#ue4-general

1 messages · Page 1180 of 1

sick crane
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any tips on thaT?

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that*

thin tendon
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Cost less to render

sick crane
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its just smoke

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This is the effect

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for the train

thin tendon
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Its specific to each individual thing. But I can use an example of one I did recently.

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I had rain. And I realised it was costing too much to have individual drop effects spawning and running down the screen. And the material was a little costly. So instead. I created sheets in this kind of shape * Around the player. With each sheet. Using a panning rain texture instead. This way instead of rendering individual drops. I was only rendering like 8 sheets with a texture.

sick crane
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hm?

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sry I am relatively new to game dev lol only few months in

thin tendon
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In that case I recommend watching a bunch of tutorials on creating particles. Then once you get the hang of it. Look for ways to have it look the same but using less stuff to make it look that way.

sick crane
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ok ye it was a smoke partical I got online so u know but I will look into it ty for the help

lilac stirrup
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Didn't you say you already know how to make your material glow?
You used a node to determine the glow value inside the material editor right?
The "Parameter Name" is the name of that scalar/vector parameter node that you put to control your glow inside your material editor.

wraith oak
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Hi guys. I'm writing a blueprint to set my point lights turn on/off by flipfloping hidden in game. However the lights doesn't immediately turn on, they often gradually get brighter. Do you have a fix to make the light immediately on? Similar to 11:21 in this clip https://youtu.be/mAyGCr0Z4-c

In today's video, I installed 8 LED high baby lights. I didn't include the last row because of the second level. I also installed some 15A receptacles and the lights are controlled by 2 3-way switches!

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clear isle
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If you want a glow u need to use the node in the material, is "Fresnel" u add power and múltiply it with the color(vector3), if you want to learn more about "Set value/scalar parameter material" u can say me, aah, and I don't speak english, just a little

sick crane
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Anyone know how to launch the project without it stating stuff in top left corner like lighting needs to be fixed and ect?

granite lion
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you can either build the lighting or make static lights movable

sinful pike
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God I hope Paper2d gets an Overhaul this engine version

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It's so depricated

drowsy snow
sinful pike
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And well, won't.

sinful pike
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I know, however it was relevant because I primarily use UE4.

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So I was hoping I could update and get it expanded on.

lilac stirrup
sinful pike
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UE4 Didn't originally

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I'm making a 2.5d game, so eh

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Works for me

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Just a shame it's so undocumented, and old.

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Paper2d is barely usable outside of flip books

lilac stirrup
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With how heavy they're going for realism, it might be better to wait for a proper 2D plugin in the marketplace instead.

sinful pike
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I'm aware alright

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But what ticks me off is how they display these amazing 2.5d games at conferences and such proudly, yet absolutely refuse to update the features.

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Like I love the idea of the beautiful lighting and reflection of Unreal being applied to sprites and tile maps blending the retro art with modern methods.

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But it's just so impractical right now in both unreal versions

drowsy snow
sinful pike
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Yeah.

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They did.

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I'm just frustrated at how it's not implemented fully.

drowsy snow
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I mean, it boils down to UV manipulation controlled by code

sinful pike
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Paper2d isn't finished, it was canceled mid implementation

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People just finished it for them.

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Which is kind of lame that you have to do.

lilac stirrup
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💰

drowsy snow
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Well, personally I just make my own 2D sprite system in engine

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Even though I only use it for UI elements lol

lilac stirrup
sinful pike
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But for newbies like me getting into retro looks, it's eternally frustrating to see unreal pander away from indie game's often retro looks

lilac stirrup
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Spend years making 2d games here in other platforms, despite how I'd truly like to see a more well rounded spectrum of support in unreal, the engine never really did have their DNA in retro games, it's pretty far from their current roadmap as well.

drowsy snow
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Besides I'm still using placeholder sprites from Final Fantasy

lilac stirrup
drowsy snow
lilac stirrup
fierce tulip
# sinful pike Which is kind of lame that you have to do.

