#ue4-general

1 messages · Page 1179 of 1

static viper
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and read the docs

vocal night
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checked all the comments for the same errors

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but im a begginer and idk that stuff

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i just need help 😢

static viper
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please do tutorials.

vocal night
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I DID IT

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I WATCHED THE F VIDEO IN 0.50 SPEEEDD

static viper
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there are more videos.

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alot more.

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do some courses

vocal night
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yea but every tut is diffrent

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so im not doing everything again

oak patio
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Do more courses

little star
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hi guys, I am following a tutorial on Horse riding by Code Like Me, ep.3 and have run into two problems, 1: the player turns where the camera is facing, 2: the horse floats into the air and when i get off, the horse is still posessed. Any help would be much appreciated!

oak patio
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Theres not much we can help with without any code

vocal night
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i made a working Main menu but i have this issue

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is this bc of my screen or idk

grim ore
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is what?

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explain the issue and expected results

vocal night
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You see

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the buttons

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aren't in the middle

grim ore
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so what does your UMG widget look like in the designer?

vocal night
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normal

vocal night
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this is in the disigner

grim ore
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show the entire designer window

vocal night
grim ore
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ok, now click on the whatever is holding your buttons

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so we can see the details for how its set up

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i am guessing you have it in fixed positions, not anchored

grim ore
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I am guessing your widget switcher is holding your buttons?

vocal night
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ya

grim ore
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click on it and show ups your details panel

vocal night
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i fixed it

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lol

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i just had to anchor the widget switcher to the middle

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lol 🤣

vocal night
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How to fix that in a textbox, the text doesn't go out but go on a new line?

grim ore
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read the docs? watch the videos? look at the details panel?

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all of your questions have had answers by looking and doing

vocal night
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what docs

grim ore
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the official unreal engine documentatation

static viper
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i told you itsme

sick crane
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So any1 know how to package a plugin? I got the journeymap plugin from marketplace in my game and it will not package with it so I am askin here...

static viper
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you got an error?

frosty sparrow
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hey do you guys know if apex destruction works and can be packaged in 4.27?

vocal night
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Hi (i search but i cant find it) how to have multiple set active widget index, so i have a main menu, where you can click on "how to play" and that works, but now im trying to add "join" and then "host game" and "join game" but idk what to do with the widget switcher or something idk

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when you click on "join" it works

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but if you click on "back" you go to the "how to play" thing

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IT WORRRKKKSSS

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i just tried every number in the index

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and tried everythime

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lol

sick crane
grim ore
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[2022.06.18-15.18.37:706][329]UATHelper: Packaging (Windows (64-bit)): WARNING: Assuming no compilation capability.
[2022.06.18-15.18.37:706][329]PackagingResults: Warning: Error while enumerating Visual Studio toolchains```
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chances are you need visual studio installed and properly working for UE in order to package with that plugin

sick crane
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Hmm ok

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And there is no way to package without Visual Studio

grim ore
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can't really say, but that log seems to indicate it wants VS installed to package. Does the dev say anything for the item?

grim ore
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well you may need to install it

sick crane
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ok I am

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rn

neat ether
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I'm rotating a character 180 degrees with an FInterp To, but the character rotates away from the camara, is there a way for me to control which direction the character rotates towards so I can make it rotate towards the camera instead?

sick crane
grim ore
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try packaging again, it should find VS and get past that error. if it doesnt you will get another error

sick crane
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ok

dreamy zenith
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my character is floating whenever i use animations, any tips?

grim ore
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yep and at the end it says .NET Framework SDK at 4.6.0 or higher.

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so you can run the visual studio installer and do that

sick crane
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ok think I got it

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downloading now so I will let u know in 30 mins when fixed

sick crane
dreamy zenith
sick crane
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I found this if it helps

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idk tho

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its 57seconds so worst case its 57 u dont get back

dreamy zenith
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thanks for the help though

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it wouldve worked but the animations are from the marketplace

sick crane
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oh ok

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Hey so which ones do I select?

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I dont see urs

grim ore
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.net framework 4.6

sick crane
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sdk or targeting

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or both

grim ore
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there is only targeting in there

sick crane
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oh... I thought for some odd reason 4.61 my bad...

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still same msg

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UATHelper: Packaging (Windows (64-bit)): ERROR: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.
PackagingResults: Error: Could not find NetFxSDK install dir; this will prevent SwarmInterface from installing. Install a version of .NET Framework SDK at 4.6.0 or higher.

grim ore
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did you restart the editor and windows between trying?

sick crane
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I closed ue4 and rebooted it

grim ore
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I would install the 4.8 SDK then to be safe

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that should cover you on most bases

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you dont have the 3.1 core runtime but I dont know if it needs that to pacakge (you will find out)

sick crane
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ok

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btw ty tons for helping me

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idk if it will work currently downloading the other stuff

misty wharf
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Is it necessary to set bCanEverTick to true if bTickEvenWhenPaused is already set to true? I only had the latter set and it was working until today when it suddenly stopped

sick crane
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seems like its working now still packaging but ty tons I mean it

plain ferry
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Hi! What could be causing one of my actors to be set to "Replicates" by default? I see "Replicates" is already true at the very beginning of BeginPlay. I checked "Component replicated" on the different actor components and it seems off everywhere. I also couldn't find any SetReplicates(true) nodes on this actor so I'm a bit confused by what could be causing this
edit: maybe VR motion controllers are replicated by default? it happens with the motion controller actor

haughty path
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sup guys

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this may really be a dumb question, but why do people use ue4 if there is ue5 ?

spice ruin
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People already have projects using ue4 and don't want to convert them.

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They feel ue5 either lacks polish or is too resource heavy

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UE4 is a more matured engine.

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Etc.

haughty path
sick crane
haughty path
true spindle
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anyone know how to expose a cinema camera thats inside of a blueprint to be seen by composure?

sick crane
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idk if they plan on making ue4 obsolete

haughty path
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ok thanks 😊

plush yew
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hello guys
i have a question
how can i make a blueprint that detect edges of a mesh?

lament spoke
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Why is setting post processes on the event graph so broken

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I can't get anything out of them

timber scroll
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They say USB ports have three sides..
How many sides does a transform compose have?

drowsy snow
dusk nebula
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I'm trying to fire an event if a character is moving, but I don't need it to fire this often. Does anyone know a better way?

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as in, when I hook an event up to it I don't need it to update hundreds of times per second

real heath
dusk nebula
real heath
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then run a timer

dusk nebula
real heath
dusk nebula
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that's not what I was asking lol

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never mind. I answered my own question

real heath
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the timer will fire every x seconds (including fractions of a second)

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set it to whatever frequency you want

dusk nebula
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I do understand how timers work, yes

real heath
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well i don't understand the question

weak cradle
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Can anyone see my message rn

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This is critical please respond

nimble atlas
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hi, is there a way to extend the Cascade Shadow Maps distance beyond 1000 units?

fierce musk
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my !stream doesnt work 😦

buoyant graniteBOT
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@shy nacelle, :8ball: Cannot predict now.

fierce musk
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i was on offline and than it said 2 hours and 20 min left so i found out

fast lion
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Hello.

ruby robin
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Does anybody know a way to copy asset reference without it's class and type?

When I copy reference of an asset, I get
Blueprint'/Game/Blueprints/Tools/BP_BlocksMerger.BP_BlocksMerger'
But I want
Blueprints/Tools/BP_BlocksMerger

drifting geode
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ok looks like not only the ground but also the BG was set to translucent and UE did not like that...

real heath
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Ahh yes. I was about to suggest bounds scale, but yeah translucency sorting is definitely problematic

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If you wanted them both as translucent (please don't) I'd advise breaking up the larger some into quarters or something so sorting works better

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Some = dome*

drifting geode
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you think combining into one object with two materials would also work?

real heath
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Not guaranteed, no. I think you can set materials to have a sort priority which would work.

