe try making the wireframe effect with post process (scene depth).
scene depth? is that niagra at all? I'm very new to this kinda stuff
No, it's one of scene texture passes you can use in a post process material.
My thinking was to use that to create the wireframe effect, essentially the further you go away, the denser the grid is.
hi, i have question about changing maps:
Let say i got village with a shop, i enter to shop (change level) to small room, where trade is, i do my stuff and want to go back, but when i change level from same doors again i will land on player start of this level, now how i could change that location after re entering level ?
Hey everyone, Im having an issue with my oculus quest 2 project when using a play area the character mesh doesn’t follow the headset. So the AI all face the origin point for the character mesh rather then the users physical movement. Is it possible to move the character pawn with users physical movements rather then just inputs
In the editor, is the 4 viewport orthographic split only available in the main editor and not for a specific Blueprint viewport?
Hey I'm trying to add an ability where the player capsule gets squished down and physics is enabled, making it a ball. My problem is that when the player "unballs" the player is skewed at an angle, so how do I reset it's physics rotation or something?
ok so, i use a framework called dash engine and in an older version normally when enter a camera volume you could set it up so that the camera moves like in 2D, but in the newer version the camera is static.https://streamable.com/orphr1
while trying to fix it i notice that there is an error in the dash camera blurring, apparently it is not accessing a part of the code.
here is the code
if someone can help me i would appreciate it
what a terrible screenshot
?
what's wrong with it? it's just a screenshot of the blueprint
Nevermind, i figured it out :v
it's unreadable, open your screenshot. the res is so low you can't actually see anything. that won't help anyone debug your issue. help us help you
Guys what's the easiest to get the the Play window into Mad Mapper?
OBS Capture Display into Madmapper via Spout?
much better 😄
@mental horizon
Is it this Dash Engine?
https://github.com/GalaxySoftwareStudio/DashEngine
No idea on what to fix, might be better if you contact the developer directly.
If it's just to suppress the error, you can always add an IsValid node to ensure the TargetPlayer is not null.
There is no guarantee that it will fix the behavior however, it might actually make things worse instead.
TargetPlayer is null, and it's causing an error because you're trying to read values from it
You need to determine why TargetPlayer is null
yes, problem, he hasnt relly help me because "i don't entirely remember how dash works anymore"
I can understand why he would answer that way, he did leave the code with an MIT license after all.
Best I can give is some advice on where to find the null source.
Try to do a find reference on that variable and see all the possible usages in all the files?
@mental horizon
Try asking on this repo instead, it looks newer.
https://github.com/Nova-69/DashEngine1.2
kinda infuriating, looks like the project is half BP and half c++
and unfortunately DashCameraActor is a BP, so can't see why it's failing here at work 🤷♂️
"no worries👌 unfortunately I haven't messed with dash in a while and even then I haven't touched anything camera spline related , so I can't really help"
ye didnt help
how do i make the player go with the magnet, like its a moving platform
it has projectile movement and physics
I want to use the particle system to create multiple beams between mesh objects to form a fence. What is the right approach? Creating multiple instances of the particle system or multiple emitters in a single particle system?
what kind of fence are we talking about?
imagine a boxing ring but lasers instead of rope
Hmm okay, so in that case, what would be your recommendation in terms of coming close to this result, and simplifying the process? Or if there’s a tutorial I can follow that you know of? Again thank you for your time! 🎉
I'm trying to make a camera like Drakengard / NieR games where it moves with the movement of the character. I haven't find anything useful on forums and I'm not sure how should I search on youtube for a tutorial.
Hi
How can I publish an example project that is based on one of the engine's template projects (VRTemplate)? Can I just put it on GitHub, or is it illegal?
There's limits to how much epic code you can post publically, and only for help. You can probably publish a project on GitHub if it's entirely your work, but probably not if it's based on a template. But, read the EULA.
oh, right, I forgot it was written in a readable language! looks like I'm good
You may Distribute Examples (including as modified by you) in Source Code or object code to any third party.
“Examples” means the code, artwork, or other content made available by us in the Samples and Templates folders in the install directory.
#ue4 #thirdpersoncamera
Notice how in NieR:Automata™ the camera sways a bit even when 2B is idle? Today we'll be taking a quick look at how to implement this mechanic in UE4 with just a couple clicks here and there.