paper2d was made by Michael in his spare time, epic never put a team on it.
when work took off due to fortnite and what not he did not have the time to continue working on it.
so its a lot less of "people just finished it for them" and a lot more "too bad Michael does not have the time to work on it"

lilac stirrup
fierce tulip
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just a priorities thing
you can use the same approach you use for 3d to make 2d games though, no need to rely on paper2d at all

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but agreed, a tool to help with it all is always a big plus

drowsy snow
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Which tbf Unity and Godot being barebone had the advantage on 2D game, but they promote it in the wrong server

real bolt
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Is it possible to fix the TAA ghosting that's happening on WPO foliage?

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Well that's not really a solution )

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But isnt there an option somewhere for materials to write motion vectors ?

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Isnt the ghosting there due to the lack of them ?

drowsy snow
real bolt
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Yeah just found out that you can use this console command r.VertexDeformationOutputsVelocity=True

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The mesh must be set as movable or stationary though

sharp crest
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@real bolt@shy naceller u brothers or somehing?

drowsy snow
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They're not even the same characters, but I digress

azure shore
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theres lots of anime pfps here

static raft
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Hey, I'm having issues with an event executing while the game is paused. I have an audio component playing audio while the game is paused. I use the Audio End delegate to execute an event, however, the delegate only seems to shoot when the game gets unpaused and not when the audio ends while the game is paused. I have enabled tick for the audio component as well as its parent actor.

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It seems the delegate isn't the problem but the actual event I'm calling within the parent actor, it won't execute while paused.

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For anyone else having this issue, the problem is the Delay node, UE apparently requires you to have an event tick node present int he graph in order for delays to actually execute during a pause, even if you enable tickable while paused in the actor

drowsy snow
clear isle
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It's true

fossil nexus
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I saw a tutorial that teach how to replace skeleton of skeletal mesh in like 20 seconds. Sadly i cant remember the name or find the link. It was like a ah-ha.
And cant reproduce. I only remember it involved deleting the skeleton file itself in the content browser, and then a window would pop up asking to force delete references. And a button to replace the skeleton (iirc).
Please how do i do this?

drowsy snow
toxic haven
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hello there! Anyone around here knows about a solution that allows, for a multiplayer game, a news feed with images and text? The idea is to show all players information that should not be tied to the build they have. The same way this kind of news pop up at the launch of a game client

oak patio
white jungle
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is this the channel where I can ask noob question?

oak patio
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fire away

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@white jungle

white jungle
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https://www.youtube.com/watch?v=FD0mfXq93bU&ab_channel=pinkpocketTV I was following this tutorial for making a cape, done the cape in Blender with a texture -when I try to join the cape with the character, the texture gets messed up. I searched online for workarounds but there seems to be none - you can only have ONE mesh linked to an armature - is that true? I just wanted to make sure before I export my character as an USD file with UDIMs instead of FBX

In this tutorial you will learn how to make character cloth in blender and then setup the cloth physics in unreal engine 4.
This is a step by step tutorial on how to make dynamic character cloth in unreal engine 4.

Instagram ►https://www.instagram.com/pinkpockettv/

Patreon ►https://www.patreon.com/pinkpockettv/

Timestamps ►
00:00 Introduction...

▶ Play video
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the cape and character have different textures, different materials

crisp delta
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it is okay to delete the binaries folder? i'm having an issue when cooking the project

lilac stirrup
crisp delta
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alright ty

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but i have a packaging problem,

limber mesa
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is there a way to get an asset. likew filter out an asset? i want to create a dropdown of specific assets.

plush yew
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Hello, i'm trying to make the exact same system of battle from Undertale but i can't find any tutorial. Is there any blueprint or tutorial that you could recommend/help me with?

brazen parrot
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Hello, I have a problem. I had to fix the camera to the head, but the head movements in the animation I used are too much. I wonder if I have a chance to fix the head in the animation?