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It's all about the order in which things are drawn

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Translucency is a giant hack in rasterized rendering

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It has to take shortcuts to figure out how to draw things back to front. The best thing to do is make sure bounding boxes are small and sane and don't overlap in strange ways

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You'll often see the one side of windows always draw over the other side windows in cars as an example.

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Best thing to do is split those meshes out

vocal night
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Guys pls help

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i im watching a tutorial for multiplayer

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and he is using a red "use LAN" thing

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but idk how to find it

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see?

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idk how to get the "SET" in red

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if i do it its blue

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😦

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and i also can't get the "public session" box

lethal shadow
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I just want to make a mmo rpg like no other, full of customization and raids, but got is it a bitch to make

vocal night
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how to get the red stuff?

real heath
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Has he just created those variables? Looks like. You should see a variables section on the bottom left of your window

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Create them there as your tutorial did

vocal night
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he made it before the tut and just showed it 😦

real heath
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The use lan one looks to just be a Boolean variable, which you can create in the dottom left of your window

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Other than that you might wanna start with an intro to blueprints course

vocal night
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and how to get the top

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the ping color to purple to green

vocal night
real heath
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I don't know the data types for those other ones

vocal night
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i just found this

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i found how to get a string to the green thing

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but idk the public connection

void iron
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how do i make a working nvg
i got the post setting
how do i add it for the goggle
and where can i get the animation for an nvg

hollow kraken
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so i used the third person template, made it first person but when i walk in any direction other than forward my camera moves a bit to the left?

drowsy snow
lethal shadow
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The most experience I have is writing stories and designing a card game.

I have zero funding, other than any money I put into it my self.

As for a team, its just me, there was going to be others but things didn't as planned, along with that I dont own any severs.

And for solid long term plan for content, I have the world written out in the ways I want it, im still creating the classes and races, but all of this is on paper.

I'm not a coder, my artwork basic, and I have no knowledge of 3d modeling.

And yet I still want to create this world even if its a life project, the world needs to be made.

lethal shadow
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And I've been working on this game for i think 3 or 4 years now, maybe more, who knows, I stopped keeping count, and don't get me wrong I tried building the game, but the furthest I've ever gotten is a log cabin with no door, because I couldn't figure out how to program a door to open and close

drowsy snow
lethal shadow
inner bay
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Hi everyone, I'm an almost architecture graduate and concept artist. Fairly new to Unreal Engine (just trying things around and trying to implement it to my work) and I'm trying to do something specific but I can't seem to find a good tutorial that covers it. I'll explain

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I have this 3D model I made of a wooden door and I was trying to texture it in Unreal. Thing is I need some of the lines of my texture to go horizontally on the model and some of the lines to go vertically. Any advice on how that can be made in Unreal?

drowsy snow
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So the idea is to have a wood texture flowing in a straight direction, then have your UV islands aligned to your desired mapping.

inner bay
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Maybe I've been unwrapping it wrong then? I had two meshes. One for the horizontal parts and one for the vertical ones. When I unwrapped each in Blender they worked but when I exported it to unreal (as an obj) it exported as one mesh. So the texture went in only one direction

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Just before taking that screen cap I joined them for easier resizing and was about to separate them again... Guess I should try not being lazy and unwrapping it properly then XD

oak patio
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It solves these extremely basic questions

quartz ore
inner bay
quartz ore
thick herald
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Not sure if it's in UE4.x but in UE5 you can assign / create material groups to selected faces, in the Modelling Mode.

quartz ore
thick herald
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Shouldn't make a difference.

quartz ore
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Interesting, I did not know that...

inner bay
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Neither did I. Been working on UE4 giving UE 5 a couple more months until Epic patches a fair amount of glitches that may or may not appear.

burnt lichen
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Hey folks, do you know if it's possible to tell windows to focus a specific floating BP window to automatically move it? BP windows are titled based on the BP title.

burnt lichen
spice ruin
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google "moving a window in c++" ?!

sick crane
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anyone have any clue on how to show cinematics when game began

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i tried several and none worked

calm cedar
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Hello people.. I am trying to import maya rigged animation through alembic and getting the below error.
Unable to import mesh due to a face consisting of 6 vertices, expecting triangles (3) or quads (4).
Any leads to fix this is highly appreciated .
I made the copy of the same rig and imported successfully in ue4 for shader references. but now I am not able to import my animation.

drifting geode
hollow kraken
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how do i make it so like the character's eyes instantly adapt to a light because right now when i look away and then look at a light it takes time to reach its full brightness

tiny frost
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So when ever I exit play mode, my mouse cursor keeps returning to the default mouse resting place for the preview window. I have to jump to a different window to stop it, or it keeps jumping back. Any idea on a way to stop that from occuring? There is no info about it online I can find. Version: UE 4.27

mild raptor
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for some reason videos never work for me

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in ue4 on widgets

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they never work

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like idk whats wrong

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it just shows the image not playing a video

wild breach
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I've got a level with an absolute bucket of content in it; static meshes, textures, etc, and a sublevel with a scarce few BP objects, sharing a small number of meshes and textures.
The main level is 30MB.
The sublevel is 120MB.

Any obvious things I could check for this? Seems insane, but at a cursory glance I can't figure out what the deal is there.

plush yew
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I have issue with physics

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I want to parent physics object but this is impossible

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What can I do instead

rough knoll
rough knoll
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in fact this checkbox does literally nothing it doesn't even fall

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i have a physics asset assigned to the skeletal mesh

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alright well i fixed that but it's not too happy and completely spazzes out when i play

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its as if it's colliding with itself

brittle pine
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does anyone know how to fix this all of my menus load as the viewport

limpid folio
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I'm trying to use the bulk export feature to export textures from the Squad UE4 SDK. However, the files are only being exported as .PCOPY. Only the individual export even gives me the option to select file format. Anyone know how to get them to export as .tga?

drowsy snow
ruby bridge
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I've tried both simple and complex collisions, not works

ruby bridge
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blockvolume can also block bullets. A collision preset with foliage set to all block can also block bullets. ...... Only static mesh can not

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Help....

spice ruin
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Lol

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(sorry)

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Have you actually enabled collision? Not just set a profile?

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HAve you tried setting the profile manually?

limpid folio
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@ruby bridge https://youtu.be/g0QpbcLUUYI I followed this video but his files exported just fine. I might be missing some difference but I don’t believe it should prevent me from exporting properly. Especially if the individual export allows me to export properly.

In this video, I show you how to export the Unreal assets textures out of unreal and into your animation program.

Get Your FREE Animation Guide
https://bit.ly/2Ym4uY5

My goal here on the channel is to share my animations but also show you how to use the tools available to us online to create your own animations. It’s almost common knowle...

▶ Play video
ruby bridge
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@spice ruin How to do the thing u said?

spice ruin
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There's a checkbox that's literally "enable collision"

ruby bridge
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I did

spice ruin
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That's a collision preset

ruby bridge
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both asset and the level's actor

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...where is the check box....

spice ruin
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Idk if that's correct. I'm sure there was jus ta checkbox..

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Just search for 'collision' ?

ruby bridge
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I dont see that..

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either I search enable coll or collision

spice ruin
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Nevermind then. 😦

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Sorry!

ruby bridge
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fine,dont say sorry, and thank you for tried to help me

calm cedar
willow locust
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I have a question about collisions! is there a way to have the collision be automaticly setup on import? So I dont have to go into the asset assign the mesh itself as the complex collision and enable use complex as simple?

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if that makes sense

real heath
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Yeah, I think you create a second mesh called UCX_meshname in your modelling program, and then that becomes your collision mesh in unreal

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@willow locust

craggy sierra
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how can i display what is under world tick in these empty space?

real heath
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Need to add more cycle counters in C++ for your objects that are ticking

rough knoll
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why does my actor automatically delete when i go out too far in one direction (not Z, i dont think its kill zone)

autumn flame
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Bounds?