I'll take a look, thanks!
How do i setup multi user editing?
Every time I try i join my friend it says invalid project name maybe im doing something wrong?
Why not using source control?
Source Control?
Git, SVN, Plastic, P4
Those kind of thing that software devs use for collaboration
Didn't know do you have a video for how to setup?
See pinned message on #source-control
can anyone help me with moving an blender animated camera import away from the origin? I want to select all key frames and move them together retaining offset. Sequence was created so import worked properly. I can grab in viewport and drag individual keyframes but not select them all at once and move.
anybody got a simple way for me to have an AI and or a player's material to change once killed
i have this so far lol
for example if the enemy was using camoflauge and mostly invisible, on death i want them to go back to normal
hey there anyone willing to do
flappy bird genetic algorithm with machine learning in UE4 with only blue print
i am familiar with ue4 but helping hand would be really good to have
good luck
blueprint only for machine learning?
if you wanna hire someone post to the job board
but that seems strictly c++ territory
can you flip a model inside UE4?
or I need to import it back to blender
static mesh
Set one of the scale axis to -1
Though be careful if you use static lighting
alright i will try
also one more thing
how can I keep the Collison on the pool while keep the below passable by vehicles?
I tried doing complex collison but its not working
it passes through the poll as wel
make some custom collisions in blender
just make some boxes around the pole
rename the to UCX_[MeshNamInBlender]_XX where XX is the number of the collision
Well
#ue4-general message
When project settings suddenly change after a crash, I worry that the project file is corrupted or something. 5 times now I have turned off navigation "rebuild on load" and yet when I reopen the project it is back on..
(4.27.2)
And autosave turned back on, I managed to turn that off at least..
"welcome to complex systems"
I love Unreal Engine, and I know from 30+ years experience software dev can be tricky, so I am tolerant of issues anyways, just wish the project settings actually got saved
When I have weird issues and crashes in c++ that I can't figure out, delete some of Saved folder, delete Intermediate, rightclick uproject and generate files.. Recompile.. Restart machine..
Most of c++ crashes aren't that hard to fix though, but sometimes the FTimerManager or some class or variable is invalid when it shouldn't be and I have no clue why it is invalid.. so I get mem access errors..
../end rant 🙂
(making a multiplayer RTS solodev)
is there a reason that both of these levels refer to the same build data?
like, when I build the lighting for one level, it checks out the file for my teammates' level
Im not sure how to handle it
Hey I'm trying to communicate with a WordPress API, does UE4 support HTTPS with SSL and is there any documentation or example I can follow?
Difference between Live Link and Datasmith DirectLInk?
disable motion blur
anyone have any links to some really good unique assets or know where to look other than bridge?
anything priced over $200 should be kind of unique
the higher the price the less likely you'll find them in the next game you play
and hear me out, make them yourself if you want something really unique 😛
Thanks a lot
is it possible to disable light from a object/Decal?
these decals are reflecting light inside of my vehicle
any way to disable that?
Is there a help section or can I just ask my question in here?
Just ask bro
I posted in #animation since it's an animation specific question 
If you are not able to find a solution anywhere then ask on unreal forums
Okay thank you very much
Did you ask in blender discord?
Yes I did
They told me I was misdiagnosing
and said root can never be the top
this is the issue
the stag works perfectly fine but the other one is broken
I assume you tried reimporting already?
I did yes, I also tried opening it in blender to remove the 'rig' above the 'root' but it wouldn't work. My work partner also exported the file with the Add LEaf Bones option disabled which should prevent this from happening
We're stumped
This is the first time I’ve seen this as well
I had somewhat same issue but reimporting fixed it
Happened with 4.25
Which version of unreal you on?
I feel like I'm going crazy lol
I actually found one single reddit post with the same issue from 2 years ago with absolutely no answers to it and it's frustrating
I'm on
4.27.2 exactly
I’d advise you to ask on forums as this seems like a niche issue and something many folks won’t have any idea about
Okay thank you so much for your help, you were a lot nicer to talk to ;-;
Have you tried importing this to any other software besides unreal and see if it works?
Not yet, what other program should I try specifically?