oak patio
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and ye i dont imagine you would find an exact tutorial system

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very specific needs such as this should be worked out rather than copied

stable marlin
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because if its just in 2D i agree with @oak patio, Unreal is really not the thing to work with to make these projects

tired island
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so im saving up for a new computer, whats best for film making on unreal?

oak patio
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i mean unreal can do 2d, but it is much nicer in unity or godot

tired island
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like what computer do you recommend?

stable marlin
tired island
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thanks thumbup

oak patio
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eh i wouldnt use game maker studio tbh

drowsy snow
stable marlin
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Yup

oak patio
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i dont have a reason, but i just prefer unity or godot

drowsy snow
stable marlin
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I tried Unity and Godot one time, i never opened them ever again lol

oak patio
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unity can be pretty scuffed at times

oak patio
stable marlin
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yeah i know lol, i want to try it some time in the future for a small project

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a simple project that don't needs good graphics, like a Half-Life 1 style game or something

drowsy snow
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Sorry xD

stable marlin
stable marlin
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okay i've a question for you guys, if i want to make a VR game, what engine is better between UE4 or UE5 ?

oak patio
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those are... the same engine

stable marlin
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UE4 have premade hands, where UE5 it is the controllers and you have to make your own hands thing

oak patio
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ohhh it was a typo

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i thought i was missing a joke for a sec 😆

stable marlin
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oooh

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i'm sorry my english is bad

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oh no

oak patio
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nah its all good

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you missed a number

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thats it lol

stable marlin
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okay i've not even seen it lol

oak patio
stable marlin
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yeah yeah i've corrected it

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lol

oak patio
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anyway

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ue5 is pretty much 4.28

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afaik in terms of vr theyre pretty much the same

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and the new stuff dont work on vr im pretty sure anyway

stable marlin
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yeah i know, i kinda prefer 4.26 vr template but UE5 is surely more efficient

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so idk i will download UE 4.26 to see

oak patio
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the teething issues of ue5 still scare me ngl

fierce tulip
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lumen/nanite are useless in VR for the time being.
if you want stable, 4.27 might be good to go, if you like to ride the wave, just follow along with 5.

oak patio
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but i have heard the source build is great

stable marlin
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4.26/27

drowsy snow
stable marlin
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Oodle compression ?

drowsy snow
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Yes, the one that PS5 "hyped" about
(not really hyping, it's just big part of the Road to PS5 presentation)

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For textures, it can be a tremendous space saver, but as for game dev goes, that's pretty much the big deal with 4.27

stable marlin
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never heard of that

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i mean i'm quite a beginner but still

limber mesa
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is there a way to open up a asset from blueprints

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like a character and etc

drowsy snow
limber mesa
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so im making a combobox and when i select an element i want it to open it up

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@drowsy snow this open asset is opening it up but there is something different about it

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like click on a button and actually open up that asset

late quartz
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is it possible to change default animations of project? i just wanted to change the position and rotation of the character hand, to hold the object better

drowsy snow
bleak wraith
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Does anyone know if there's any blockchain SDK incorporation in 4.23?

limber mesa
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@drowsy snow you know if there is a way?

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@late quartz go into that animation and hit add key

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after you apply transformation

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or you can get the socket from the mesh and whenever you hold an object add a rotation or set it

plush yew
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Hi, I’m new to Unreal and I’m trying to make a soccer game, I made an ‘Actor Blueprint’ of a ball with the necessary physics. The problem is the following:

I want to make it so that when the player gets close enough to the ball, it sticks to his feet so that it gives the feeling that he is running with the ball on his feet. The problem is that I can’t make this happen, if someone can help me I will be eternally grateful.

clear isle
ashen frost
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they should add a channel where where we can pay people to make quick tutorials on our problems

clear isle
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and you could create a box collision and stick it to the leg, for when he touches the ball call the attachment node and join

clear isle
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I had helped a lot but i'm not the creator or admin .-.

ashen frost
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haha

clear isle
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Sad

limber bobcat
ashen frost
# clear isle Sad

i feel ur pain, would be good for new people like me to, who just want answers and dont mind paying as long as it doesnt cost arm and leg hahaha

clear isle
limber bobcat
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no worries ;-;

ashen frost
clear isle
ashen frost
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kay give me a sec

clear isle
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Kay?