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World Settings -> Enable World Bounds

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Uncheck that and try

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You may start encountering precision losses over that point tho

rough knoll
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yea that was it

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ty

peak bloom
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is there a way to change the settings without opening UE4 up?
I just turned DBuffer Decals off and it said it needs to restarts but now it just gets stuck midway through initializing, causes my computer to make loud buzzing noises and it won't open.

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I'm thinking if I can turn DBuffer Decals back on again it might fix it.

peak bloom
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it feels like it's killing my PC. 😩

drowsy snow
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Looks like compiling shaders.
Let it do its thing, or try increasing process priorities for the ShaderCompileWorker processes to High

peak bloom
drowsy snow
peak bloom
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It just came on! Maybe I should switch DBuffer Decals back on again just in case. XD

drowsy snow
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pls don't crosspost if possible

astral heart
#

anyone have a good portal Blueprint they'd be willing to share?

hollow kraken
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how do i make starter materials tile and not stretch

quartz ore
# hollow kraken

The Absolute World Position node will allow the material to display the same no matter the location or scale of the objects it's on. It will take some fiddling with to get the scale right. I believe it's also pretty performance heavy.

hollow kraken
quartz ore
hollow kraken
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i need it for a large floor on which ill build my map

quartz ore
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If this material is just for that one thing, use TexCoords, I'd say.

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I'm sure someone who is better with materials can chime in, too.

hollow kraken
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got it, thank you

tender wagon
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hello all! i have a question and was wondering if i could get help. is there a way to stop the fog in the back ground from clipping with the distant objects? I have a Atmossperic Fog added to the scene and when i push objects back far enouch they clip through as shown and was wondering if there is a way to scale the fog back somehow? or any settings i need to change?

warm apex
#

Hi there
I have a problem about shipping a project in .aab
Can I ask for help in this channel? If no, where should I go?

warm apex
pearl mirage
#

so I just downloaded this asset pack, and when I open the demo map, everything is untextured. is there a step i skipped somewhere?

silver swift
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Is there some way to suppress these annoying popups (besides resolving the errors themselves)?

west merlin
swift pagoda
#

I have an android packaging issue and will pay someone if they can help me fix it

oak patio
static raft
#

Hey whats the most straightforward way of securing HTTP requests in unreal engine?

peak oxide
#

After adding a default sun and sky what's a good method to add clouds? Nothing flash, I don't need volumetric or moving clouds, just something like an image - can I add that to the sun and sky simply? Cheers.

drowsy snow
peak oxide
cloud pagoda
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When creating a material for vertex painting can we add more than just the color map and normal? Like roughness or metallic. Because a lerp only has 2 nodes

glacial arch
#

Hey guys, what are the steps I ought to take when adding text elements to my game to prevent making work for myself later with localization? I've never touched localization before - I'll worry about it a little later but for the time being I just want to make sure I'm not screwing myself. A short few pointers is plenty enough, I don't expect a crash course 👽

drowsy snow
empty dawn
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I want to make it so that Widget gets removed when I press a button

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how can I do that?

glacial arch
vagrant atlas
#

How can I apply 2 UV maps from a mesh to the uv map connectors of the sample textures?

drowsy snow
vagrant atlas
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That was simple...

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Thanks

errant lagoon
#

anyone know how to create a question on answerhub portion of the forums?
I am trying to do it but it gives me this error

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And what is the appropriate channel on this Discord to ask physics asset/animation questions?

errant lagoon
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@drowsy snow thank you

last jasper
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Someone can explain whys my game look like this when i export

fierce tulip
#

might help to show the difference.

languid tapir
#

anyone know why when I click download asset in bridge it just doesnt do anything

oak patio
mint onyx
#

Hello guys. About organization, should the AnimBP(anim graph and event graph) be managed by programmers or by animators?

drowsy snow
real heath
#

Yeah the whole point of blueprints is to stop programmers being a bottleneck.

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Ofcourse programmers shouldn't be completely uninvolved in it. But it's not the sole domain of programmers

rugged fjord
#

Unreal engine is fighting me rn 😂

rough knoll
#

so i've flown out extremely far, have no idea where i am, and the engine isn't a fan

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whenever i turn, things get real jittery

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is there a reason behind this

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the coordinates are quite large

static viper
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that is normal

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ue5 can help with it

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as float precision is changed there

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about 10000 times

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google origin shifting

spice ruin
static viper
#

blueprint users are programmers

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its not the language you code in that makes you a coder

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its the understanding of the logic that does

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#gatekeeping

drowsy snow
oak patio
#

I would say its less gatekeeping and more blueprints being used by designers then programmers in an industry sense

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Yes its programming, but its used by designers a lot

static viper
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ok

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sure

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reasonable observation

drowsy snow
#

I swear most of my puns are spontaneous

spice ruin
drowsy snow
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Also could help communications between designers and programmers.

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I mean, would it be painful if designer blindly insisted on something that too outlandish to implement

quartz ore
#

I use blueprints all day every day and would never call myself a programmer.

static viper
#

why not reeze

drowsy snow
quartz ore
#

I'm a level designer lol. I use BP to set up level execution logic.

drowsy snow
#

No hackerman feel

static viper
#

ah

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ok

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youre still a coder reeze.

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same skills required

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just on a lower level.

drowsy snow
#

Come to think of it, BP scripting is more of electrical engineering due to cable management

static viper
#

yee

oak patio
#

Lmaooi

quartz ore
#

I completely lack the understanding of logic, syntax, and the specific type of problem solving that comes with being an engineer, in my opinion.

oak patio
#

Or even maybe being a chef, gotta make a lotta spaghetti

static viper
#

still reeze

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you are using a low level of logic understanding to code level execution

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logic

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is logic

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its just the question what level

real heath
static viper
#

2 things

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pure c++ coders are really valueable to have

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blueprints can do ALOT and they got really gud over time.

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and C

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multiplayer only in C++

spice ruin
static viper
#

always remember: players cannot see how you coded a thing...

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the endresult is king

drowsy snow
#

Also I think of C++ making BP superpower

real heath
#

Ok, I'm not sure I ever made that point when I said the point of blueprints was to stop the whole team waiting on programmers (implying the programming team) to do things for them when answering who typically owns an animbp

drowsy snow
#

There are few things BP does better than Unreal C++, one of them is asset referencing.

spice ruin
#

Animation is a whole lot easier too.

static viper
#

and UI...

spice ruin
#

But that's because of the tools that come with BP/UE, not because of BP itself.

static viper
#

not for ui

spice ruin
#

I guess it's hard to differentiate them.

static viper
#

the system they coded to handle slate

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is amazing

spice ruin
#

It's really not 😛

static viper
#

#opinions

spice ruin
#

I will admit, the widget reflector is very nice.

restive sentinel
#

this Datasmith for 3dsMax plugin Beta is GO is also for ue4 or only for ue5

#

did any one got this
Good morning/afternoon, and thanks for waiting !

We're pleased to share with you the first Beta build of our new Datasmith for 3dsMax plugin, featuring new and improved functionalities such as :
A new Ribbon and reworked workflow to match our other exporters
Direct Link and Autosync, to send your projects directly to UE5 without having to manage Datasmith scene files
Improved Corona and VRay support
Corona and VRay Proxies support
Improved RailClone and ForestPack support
New MaxScript functions
You will find an in depth guide and a binary installer for the plugin on the #external-aec-datasmith-3dsmax-user-advisory Slack channel.

We are looking forward to your feedback !

Cheers,
The Epic Games Development Team

drowsy snow
gray tundra
#

Hello, I have a question about the near clip plane of the editor's perspective camera in Unreal.

Does anyone know why changing the global near clip value in the project settings to 0.1 would look no different from a value of 10 despite restarting the editor?

Any advice would be appreciated.