However as far as I know this same FBX works perfectly fine on Unity
Yeah however the stag is a store asset
The FBX I have is custom made from my work partner
Oh the dear stag asset?
yes the deer is the stag asset, the other asset is a wolf
Try mailing the creator?
Yeah she's just as stumped. We've both been trying to troubleshoot this
Hi! I'm new. Um... What channel I can say I need help with something?
It's related with sonic.
My friend invited me here.
yo im trying to make an animation in ue4 (i usually use blender) but its only 1 frame how do i add more?
Confession time,
How long have you used unreal and how many projects you have actually finished?
^ question to all users
Also to answer your question, don't make animations in ue4 its a tedious process. Use blender that is kind off specialized for that (at least more than unreal)
i do use blender but sometimes it messes up lol
so i was gonna try use ue4 but its confusing
Exactly
But if you REALLY want to animate with ue4 (which I fully don't recommend) look into control rig
Hello guys welcome back to another video! Today I want to show you how you can edit animations inside of Unreal Engine, using Control Rig! You can follow this tutorial in Unreal Engine 4 or 5, as long as you enable the control rig plugin, or add the marketplace control rig character to your project! Let me know if you have any questions in the c...
Learn how to use Control Rig in Unreal Engine 5 (UE5) to rig and animate a character in engine with this tutorial that works as a complete introduction guide to Control Rig in Unreal Engine 5 (UE5). By the end of this Control Rig Tutorial you'll learn how to create animation sequences for any skeletal mesh using Control Rig in Unreal Engine 5 (U...
thanks
im following a tutorial rn for ai like attacking which is good but i would rather instead of it playing the animation in the gameplay view i would rather have it right in your face 😅
Fnaf jump scare?
FNAF: Secruity Breach - Scary Monty Jumpscares #shorts
i want to learn something like this tbh
how can i lighten up my shadows? i have indirect lighting intensity to 6 already. im using static directional lighting only.
Blueprint Runtime Error: "Accessed None trying to read property CallFunc_GetBlackboard_ReturnValue". Blueprint: Monty_AI_Controller Function: Execute Ubergraph Monty AI Controller Graph: EventGraph Node: Set Value as Bool
can anyone help?
idk what to do to fix that
is any part of that error clickable, to take you to the error blueprint / node?
so yes any of those items with the glass icon can be clicked on to take you to the error
Accessed None trying to read property CallFunc_GetBlackboard_ReturnValue
how would i fix that
that means the Get Blackboard node is returning none
huh
you have a node there that is called Get Blackboard
that node is not valid
its returning nothing
so what is that Get Blackboard node?
well I dont see it in your list of components on the left
yeah you might need to look at the code again in your tutorial, that node is bad
look on the left, your variables list does not match theirs
Aren't you supposed to connect the target to an actor?
you have a black board component variable for some reason
thats for a different coding i think
so then the next question, did you ever assign a blackboard to that AI?
so that is the behaviour tree, but is your AI using this?
yes
and yes
my ai roams normally its just not chasing me i think cuz of that errorr
How many times does that error come up?
everytime i play the game
basically when the ai starts moving it shows up after i end the game
does it only do it once tho?
ye
its possible its false error, your only getting it once since its trying to run before the behaviour tree gets set on the player
if you go in and out of the perception range it should trigger each time, if its only doing it once itmight be an order of operations error
like randomly it runs to my last location and not even all the time
well if your ai is controlled by the behaviour tree you need to watch it running then
yeah you may be rihgt
you can open the behaviour tree while the game is running and watch what it is doing
ye i have
it just never goes to the chasing side
but the ai just randomly ran towards the other side of the room even tho i wasnt there
yep just might have to start learning to debug at this point, if it never triggers the right side you need to see if it can. after the perception updated node is called you can print out something and make sure its actually being called, it gets to that point
then just starting working from there. IF it gets called more than once then you verify if its seeing the player then you can do other things
or you can try breakpointing on your set value as bool node and see how many times it gets called and check out each value as well
can try
for my other ai, they use path points which is better. but anyways i want to make it so when the player touches the ai it plays an animation (jumpscare)
so whats the question?
you can use a collision item on the ai and when it overlaps the player you can do that
a collision item?
yes, look up collision in UE4. you can use a collision component, like a sphere or a capsule or a box, in front of the AI and when it overlaps the player you can do your animation
where can i find the collision component
wait
nvm
found it
i added a collision box but how could i make it so it plays the animation when it overlaps
Any idea what could be causing this error when opening UE?