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I don't speak english and u say "kay"

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HhaHa f

limber bobcat
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it's cool kid talk for "okay" 😎

clear isle
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zD

ashen frost
clear isle
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Ooh it's okay hehe

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Very interesting

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I only knew "lmao"

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Haha

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And idk

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Idk = I don't know

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zD

limber bobcat
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"Programador"

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i love this word xD

clear isle
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zD

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Soo. u were watching my description HhaHa

limber bobcat
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hehehe >:)

clear isle
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Haha

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Then did you see my portfolio ?

limber bobcat
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you make pretty things :O

clear isle
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:o

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Magic

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HahHa

limber bobcat
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hehe xD

clear isle
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zD

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If I say in english =

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She can

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That sound like "chiken"

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I hate it .-.

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A lot haha

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F

limber bobcat
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oh no xD

clear isle
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HahHa

ashen frost
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so i want to apply a knock down effect on an enemy when the animation makes contact @clear isle

clear isle
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Then I don't use american in that part, in british the "can" sound like a "ken"

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She ken

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F

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I prefer say that Word in american

clear isle
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The combat part with IA isnt my part

ashen frost
ashen frost
clear isle
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Oh hehe

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Do u use c++?

ashen frost
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I will learn someday!!

clear isle
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Hehe

west bronze
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hey there guys has anyone here had an issue getting crashes on opening mesh objects in edditor? This happens on all projects (even new created). All objects work as they should in maps, just cant open any mesh in editor. I tryed reinstalling unreal but that didnt help(working on unreal 4.27.2)

spice ruin
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Try resetting your layout

west bronze
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it worked, thank you so much

spice ruin
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Np

harsh tiger
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Does anyone know what the cause could be?

UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:2873: error: package com.oculus.svclib does not exist

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Ahh, when I enable "For Distribution" it throws this error

mortal isle
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Have a question, should I do animations in blender and then import in ue or directly do in ue? I kind of get confused in ue so I want an opinion

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Indeed it's kinda hell to work with what ue gives, ty for advice

drowsy snow
fervent trout
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Hi there, Im trying to export my skeletal mesh to UE4 from Maya (fbx) in centimeters, but the model is always 10 times smaller in UE. Somehow if I export it in obj format it works fine. Ive tried almost every option but cant figure out what to do. Any ideas or something to fix?

umbral pasture
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Can anyone think of games that use Unreal's built in audio engine rather than Wwise or FMOD other than Fortnite?

drowsy snow
umbral pasture
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I'm just interested to see if anyone knows any examples of built-in audio engine games

drowsy snow
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If indies and whatnot doesn't count and not valid

umbral pasture
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How often do indie companies use UE though?

drowsy snow
umbral pasture
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You're a very misguided and angry individual to be honest Makoto. I'm just trying to have a conversation about games and how they're made, but you're hellbent on pumping misinfo and throwing insults constantly

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So I ask, if you think the majority of UE4 games use the built in engine then please provide examples

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Which would answer my question that I asked in the first place

oak patio
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Dont you have to pay for a commercial project with WWise?

tender pecan
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yep. and you have to pay for the studio software that comes with it too.

umbral pasture
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Up to a certain limit. I think if your game's profits are under 1 mil then you don't need to pay. I'm pretty sure it's only 18K per year after that for the studio licenses but I could be wrong