Cheers.

grim ore
#

watch out setting it too low, it will mess up other parts of the editor like the icons, rendering certain things, and selecting things

gray tundra
#

Thanks, Mathew. My main concern is that changing it seems to have no effect at all. The camera is still clipping at the same distance.

grim ore
#

here is 10 clip

#

and in the same spot 0.1 clip

#

so it for me atleast appears to be good

#

seems to work fine in the editor as well, that was in play above

gray tundra
#

Thanks for taking the time to test that. 🙂 Something must be wrong in my engine. I'll keep investigating. 🔍

rugged fjord
#

Errors RinStare

grim ore
#

that was in a 4.27 third person project, nothing special changed just change near clip plane, restart editor, and test

rugged fjord
#

I'm 🤏 close to throwing something lol

grim ore
#

warnings, not errors

rugged fjord
#

Yeah

#

But for some reason it won't let me build lighting

drowsy snow
grim ore
#

whats the error for build lighting?

rugged fjord
#

that's all I get after building the lighting

#

and this stays

drowsy snow
#

Hehe

rugged fjord
#

That's what I'm trying to do

grim ore
#

usually swarm will open up in your task manager and you can open it to look at the log

drowsy snow
#

Also trees usually have some WPO to signify wind sway

#

Which goes against the baked lighting

grim ore
#

I get the same warnings but my lighting still builds

#

so you might have something altering your lighting after building

rugged fjord
#

give it a minute or two

#

It's collecting the scene

grim ore
#

look for the swarm interface

#

you can open it and look at the log while it builds

rugged fjord
grim ore
#

yep log on the top left

rugged fjord
#

yeah

grim ore
#

if it fails or completes you can see it

rugged fjord
#

It's still working tho

#

for now

drowsy snow
rugged fjord
#

it's almost done exporting the scene

drowsy snow
#

Or stay hydrated, really

rugged fjord
#

...

#

when it reaches the end

#

it extends the thing

#

there are

#

some errors

grim ore
#

the first errors are fine, ignorable

#

the last ones are the actual issue

#

so whatever you are using for foliage is not happy, it might not be compatible

gray tundra
#

Mathew, the plot thickens with the clip plane.

While the value in project settings does have an effect on the regular perspective camera in a level in editor, it's when I enter a shot that the same camera in the editor stops responding to changes in the value.

Edit/Answer: There is a clip value in the sequencer that effects the camera in question.

rugged fjord
#

it's too much geometry

#

@grim ore It's working now 🎉

fleet wing
#

Hello, everyone.
Does anybody know how to solve this problem?
I've having unstable fps because of this.

still needle
fleet wing
arctic verge
#

Is anyone familiar with sprites and flipbooks that could give me some help with an issues I am running into ?

fierce tulip
#

explain the issue, that way we might be able to help :)

arctic verge
#

Im trying to recreate the Doom status bar with the head, but Im having troubling with the function in my CharacterBP. Im trying to make a function to call a certain flipbook animation when the character health is at a certain value. Im just not sure what to call exactly off of my branch when the condition is met.

fierce tulip
#

your initial question made it sound like a #graphics issue, but now it sounds like a #blueprint thing.

arctic verge
#

ahh ok. sorry about that. Im using a flipbook animation for the status bar. I should have been more specific, sorry about that.

fierce tulip
#

that does not make it any clearer.

#

either the flipbook has issues, or the blueprint, or both :p

arctic verge
#

Its probably both and me lol sorry. Still new to unreal and Im just teaching myself off google and youtube.

fierce tulip
#

flipbook-wise --assuming its set up in a material-- should generally only need either a normalized 0-1 value or X value (where X is the amount of frames), and should get this value trough code when conditions change.
<< only does graphics, doesnt code much.

#

for the rest, someone smartypantser might need to look at the blueprint.

bronze badge
#

Anyone that knows how to make sense of Crash reports from shipped games?

dawn flint
#

One of our members is starting to learn c++ in unreal engine. Is there a good 2d platformer tutorial that uses c++ instead of blueprint

fierce tulip
#

always keep the same folder structure starting from: /content/ or things will break.

#

we do not have a dedicated channel related to UDK, its best to post on the official forums.
(it also helps explaining the issue)

fierce tulip
#

neither does this server as we do not condone unofficial modding.

split igloo
#

Then disappear off the cosmos I shall.
Peace!

fierce tulip
#

im sure you can find a community who does that if you search a bit

#

good luck!

quasi jetty
#

can someone help me!!! pls i need help😫

#

the cine camera is supposed to be faced forward and is facing right

uncut sun
#

I'm having trouble with the FBX export option. The materials seem to be way off from the mesh asset in Unreal. If I open it there and check the materials using isolate, they're all exactly what I expect, but after exporting as FBX, they're all wrong. Random bits of vertices seem to have completely arbitrary materials assigned to them. Is there any way I can get a UE4 mesh as something I can open in a 3D modelling software with all the sub-meshes intact?

hot anchor
#

<@&213101288538374145> @bronze peak is intentionally interuppting and shit in programming parlor vc

#

we all witnessed it in vc

#

he is trolling

dreamy zenith
#

what should ARPG enemy ai have in terms of systems??

granite lion
uncut sun
empty dawn
#

Simple collision is not doing anything

#

is this a bug?

#

works in other meshes

hexed kayak
#

I want to connect the UE4 with the Ethereum blockchain, I have used EtherLinker plugin in UE4 but I couldn't find a way to use it properly.
Can anyone help me with this. Any other plugin or custom repos that could help me out

granite lion
sterile basin
#

Is it possible to compile shaders in unreal engine using GPU?

bold mural
#

can someone please help me? my game isn't launching for some reason
it says launch failed
the log gives the following messages in red:

LogPlayLevel: Error: ERROR: System.ArgumentException: An item with the same key has already been added.
PackagingResults: Error: Launch failed! Unknown Error```
modern root
red prairie
#

I have noticed that Apex would remove Vertex Color from meshes when fractured or on Import FBX.
Is there a way around or and am I doing something wrong?

green lance
#

Question about commands you can pass to the exe like -game. Is there also a command that disables live coding? I don't wanna keep enabling/disabling it in editor before I run with -game or -server

lusty stump
#

Failed to create directory "C:\Users\PC\Documents\Unreal Projects\MyProject/Content".

#

can anyone help

fierce tulip
#

the / after "my project" should probably be a \

restive gorge
#

Hello! I would like to ask a question (Forgive my poor English)
Im trying to use Google API that can make input audio into text to make a shooting game in UE4(.26) with python. The scripts I used are "Python Editor Script Plugin" and "Sequencer Scripting"

the whole game content is like:

UE4
Python
Google API(So, I run google API on Python)

The question is that Somehow it seems like that Python code will use all the CPU and freeze the whole UE4. Does anyone know how to solve this problem?
Im trying to run Python via UMG from UE4 rn.

This is the Python code below


r = sr.Recognizer()
mic = sr.Microphone()
# ↑音声認識に必要なオブジェクトを作成

while True:
    print("Say something ...")

    with mic as source:
        r.adjust_for_ambient_noise(source)  # 雑音対策
        audio = r.listen(source)

    print("Now to recognize it...")

    try:
        text = r.recognize_google(audio, language='ja-JP')
        print(text)

        # "ストップ" と言ったら音声認識を止める
        if r.recognize_google(audio, language='ja-JP') == "うんこ":
            print("end")
            break

    # 以下は認識できなかったときに止まらないように。
    except sr.UnknownValueError:
        print("could not understand audio")
    except sr.RequestError as e:
        print(
            "Could not request results from Google Speech Recognition service; {0}".format(e))
lusty stump
#

but now there is such a problem, it does not save

#

I verified from epic games for UE4 but it didn't work

drowsy snow
restive gorge
oak patio
#

Essentially its used for tools while developing not playing

worn wasp
#

Oh god setting up unreal for android is such a pain

drowsy snow
#

hashtag #PCandConsoleMasterRace

worn wasp
#

PCMasterRace ftw

#

Not a big fan of consoles

#

Never used them maybe that's why dietered

thick herald
worn wasp
#

Ahhh nice one

grizzled hornet
#

is there a way, given an existing map, to replace its World Settings ?