LogInit: Display: Running incorrect executable for target (C:/Program Files/Epic Games/UE_4.27/Engine/Binaries/Win64/UE4Editor.exe). Launching C:/Program Files/Epic Games/UE_4.27/Engine/Binaries/Win64/UnrealEditor.exe instead...
LogWindows: Warning: CreateProc failed: The system cannot find the file specified. (0x00000002)
LogWindows: Warning: URL: C:/Program Files/Epic Games/UE_4.27/Engine/Binaries/Win64/UnrealEditor.exe C:/Users/meowcat285/Documents/GitHub/absolutezero/Absolute_Zero.uproject -EpicPortal -epicusername=Meowcat285 -epicuserid=xxxxxxx -epiclocale=en -epicsandboxid=ue
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.
Hope this is the right area to ask this, I've got someone whos running into this issue on my packaged game. Seems like its only this one person.
Seem to be more hardware related
I figured it was. I've just been digging around to see if I could find anything to help them with it
If that person can't run other UE4 games, then it would be more on the hardware.
Appreciate the response!
anywhere I can find documentation for pre-4.26?
I have a question in #virtual-reality that needs answering
Yo! Having some issues with packaging that I, for the life of me, can't figure out. Hope this is the place to ask! I am trying to package project for windows, and I immediately get taken to Unreal's documentation on Sharing and Releasing Projects for other platforms. I am unable to package at all because of this :0 Anyone know how to solve it?
Oops sorry! I'll move there!
Hi guys
im trying to make a Capybara game
but I cant find a good 3D model
enyone who was ideas?
Can you do it? 🥺
😦
Hi everyone, I'm trying to animate exponential height fog color via sequencer for a scene, but for some reason, the height fog color just does not want to update correctly according to the timeline. Like this picture here, it suppose to be blue but it's orange. And the strange thing is that if I hide and un hide the layer in the outliner, then the color get updated correctly. What should I do to fix this?
Guys my game has been packaging for an hour and still is. It has 2 small levels and constantly compiles shaders. After compiling 2k shaders, they start compiling again. It's very frustrating
Is it normal?
I thought it would take 10 mins max and the game jam deadline ended half an hour ago :/
Next time try excluding editor content from getting cooked.
Well, you could publish it on its own on itch.io, minus the small marketing boost from game jam listings
Damn
I thought that was on by default....
I mean, even if you won the compo, it's not getting more popular, until more prominent let's-players on YouTube picked it up by chance.
I guess
I have a question
I created and saved the game page as draft before the deadline ended
Can I upload the game on that page and make it public after the deadline?
Well, it's not, and now you know.
You can also increase ShaderCompileWorker process priority in Task Manager and disable Windows's file indexing on the project directories.
Consult the rules of the comp. I doubt it though, usually game jam deadlines include uploads
Yes, but it won't be listed into the game jam entry list.
Don't get disheartened by missing the compo deadline, popularity boost from participating is not that huge.
Also I'm certain recruiters won't mind that much if it missed the deadline, if you include it as portfolio.
Thanks, it's just the fact that I tried so hard to finish it by the end just to find out that the export time will screw me up
pats on your back
I think by default it's 3
Can't recall exactly where, but there should be a setting to adjust the SCW count
I can't seem to find the change priority setting
It's on some .ini file, me thinks
so i have been making a basic world and when i put two meshes together that are the same size, have the same material, same lighting etc the shadows dont come out correct
eg
does anyone know how i would go about making them look the same?
This is after building lighting?
yeah
thanks
it says "Generate\Compute Normals on Import" but seeing as im a noob, how would i enable this feature or is it not something you enable?>
oh wait is that something you do on importing a model, cuz this is just a standard cube built into the engine
Possibly, yeah. Why not just use one mesh instead of two?
I get that it's a bug or something, but in the majority of cases there's probably a relatively easy way to avoid it
because i was just getting the dimensions and i want to put a door in the middle with the rest of it looking like a single mesh
If there's a way to fix that specific lighting bug, then I don't know
ok thanks
Does anyone know what the hot key or where to go to select a BP animBP preview menu to scale or translate?