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If your game never reaches 1mil, you don't need to pay for Wwise though

tender pecan
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Yeah I dont know either, I dont do the licenses. But I know its not free. 🙂 ( for us too I mean )

umbral pasture
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Wwise software is free, it's just the licensing

oak patio
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Cause i looked at the license terms and it saya free under 250k production, but also goes on to say the only free versions are non commercial

tender pecan
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The audio dudes do that stuff, we just get the output from the WWise project. but every now and then we have to dig in there for something using the Wwise project studio software, and yeah, that aint free coz the licenses are provided

oak patio
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In which case a lot of indies wont use it because price

umbral pasture
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Yeah for sure, they tend to use FMOD in that case

oak patio
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They dont

umbral pasture
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Although it's fairly uncommon for Indie's to use UE though?

oak patio
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I can guarantee a lot of indies have never heard of either

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No a lot of indies use ue

umbral pasture
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Comparatively to Unity, it's definitely much less i'm sure

oak patio
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Again i wouldnt necessarily say that

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Even if it was it doesnt mean you should discredit them

umbral pasture
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Discredit? when are you suggesting I did that?

oak patio
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Your question was asking if anyone uses built in audio, i said, yes a hell of a lot of people will do

umbral pasture
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Just to correct, my question was asking about games other than fortnite that use the built in audio engine. You've added the discredit yourself in your paraphrase

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I'm actually using it for a study in defence of the built in audio engine, so I don't know how you can think i've discredited it at all

oak patio
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Oh it seemed you were trying to discredit the number of built in audio engine users by saying that unreal engine indies are a small amount

spice ruin
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If Fortnite uses the built in stuff, it can't be all that bad.

oak patio
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I can only name one person i know of in here using wwise and thats Atomik

umbral pasture
umbral pasture
oak patio
spice ruin
umbral pasture
spice ruin
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I haven't said you were!

umbral pasture
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I'm just interested in games that use the built in system

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does anyone know any?

spice ruin
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I think people just assume the built in stuff will be bad because it built in stuff generally tends to be.

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That's why plugins exist

umbral pasture
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Yeah the UE built in engine is very competent i've found

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Wwise is far better, but of course costs

oak patio
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I can guarantee most of the games released in #released will use default audio

umbral pasture
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(in AAA anyways)

umbral pasture
oak patio
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An educated guess

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No one can surely know for sure without interrogating every indie dev

umbral pasture
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I see your point, but most of the #released section is not showing released games, it's showing things like Metahuman or non-greenlit steam projects. I was hoping for more critically acclaimed games, but doesn't have to be AAA

oak patio
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I mean i can only think of one criticalky acclaimed ue indie

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And that does use wwise

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But the point is still a lot of games will not use it, simply because they have no need for it

umbral pasture
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63% of games that are released use Wwise. This is my whole study, to find out what studios are using the built in engine. If you don't know, that's fine. I didn't expect so much confusion from my question

oak patio
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Im not confused, and can solidly tell you that a lot of small indie devs will not use

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If youre scope is only critically acclaimed

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Then the results are going to differ heavily

umbral pasture
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Of course i'm looking for a threshold. You're describing a one-man dev creating a game that may or may not get released using UE built-in audio scenario, when I thinking indie as "Shovel Knight", "Limbo", "Bastion", etc.

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Of course non of those games use UE, which is why I was aiming for more AAA because that's when you see UE used way more

oak patio
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Yes im describing that because that is what answered the inital question, and is the example i could think of, i think you will be hard presses to find large studios or AAA studios not using it as it seems to be sort of the industry standard

umbral pasture
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Yeah most AAA studios use Wwise, and as my question stated, i'm looking for games that just use the built in engine

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for the point you've just said there

drowsy snow
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Kena Bridge of Spirits might be one critically acclaimed (won game awards), but it's an indie title, so perhaps that doesn't count

umbral pasture
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That's actually a great example, thank you

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I can't see anything anywhere about what middleware they used so I can only assume it was the new built in UE5 one

drowsy snow
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*UE4

umbral pasture
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whoops

drowsy snow
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Okay, you got me into buying Wwise.