thick herald
#

Sure, open world settings and change it. If you don't have a world settings tab, you can get one by looking in the Windows tab at the top.

grizzled hornet
#

yeah figured - had to restart the editor for it to reload properly though

#

Thx!

umbral pasture
lyric flare
#

Hey, im new to unreal engine and i need help with something that i cant find on youtube, is there a channel for that or do i send it here?

quartz ore
lyric flare
#

Okay

autumn flame
#

Use LandscapeCoords to adjust the UV

thick herald
#

multiply the tex coord, if you use a scalar parameter you can use an instance of your material which lets you change the value and you see the results change before your very eyes.

inner bay
quartz ore
brisk pollen
#

anybody have issues with ue4 projects not capturing mouse input when you alt tab back into the game? happens to me in editor and in packaged builds

#

i have to toggle SetInputMode to fix it

#

it's actually specifically when we click on the game window to focus it after alt tabbing

#

using alt tab to refocus does recapture the mouse

brisk pollen
#

okay, our ingame hud is set to visible and is capturing that mouse click, even though the input mode is set to game only

#

that prevents the window from recapturing mouse input

#

if i make our hud widget non hit testable the issue goes away..

lucid grove
#

Hey fellas, im new to VFX and niagara. I just purchased VFX pack and its firing on repeat (its water splash) where should i look to make it fire once and then destroy itself?

boreal echo
#

hay all, super new to unreal (4) I'm using an rtx 2070 super graphics card, and am getting video memory crashing pretty regularly. could anyone recommend me a graphic card that escapes this in their expense? thanks

versed lion
#

@lucid grove Right click on the effect then select create system

#

and you should be fine i think ^_^

#

Yup you should be fine @lucid grove if you need anything else @me

versed lion
lucid grove
versed lion
#

sure thing @lucid grove

lucid grove
boreal echo
#

@lucid grove well I have 32 rn

lucid grove
boreal echo
#

it's a pretty small area, just seeing whats what so far, maybe is the 4k textures? I've got a lot of those

lucid grove
#

Might be. You also try increasing Virtually Memory

#

Try this and set it to manual and some big amount

boreal echo
#

ok

muted kraken
#

Idk where to ask this but is there a way of Assigning a material to selected meshes in ue4?

#

Like, selecting the meshes then change the material, which applies to the others as well

versed lion
#

if that's what you meant

#

lol wait it didn't record XD

muted kraken
#

Yea it’s all black lmao

versed lion
#

yeah 1 sec mb

#

so yeah if that's what you meant there you go

muted kraken
#

Ohhhh

#

Yes that’s what i meant

#

Thanks

versed lion
#

np anytime 🙂

glacial cairn
#

Hey guys, in trying to spawn an actor on the player when I click on that actor using the mouse in game(using the clickable interface). So far I've been able to get it to spawn but I need to remove the rotating component from the actor and scale it to fit the player after spawning

#

Can anyone guide me on the steps to follow? Either in C++ or blueprint

versed lion
#

@glacial cairn what do you mean by rotating component? the rotating movement component?

#

@glacial cairn You can always set the rotation rate to 0, about the scale you can change the scale in the transform option

#

instead of setting the rotation scale to 0 you can also do this:

#

the stopmoving event is in the actor it self @glacial cairn

#

hope it helps 🙂

winter rain
#

I'm making a little game that is only made of widgets. It works fine when I test it in the editor, however when I test is in Standalone or packaged, the logic doesn't work. What's the difference between them?

azure vault
#

anyone know how to flip a texture in a material?

#

like flip horizontally

#

pretty sure I just need to reverse the U or V coordinates but not sure how to do that

#

if I use a multiply node and multiply it by -1 it flips it vertically, but I can't figure out how to get it to do horizontally instead

#

is there a way to break the UVs out into two scalars and then later recombine them?

glacial cairn
azure vault
#

ah, if i use the AppendVector node and feed that two scalars I can use the multiply node and it multiplies the U and V by the different scalar values

glacial cairn
#

But does anyone have any idea of how to check for OnClicked from the clickable interface in C++ code?

#

Like what class am I supposed to have access to ?

tender pecan
azure vault
tender pecan
azure vault
#

I really dislike visual node scripting

#

lol

azure vault
#

I keep having textures go corrupt in my UE5 project, is this a known issue or should I be worried about the drive I have it stored on?

#

like these black boxes, sometimes it's random RGB noise, re-importing the texture fixes it though

#

hmm, restarting UE5 also fixed it

#

gah but it broke another texture

#

maybe it's just because my PC sucks

mental crow
#

hi

#

i am a total beginner in ue4

#

and want to make a racing game

azure vault
#

oops

drowsy snow
azure vault
#

checks out

mental crow
#

I want to load another level but there is no recent level button anymore

tender ember
#

hello I moved the floor somehow and ctrl-z doesn't work. how do I place the floor right in the middle of the scene so the transform and rotation are undone. in blender we use alt+g/r/s for this. does something like this exist in urneal?

crisp delta
#

dumb question but what does this icon mean

azure vault
#

IIRC, it means that other lights are too close to it and this one is being disabled for performance or something, I usually fix it by turning down the attenuation radius of nearby lights

#

but sometimes I get a sticky one that won't go away and I have no idea how to fix that

crisp delta
#

oh

lament sonnet
#

keep infinite building package bug

#

any help?

lament sonnet
#

how can i remove incredibuild from ue4?

blissful trail
#

where is a good place to start learning how to do cross platform peer to peer multiplayer?
(i have managed this on pc but couldn't get it to work on android) also i dont know c++ very well

onyx viper
#

when i fire linetrace it hit and passes through object but it also hit object behind it

oak patio
#

Yeah i told him

#

Crossposted it everywhere smh

cobalt mango
#

hi, im trying decrease project version but i cant see some blueprints in content tab when i do it. i found few forum topics but no solution

oak patio
#

^^^

#

You can send meshes backwards if you export them from the engine but thats about it

#

Great if you just make environments, not so much if theres a game too

cobalt mango
#

:/ kinda sucks blueprints are pretty simple but just a lot, thanks for quick response

lilac stirrup
#

Assuming the copied features are supported in the older version

cobalt mango
#

yeah i got prototype that started on 5.1 but now i need to migrate it to project that is 5

#

thanks for the help

lilac stirrup
#

We did that to port some codes from 4.27 to 4.21, it depends on each case and usage more or less

idle dragon
#

thanks

worthy estuary
#

guys i have a problem me and my friend want to develop together but the problem is that we have different version like i have the version of ue5 5.0.2 and he have 5.0.0 and he can't update it so what should i do?

idle dragon
#

developing on 5.0.0 isn't sustainable, too unpolished, you guys need to be on the 5.0.2 ver for some level of reliability

worn wasp
#

Wassup chat

mental crow
#

where is projectile in it?

teal harness
#

is it normal to be stuck on 209?

mental crow
#

i need help first

#

what is the problem here?

#

i am using this video

lament sonnet
#

someone can explain me when i simulated the bone pull by gravity

#

in kinematic their no motion on bone i want simulate physics

mental crow
#

everyone is doing everything except for helping

#

Brackeys is more active

spice ruin
#

Nobody is going to help if you have that kind of attitude.

spice ruin
mental crow
#

its been really long since i sent message

#

and no one is replying

#

and there are no other server of UE

#

the other one is dead

spice ruin
#

It's been less than an hour.

mental crow
#

yes

#

but i want help

#

and i am a new guy in unreal engine

#

just tell where is the problem in my blueprint

lament sonnet
#

is it possible to add two shape on same bone? with 1 constrain

mental crow
echo gyro
#

HELP PLEASE HELP FAST!!!!!!!! SO BASICALLY I DELETED AN PARTICLE IN UNREAL ENGINE AND FOR SOME REASON THE PARTICLE DELETED AN ENTIRE FILE THAT HAD ALL THE MESHES WENT GONE AND NOW THE LEVELS ARE EMPTY!!! WHEN I GO TO SAVED FILES ONLY SOME ACTORS WERE SAVED! WHAT SHOULD I DO??