Hello.
is there ENYBODY who wants to make a 3D model of a Capybara for free? just a SIMPLE AS POSSIBLE
BUT PLS
Lol
What could i get for 30 cents?
Imo even if you're making a meme game you should focus on actually making the game before asking for assets
Is there any way to exclude certain static mesh actors when adding "Get all actors of class" to an array/for each loop?
It's more like you shouldn't be using get all in a case like this. What's the context, exactly? If it's a level BP, you can take references to those instantiated actors instead, and if it's something that's spawned at runtime you should be able to keep a reference to it
Where can i read up on all the ins and outs of... everything that isnt making the game in gamedev
stuff like marketing and minimum viable products and crowdfunding and shit
im getting all of the static mesh actors and adding them to an array if their collision type is worldstatic; to generate a miniature of the current level. There are certain static meshes that need a different scaling value for a material i'm applying because the material is generating differently for certain static meshes in the level.
So I need a way to exclude the static meshes where the material isn't applying correctly, and apply a different material to them with the correct scaling value (so it doesn't affect the material of everything else).
Thomas Brush on YT does a lot of great videos on the various subjects surrounding getting a game seen/successful
i jus joined the Unitty Server and downloaded uniy but damn ppl in thatt server is RUDE
ue better💪
ill check it out
I have a couple alternatives to suggest. Either just create a miniature of the level, or reference those actors you want to duplicate in your level BP, as they're already spawned in the world
lol I'm asking how to do that. I've already got a miniature of the level but theres just a couple static meshes causing issues with the material. So I was hoping there was some kind of "Exception" node I could plug into the for each loop
I do believe you're missing what I'm saying. When you have an object selected in your level, you can open the level BP and then right click. In that menu, you'll be able to create a reference to that instance of the object. Just reference those to do what you need to do
Otherwise, just don't add those actors to the array. The "exception" in a for loop is to exclude things that shouldn't be acted on

alright, i knew this was gonna be a pain in the ass just realized that creating another set of static meshes would mean i'd have to somehow get the meshes location where they were previously in the minimap... probably manually
You could somewhat automate it, maybe, by getting the transform of each actor, scaling the location of each down, and then translating them to a different position
I will say that you should do it in the level BP because you won't have to use "get all" or anything demanding like that
Also, the majority of games' minimap systems are just a generated image of the map, and that's because it's simply easier
im aware but unfortunately 3d inspectable map is what the lead developer wants, and frankly I do as well. I'm getting the bare bone stuff down first before I move onto the actual rendering method. Needs to look alright before I can mess around with rendering methods.
when you say it's "demanding" how do you mean?
"get all actors of class" is relatively taxing to use, and in the majority of cases it's used unnecessarily
What about finalizing your map layout, exporting it to a modeling software, and then generating it as one static mesh?
that was a potential work around I was thinking of... might be easier to do but i was hoping there might be a way to do it in BP. The other side to that option is I'm not sure how I'd make the behavior correct. I'd like to have some UI buttons you can click on while in the map view to zoom in to an isolated view of certain sections of the map. I guess I could potentially make those into 3d models as well... but also extracting a level as a model from unreal to blender seems like it may cause a lot of unwanted texture issues
You could do however many meshes you want, really. Just overlay them into floors, level of detail, whatever you might want. The main problem I see with it is if you change the level the map won't necessarily match
yeah that's another big issue... this current way automatically gets the current map and shrinks it down without having to make... 3+ models for every level/map
kind of a lot of overhead
The way I see it, you've got 2 or 3 solutions with their own distinct advantages and disadvantages
main issue im having right now is from a wireframe material i'm using. It's just not scaling right, if I could just fix that... I'd be able to move onto how i want to render it
Sounds like you need to create a material instance and tile the MI
the MI?
Material instance
ah okay, if you could send me a video or something on how to do that, i would appreciate it
It's honestly probably the first result if you look it up on YouTube
material instance tiling?
Or just a material instance. I think tiling is something you can do in a material graph anyway
Basically all a material instance is it's like a child of the material and you can modify the properties that you expose
Much more efficient than duplicating the material because both pull from the same place. Like 80% less overhead from an instance vs new mat
does anyone know how i can make an ai play an animation when colliding with the player using a box collision?
try playing a montage when their collision box's hit event fires?