#

AND EVEN THE MATERIALS WENT GONE

#

PLEASE HELP ME WITH ANY SOLUTIONS BECAUSE THIS IS MY PRINCIPAL GAME AND I CAN'T SCREW UP LIKE THIS

grim ore
#

@echo gyrodid you change the near clip plane for your project?

echo gyro
#

that has nothing to do with it

#

the ideea is that an whole file got deleted

grim ore
#

if you did not change the near clip plane, and your problem is a deleted file, you need to revert to an older version of your project using your backup system

echo gyro
#

but how?

spice ruin
#

Tried your recycle bin?

grim ore
#

do you have a backup system set up? if not you can't

echo gyro
#

yes

#

i think disasterrecovery plugin?

#

can i restore the whole project?

#

with meshes?

grim ore
#

we dont know, can you? we dont know how you deleted it.

echo gyro
#

i basically deleted the file from unreal engine

grim ore
#

there is nothing built in to help you recover deleted files unless you set it up yourself

#

it sounds like it is gone then, you need to recreate it

lament sonnet
#

hello sir mathewW plz help me

lament sonnet
grim ore
#

physics is physics, it uses gravity as part of it. what is the issue?

#

yuou can disable gravity if you dont want to use it

lament sonnet
#

it shrink the breast shape inside ground

#

rather staying on its bone location

#

providing two shape to single bone is wrong?

lament sonnet
grim ore
#

I dont know, I am not an animator. That would be a question for #animation

lament sonnet
#

ah thnx i will try to ask that channel

autumn flame
echo gyro
autumn flame
#

If it was so important, why is it not under source control?

spice ruin
#

You assume everyone uses source control?

autumn flame
#

I dare to assume so for very important things :p

grim ore
#

when this is the comment ] Dolphinel: PLEASE HELP ME WITH ANY SOLUTIONS BECAUSE THIS IS MY PRINCIPAL GAME AND I CAN'T SCREW UP LIKE THIS then yes

#

or at the minimum backing it up to floppy every day

echo gyro
#

I guess I will start over

#

I will not let the project fall apart

#

Thank you anyway

autumn flame
#

First option is source control
Second option is a local backup
Third option would be the backup saves in the saved folder that you said you tried
Fourth option the only thing I could suggest is try to recover the sector if on a HDD and was not written over, there's tools for that

lilac stirrup
#

Can somebody point out the benefits of using PrimaryDataAsset over creating a child of an Object blueprint to store the data?

fading steppe
#

Hi guys, im newbie in UE4 and got 2 problems.

  1. I got holes just in that place of the whole mesh. I checked normals and overlapping uvs and that is not the problem. Model looks good in Substance Painter and Blender. (Triangulated before export to Substance)
  2. got strange shaking texture just on that straight line
lilac stirrup
#

Saw your HTF and WTF video about DataAssets, not sure whether you mention the usage in those videos already.
Maybe I should rewatch them.

spice ruin
fading steppe
spice ruin
#

Yeah. Just something I've read on here with a similar issue to yours. I am in no way an artist or know anything about substance painter.

fading steppe
#

ok, thanks. Will check and let you know if it worked

echo gyro
#

i solved the problem aleardy

#

thank you anyway

spice ruin
#

How?

echo gyro
#

and searched for an file named asset

#

and there i found my materials

#

the thing is that i have to remake the level

spice ruin
#

Well, it's a start!

echo gyro
#

the thing is that the objects are still in the level

#

but with no mesh

#

the objects have different names

#

so it will be easy

#

hope it will work well

coral patio
#

Heyhey, guys! :] I'd have a quick question - I'm trying to create a more or less physically correct material for a holographic foil effect and for that I need the light source angle (which I'd then use with a hue shift). Fortunately there's a node for that - but how exactly does it work? What node do I have to plug into the light position? I looked through all the Coordinate nodes and couldn't find anything that'd fit. I looked for tutorials on the matter already but there doesn't really seem to be anything available, either. :<

autumn flame
#

I imagine you would need to pass it through BP or so?

#

As a Vector Parameter

#

For example LightPositionParameter

In the BP create a DynamicMatInst and pass the ActorLocation into LightPositionParameter

#

That ofc plugs into Light Position

merry pilot
#

Someone able to help me out with this material? Im trying to make the chrome be more shiny instead of matt and i cant figure it out.

#

DM me please

autumn flame
#

There's Metallic, Specular and Roughness you can modify

merry pilot
#

Yeah i was messing with those but theres little to no effect

#

@autumn flame

coral patio
merry pilot
#

It seems like they lost quality and some color too

autumn flame
#

It should not

merry pilot
#

Can i DM you? @autumn flame

#

ill send some pics

mental crow
#

I need a tutorial for complete beginner in unreal engine 4

#

Suggest 1

#

Pls

sage mauve
mental crow
#

Doesn't run well on ny system

#

Lags a lot and crashes

#

Please

#

Either help with my current game

#

Or show a good tutorial

sage mauve
sage mauve
#

which type of game

#

Fps? rpg?

mental crow
#

Its a top down shooter

#

Blueprints

#

And there is some problems

#

This is the tutorial i followed

#

If someone has used this tutorial then please help me TOMMOROW

#

Here its night

#

1 in night

runic needle
#

I have a problem with uv's

#

This my blender models uv, it correct

#

and it is same with in the fbx viewer programs so nothing is wrong

#

but when I import it to ue4, some of my uv's parts are corrupting

#

what causes that, does anyone know?

autumn flame
candid horizon
#

Hello

#

Can I ask about a UE4 bug/error I am getting here?

sage mauve
candid horizon
# sage mauve yes you can

I loaded my project and this is what I see for the level, all of my materials and models are there but the level itself does not show up.

#

it is a project from a year or so ago

sage mauve
#

Cause it is set to default

#

You most likely had deleted your project files

candid horizon
#

I don't think I would do that , I would have no reason to do that. I put my files on a external HDD

sage mauve
#

if you only have 1 level which this

#

that means you have deleted the level you worked on

#

as this is not a bug

candid horizon
#

I have other areas, I don't think I would delete any project

sage mauve
#

Check your skyview outliner

#

are there object is in which is not viewable in your screen?

#

and check all levels

#

you might have created a new level

#

or else had switched to a new level

#

cause the one you have on screen is the default level provided by UE

candid horizon
#

hmm but I have all of my models I wouldn't highlight and delete what I have

spring pelican
#

I need to know the math for this problem im having

#

I need to lerp from 0 to 1 (using a timeline) in x seconds

#

to do that, I will set the playrate to a new one

#

idk what to do

#

nvm I just figured it out lol

lilac stirrup
peak hare
#

Does anyone have experience with the profiler (in session frontend) who can help demistify it a little for me?

peak hare
#

Found out I was getting pretty thrown by all the 'cpu stall' stats rather than just looking at the game thread.

empty dawn
#

So I’m getting 30fps in Standalone player when I’m testing my game. Now will the performance be the same when I try demo testing it on Lower hardware or will the performance improve after packaging the game?

drowsy snow
empty dawn
hollow lodge
#

hello I am currently trying to make an object glow after a player enters a box collision, can someone teach me how to do that? After searching up tutorials on youtube, all I get are videos teaching me how to make materials glow which I already know how to do

limber bobcat
#

if i may add a question to the pile... :o
how do i create a pak archive where the files within have a versioning control of 0?