Any simple way to represent a cone in editor? I might just et lazy and use an arrow component
Is the version 5.0.2 is still the engine 4?
wut
I mean, is version 5.0.2 still the unreal engine 4 or 5?
5.0.2 is UE5.
The first number is the engine number, e.g. 4.27 will be unreal engine 4, whereas that 5.0.2 is unreal engine 5
How can you increase the font size and change where it appears on screen while using print string?
Thanks for the help, I just ended up converting the level into an fbx, porting to blender, converting to wireframe, and this was the result. Can't complain, was not hard to do at all
very cool. I can only guess that's how it's done most of the time
Honestly I think it's done with some kinda VFX which I think would be more demanding, process wise. This seems pretty efficient
@drowsy snow thanks for your help also!
hello, just quick question
does UE prefer 1 big texture, or 1 small texture with many udims
which is more "optimized"
Choose the one that take up the least VRAM possible.
trying to figure out why my game eats 99% GPU all the time
when you hide stuff from view it doesnt use any resources right?
only the rendered stuff
Anyone know what the difference between unreal's render engine is and cycles/eevee in blender?
What's ur gpu, and what are u rendering?
yes, thats what i'm going to do, but which one takes up the least vram
Hey! did you ever figure out what was wrong? im having the same issue atm 😄
Does enyone know a good turotial to show in first person the players arm?
i already removed the gun from the template but idk how to show the arm arm🙋
enyone
pls
Be patient
Unreal Engine: game ready realtime rendering (though you can go path tracing for pre-renders)
Blender Cycles: full path tracing, obviously not realtime
Blender Eevee: Sort of realtime, not path traced, but disregard game ready constraints.
what you maen
that you can see the arms like this?https://youtu.be/YDOAo_4L2a8
Hey guys, in today's video I'm going to be showing you how to create a true first person camera for your characters in Unreal Engine 5. This is very easy to customise and adapt for your own personal preferences.
#UE5 #UnrealEngine5 #UE5Tutorial
00:00 - Intro
00:09 - Ove...
its unreal 5
😦 i have unreal 4
Show your current setup
?
Show your current setup, the problematic part.
Okay, fine, show your BP and the issue in question. I need it for troubleshooting context
i dont understand 🤣
screenshot your blueprint of the player blueprint
and tell me what it should be
@vocal night
now
sorry i have to study but im on my pc so i have to do it sneaky
lol
i found this on the interne
t
something like this
see? the arm
like that
.
I mean, specifically your setup in your project.
No narrowing context, no further help
dude
im a beginner
explain in normal terms
my gaming setup?
bruh
Your setup, as in your attempt to solve the problem, as in what you have in your project
Hello, I really need your help!! I made a VR Keyboard for a project that i have for OQ2 devices but i can't create the functionality for the keyboard's "Delete" and "Enter" buttons. I tried the "Press And Release Key" t simulate the buttons but it doesn't worked (it is only for windows) and i tried to use the "Send Key Char" with the "/b" but it doesn't worked ether. Has anyone any idea?
@vocal nightbro its not so hard all we want to see is your player blueprint, if you dont know what that is you really need to do some courses first
last i checked that was one of the BT key features
the ability to just cancel everything
there is a node called
StopLogic
can you look if you find that in your controller
i seen that
do i apply that in my ai controller
how would i tell it to only stop when the jumpscare code applies
is it possible to make a 4 way anim into a 8 way?
I tried a lot of other stuff first. I did fix the issue. I think what fixed it was instead of using a console command I had to use this. I had to have ignore restrictions off (otherwise it would still be an issue). I had to remove the reference to the specific player making sure that pin was empty (otherwise it would still be an issue). Then it finally worked for me. I think what was causing it was the player being referenced after it was trying to shut down.
do i just create event and then in the controller when the event is called stop all logic?
Ah, thank you
I watched a tutorial on yt for a main menu
i did everything what he said
and i just get black screen
this is my blueprints for it
idk what i did wrong
i fixed it
but now i have another problem 😿
see? the main menu is not like in the centre of the screen en you can just see the character already 😥
please do some tutorial itsme
we are not your personal tutors
its nice if people help out
but these kinds of questions
take your questions into hand and type them into google
and do some ue4 courses
I did the tutorial
do more