#

it would need to end up like this:

#

where as when i attempt to package my uassets with: unrealpak.exe [path to output] -Create=[path to txt]
i get this:

lament sonnet
#

how to transfer outfit weight paint on blender to ue4?

lilac stirrup
rain pebble
#

Would anyone happen to have any idea on how to travel from level to another in game

spice ruin
#

servertravel?

mental crow
#

i have fixed the errors myself

#

but there is one small issue

#

the bullets i made goes through everything

fading steppe
#

@spice ruin i managed to fix that by checking in model options - use full precision uvs

#

this problem still not solved

mental crow
#

i have a problem

night oar
#

Hi, Guys wanted to ask what servers are the best to upload my unreal game on to

mental crow
#

i have a small question

#

so i downloaded a pack which has 4 levels

#

and i want their everything to be ported in 1 level in which i have my player ready

oak patio
night oar
oak patio
#

Im not entirely understand you know how the process works

#

You want to make your own distrubution platform?

#

Because what you would generally do is use a platform like steam to sell the game, and use dedicated servers like AWS to host the servers for people to join

night oar
drowsy snow
night oar
#

what do you think about huawri cloud they are giving more space and higher bandwidth at a cheap price then amazon

#

Huawei

oak patio
#

Never heard of huawei servers being used

#

And after the scandal with them stealing data im not entirely sure id trust them

restive prawn
#

Hi all!
I am using the text 3D plugin and want to put a material with texture on the front material. the problem is that the UV mapping of each letter is different and I didn't find any way to control it by each letter only in general to the entire text field. Anyone have any idea how to solve this?

lament spoke
#

Does anyone know a good tutorial for making randomly generated terrain

boreal pecan
#

Does anyone know c++? I was given a project already compiled but when I try to edit its values in c++ it comes out with a lot of errors, any solution to it?

#

ty i will see the real errors

#

it says > can't open source file (error code "component name i guess , i think this is the real errors

#

Compile operation started.
1>------ Build operation skipped: project: UE4, config: BuiltWithUnrealBuildTool Win32 ------
1>Project not selected to build for this solution configuration
2>------ Compile operation started: project: DummyProject, configuration: Development_Editor x64 ------
2>Building DummyProjectEditor...
2>Using Visual Studio 2019 14.29.30139 toolchain (D:\C++\VC\Tools\MSVC\14.29.30133) and Windows 10.0.17763.0 SDK (F:\Windows Kits\10).
2>[Upgrade]
2>[Upgrade] Using backward-compatible build settings. The latest version of UE4 sets the following values ​​by default, which may require code changes:
2>[Upgrade] bLegacyPublicIncludePaths = false => Omits subfolders from public include paths to reduce compiler command line length. (Previously: true).
2>[Upgrade] ShadowVariableWarningLevel = WarningLevel.Error => Treats shadowed variable warnings as errors. (Previously: WarningLevel.Warning).
2>[Upgrade] PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs => Set in build.cs files to enables IWYU-style PCH model. See https://docs.unrealengine.com/en-US/Programming/BuildTools/UnrealBuildTool/IWYU/index.html. (Previously: PCHUsageMode.UseSharedPCHs).
2>[Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V2;' in DummyProjectEditor.Target.cs, and explicitly overriding settings that differ from the new defaults.

#

2>[Upgrade]
2>Build 5 actions with 12 processes...
2> [1/5] UE4Editor-DummyProject-0003.lib
2> Creating library F:\UnrealProjects\DummyProject_426 - copy (2)\Intermediate\Build\Win64\UE4Editor\Development\DummyProject\UE4Editor-DummyProject-0003.lib and object F:\UnrealProjects\DummyProject_426 - copy (2)\Intermediate \Build\Win64\UE4Editor\Development\DummyProject\UE4Editor-DummyProject-0003.exp
2> [2/5] UE4Editor-Garage-0003.lib
2> Creating library F:\UnrealProjects\DummyProject_426 - copy (2)\Plugins\Garage\Intermediate\Build\Win64\UE4Editor\Development\Garage\UE4Editor-Garage-0003.lib and object F:\UnrealProjects\DummyProject_426 - copy ( 2)\Plugins\Garage\Intermediate\Build\Win64\UE4Editor\Development\Garage\UE4Editor-Garage-0003.exp
2> [3/5] UE4Editor-DummyProject-0003.dll
2>LINK : fatal error LNK1104: cannot open file 'F:\UnrealProjects\DummyProject_426 - copy (2)\Binaries\Win64\UE4Editor-DummyProject-0003.dll'
2> [4/5] UE4Editor-Garage-0003.dll
2> Creating library F:\UnrealProjects\DummyProject_426 - copy (2)\Plugins\Garage\Intermediate\Build\Win64\UE4Editor\Development\Garage\UE4Editor-Garage-0003.suppressed.lib and object F:\UnrealProjects\DummyProject_426 - copy (2)\Plugins\Garage\Intermediate\Build\Win64\UE4Editor\Development\Garage\UE4Editor-Garage-0003.suppressed.exp
2>D:\C++\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(45,5): error MSB3073: The command "F:\UE4.26\UNREAL4\UE_4.26\Engine\Build\BatchFiles \Build.bat DummyProjectEditor Win64 Development -Project="F:\UnrealProjects\DummyProject_426 - copy (2)\DummyProject.uproject" -WaitMutex -FromMsBuild" exited with code 6.
2>Compilation of project "DummyProject.vcxproj" finished -- ERROR.
========== Compile: 0 success, 1 failure, 0 updated, 1 skipped ==========

#

this_

#

?

#

I'm trying to understand everything, I'm new to c++

#

Well I'm quite experimental with blueprints, but they gave me this solution code for physics, but since I would like to publish more variables, but since they have these errors I have no idea of a solution

#

hot reloading is? I don't remember what it is

#

Ok, I'm adjusting the live coding but I don't know where to start, if you mean the errors I have when making the play game? none because what I'm looking for is to make more variables public, but with those errors in c++ I can't do anything

#

I'm going to see, I'm adjusting the live coding first

lapis fable
#

Hi, I asked this question in the vr-ar section as well, but I don't think that channel gets much traffic.

UE4.27 Valve Index question here; I'm having trouble finding any resources regarding getting finger tracking to work. According to Valve people, UE4.25+ versions have the SteamVR input plugins integrated, but I can't find any way to access these inputs. The VR template doesn't really help, I don't actually start with the VR Mannequin hands for some reason.

boreal pecan
#

I don't know where to start... what can I do? Do you have a link to a tutorial where to start this live coding or to be able to solve all that? and sorry to bother

#

ready, but when I open the .h it can't compile that option doesn't come out

#

the project right? .sln

#

Well, I'm sorry I don't understand, I already opened it, what else should I do?

#

ok

#

Compile operation started.
1>------ Build operation skipped: project: UE4, config: BuiltWithUnrealBuildTool Win32 ------
1>Project not selected to build for this solution configuration
2>------ Compile operation started: project: DummyProject, configuration: Development_Editor x64 ------
2>Target is up to date
2>Total execution time: 0.49 seconds
========== Compile: 1 successful, 0 failed, 0 updated, 1 skipped ==========

#

so... works/

#

?

#

2> [16/16] DummyProjectEditor.target
2>Total time in Parallel executor: 26.31 seconds
2>Total execution time: 36.36 seconds
2>Compilation of the project "DummyProject.vcxproj" finished.
========== Recompile all: 1 success, 0 failure, 1 skipping ==========

#

what should I do now?

#

I made a copy just in case, now I can open the editor again?

#

When I already adjust the source control, what else should I do?

#

it seems that everything works fine now, thank you very much laura you are incredible, very grateful, have a good day

west spade
#

so any idea how to do this?

spice ruin
#

You shout EXPLOSION

solar mulch
#

I'm having this error when I open the editor
can you help me please

tidal shale
#

Would anyone know why a video would lag in game? I want to play a video on a screen and the video lags terribly and it barely plays. Anything helps please!

orchid oyster
#

Is there any advantage of using UE4 over UE5 currently? Because I'm beginner and learning the Unreal Engine 5 with my old PC (12 gb ram). I don't care high end graphics at the moment. I'm thinking of installing UE4 if it offers more features with less demanding system.
For example;

  • Blueprint nativization doesn't exist in UE5, does it exist in UE4?
  • When I created project with C++, Visual Studio opened and started to use very high RAM. Would using UE4 help?
autumn flame
#

Not much changes workflow wise, but at this point you can start with UE5 since you'll end up using it anyways eventually

#

Just disable stuff like Lumen and VSM

orchid oyster
#

I did those. How about blueprint nativization?

#

Nevermind, probably it's too early for me to think about that.

oak patio
#

Blueprint nativisation isnt worth using anyway

#

Theres a reason it was removed

autumn flame
#

Yeah, not worth

#

If something gets heavy, just move it to C++

#

Just don't worry too much about things as you are learning

bitter valve
#

What would be the best way to go about creating an upgradeable parking lot (Upgrades include more spaces and a nicer looking lot) with the ability for AI to drive onto?

oak patio
#

could always swap put meshes with "markers" for parking spots

bitter valve
#

Oh, wait nevermind. I overthought this again. Ill just watch a quick tutorial I found on AI parking, then change the spots based on the current mesh level. Thanks

oak patio
#

there will not be any i doubt

#

that is a very specific need

#

as i said you will need to mark parking spots and generate a pth for the cars to follow

hearty sapphire
#

I'm unable to check the box to enable Draw Debug Focus Plane. It's grayed on for my cine camera, anyone know why that would be?

quick spire
#

Guys there's a way to install UE4 still?

spice ruin
#

Use the launcher.

quick spire
plush yew
#

Is there a console command to dump a list of registered Names?

#

I'm getting a crash that I've apparently exceeded the maximum number of registered names and can't track it down.

#

I've seen mention of a NAMECOUNT command, but it doesn't seem to work.

meager solstice
#

currently i have ammo sorted n that but im hoping to get full auto weapons an explosive gun and a basic pistol semi auto then from there sheilds and health i already have stamina so the health will be fine

heady dirge
sterile basin
#

Does UE4-5 support pure C++ or does its syntax need to be changed taking into account the UE?

#

Thanks Laura

grave osprey
#

be me. spending time to fix bug. turn out its mesh orientation fault

#

for 2 hours

#

holy

#

i hate find look at nodes

fiery ice
#

hey! I posted in the ligthing section for a problem i'm having with a weird blue tint on the walls.

if anyone knows any fix, I would be deeply appreciated.

#lighting message

grave osprey
#

where the image ?

bleak wraith
#

Hey, I was using Unreal 5 for 7-8 months to make cinematics. Now I'm interested in making a WebXR/VR experience, I was recommended unity as it still supports HTML5/WebGL.
After using Unity for 1-2 weeks I'm completely over it, guides are all out of date, the visual scripting sucks compared to Unreal ,etc etc etc.
Could anyone advise me on the pros and cons of using an older Unreal 4 version compared to an up-to-date Unity?

cedar merlin
#

Is there a way to fix obj/fbx files imported from blender. When i import meshes into unreal, some parts of it look like this

#

And some parts are see through

#

It should have a mesh there

bleak wraith
#

upon importing them

cedar merlin
#

Is there a way i can fix it?

bleak wraith
cedar merlin
#

Alr

#

Hmm, its only hooked up to a param

bleak wraith
#

Ooo I have no idea then!

cedar merlin
#

Alrighty, thanks anyways :D

bleak wraith
crisp delta
#

Can someone help me? I am trying to cook the game, i have visual studio installed it worked before but now it doesnt cook the project

old peak
#

Is anyone familiar with UT4X Converter? Or the general process of converting maps from UE2 to UE4?

Long story short I have done this successfully for one project but repeating the same process for another project is giving me a recurring issue where brushes textures are not being assigned from the t3d data even though the directories are correct.

The annoying thing is I had the same problem with the previous project, but never worked out what was causing it, it literally feels like Unreal decides to load them in on some days and not on others, though it's more likely that a single line of the T3D data is off somewhere but I can't track down where.

ashen brook
#

Also check the vertex normal orientations - some faces might be flipped. If you can see them from the inside but not the outside, they're inverted

lapis fable
#

is there any way to do animation sequences without resorting to the state machine thing? The amount of connections necessary if I do that grows pretty quickly

oak patio
ashen brook
lapis fable
#

oh didn't know you could do it additively, I've been making multiple animation states and making transitions between them for each finger in a hand

drowsy snow
old peak
drowsy snow
#

1 to 1 recreation is kinda boring tbh

old peak
azure shore
#

ugh why do shapekeys/morph targets always mess around, its importing two of them but just ignoring one of them

#

never had much luck with this, idk why its so annoying I literally dont get why it wouldnt just import

fallow mortar
#

hello, is there a place to talk about the problem and get feedback pls 0/

azure shore
vocal edge
fallow mortar
#

Ok, to make it simple I made a package and it works on old PCs but not works on new ones.
nothing else runs after this [LogPluginManager: Mounting plugin WmfMedia] 🤔

meager solstice
#

hi i am using the base gun blueprint (from the FPS template) and was wondering if there was a way to increase the bullet speed its a tad slow for my liking

azure shore
#

bruh just initial velocity in projectile settings

#

ugh Im sick of this, always just constantly searching on google and no help anywhere because of such random problems that shouldnt be happening

#

just wanna import a damn shape key

#

two of them import and one doesnt what could I have even done to cause that

empty dawn
#

I am trying to bind forward/acceleration of vehicle to a progress bar so the bar will fill when I have the accelerator pressed and starts emptying when I left go of accelerator.

azure shore
empty dawn
#

I was able to put this together. It works but just goes from Empty to Full. I want it to increase like its filling up as im holding the accelerator and not instantly

azure shore
#

try multiply by 0.1 idk

#

minimum and maximum value of the bar

empty dawn
#

so apparently I should've used integer instead of float as my throttle variable with a float/float divide on get forward speed

dark jasper
#

I have a problem with merge Actors, haven't found a solution yet:
I have a few models that have several UV and texure sets, they import perfectly into the engine, but when I try to merge them, the result is... bad.
it exports all the texture sets (despite me enabling merge materials box)

#

there's also a merged material, but none of the UVs fits it

#

and it's weird, because it worked once previously.

coral verge
#

Hello guys, I’m getting “Out of memory message” then my UE4.27.2 freezes and turn off when trying to render a video inside sequencer. I have RTX 3070 Ti with 8GB memory, is there a way to make it work without crashing?

pallid olive
#

hello

#

can someone help me

#

i acciddntly removed the toolbar from editor view

#

how do i set this back

#

also if i open Blueprint it opens the vieuwport and eventgraph in a splitscreen vieuw how can i set this together for a single view

astral heart
#

make sure toolbar is checked. You can seperate the screens by clicking and dragging the tab to a seperate screen

astral heart
coral verge
rough knoll
#

anyone know how to get rid of the fuzzy border of a UMG button?

drowsy snow
rough knoll
#

when you make a button, that's what comes up

oak patio
#

if you dont get a fuzzy button on a custom image then no issue

#

those are placeholders anyway

clear isle
hollow lodge
sick crane
#

Hey so while playing my game gets a tad bit laggy like so any tips on fixing it?

#

Idk how to fix it

oak patio
#

it will help you see where you need to optimise

sick crane
#

mind if I ask how one profile their game?

#

I start with a good 30 - 40 fps then it shoots down to like 5 fps then back up

#

btw I know 30-40 fps is bad but its smooth enough

drowsy snow
sick crane
#

hmm I did and I didnt see any issues or anything

#

I know stat fps

#

I am willing to be in vc if it would help

thin tendon
#

@sick crane What you want to do is use the different view modes in your scene. To check for things like shader complexity, Too many triangles on meshes, Lighting complexity etc

sick crane
#

hmm ok ill try

sick crane
#

Is this what u meant?

#

thats an effect

thin tendon
#

@sick crane I'm talking about these view modes here

sick crane
#

ok ye I see

#

sure enough the effects is whats doing the issues

#

any clue how to fix that?

thin tendon
#

Just look for ways to make them cheaper I guess mate.

sick crane
#

cheaper?