Not promise tho

umbral pasture
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Wwise (Wave Works Interactive Sound Engine) is Audiokinetic's software for interactive media and video games, available for free to non-commercial users and under license for commercial video game developers. It features an audio authoring tool and a cross-platform sound engine.

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Should read the list, it's super interesting

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So in terms of Music, Wwise is far far stronger. Namely it has a streamlined BPM and Time Signature counter. It's "possible" in UE, but definitely not ideal.

I use Wwise because I find it's organisation is far stronger, and the RTPC controls in Wwise is much much better than what you can achieve in Unreal. It's more consistent i've found too, however UE's audio engine is far simpler to use so there's benefits to both

tender pecan
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Wwise also has a powerful sdk that we use as well, that exposes built-in and custom functions for controling audio effects

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and I dont just mean like dopler

drowsy snow
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I felt sus tho
The free version doesn't seem to include source code, does that mean the plugin can't be compiled with source builds of UE4?

umbral pasture
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Yeah i've heard really promising things about Quartz! I really feel that there could be a shift where more studios are using the built in engine because of that. I've yet to try it myself though

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I find troubleshooting in Wwise is much friendlier as well to find out what the problems are. The algorithm for the pitch sounds nicer to me than the built in unreal one, and I don't know if anyone else has ran into this problem but occasionally sounds just don't fire in Unreal unless you delay them by 0.1 seconds. I do prefer Unreal's occlusion settings and how everything is visual as opposed to Wwise which isn't as much

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Definitely split down the middle about it, but would favor Wwise over Unreal

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but like both

crisp delta
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how do i solve this i've been getting it for the past 3 days when cooking

crisp delta
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it was the .uproject file

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but nothing is duplicated

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and still doesnt work

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my structure is something like this

ashen frost
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ur trying to package game?

crisp delta
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cook

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googled everything nothing found

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even deleted some .target file

crisp delta
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that's the full log

ashen frost
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i see, sorrry cant help prayge

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gl, you figure it out

crisp delta
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alright ty.

ashen frost
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yes, journey of game dev

mortal cedar
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I'm finding if I use the edit pivot tool it messes up the simple collision for the mesh

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has anyone notice this/got a solution?

lilac stirrup
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@crisp delta
No idea what the problem might be, however, from what I found on the net, you can try the following.

  • make sure blueprint nativization is disabled
  • check if there is a duplicate plugin that is activated in both engine and your project, make sure there's only one.
  • migrate your content to another project and test it clean there.
  • try checking your git plugin for compatibility with your editor version.
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Do note that I haven't tried any of these, but hopefully it can be a starting point that'll lead you to solution somewhere.

crisp delta
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i have a lots of plugins active in my .uproject

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maybe if i remove them should work

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ok doesnt work

lilac stirrup
crisp delta
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these are my packaging settings

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doesnt work for now but idk what went wrong

lilac stirrup
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Try migrate to a new project?

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Activate the plugin one by one afterwards on the new project.

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Clean everything except content and config for each test.

crisp delta
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alr.

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do you think there might be a double thing added to config?

lilac stirrup
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Who knows?
If there really is, testing it one by one on a clean project might be the most controlled approach you can take.

crisp delta
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deleted the whole config folder

lilac stirrup
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Might be cumbersome, but you've been trying to find a solution for days anyway right?
No harm trying, just keep a backup ready in case things go south.

crisp delta
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maybe there's a conflict

crisp delta
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wtf

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i have no plugin enabled i still get error

lilac stirrup
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On a new project?

crisp delta
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yeah

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something's off

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i verified engine's files for like 4 times

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no errors found

lilac stirrup
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Try another unreal version?

crisp delta
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aw hell nah

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im on 4.27

lilac stirrup
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You mean you got an error in a new project without content?

crisp delta
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oh

#

wait

#

shitass bullshit

#

engine issue then

lilac stirrup
#

So, might not be your project after all?

crisp delta
#

yeah

#

although im having latest visual studio and stuff

lilac stirrup
#

Try uninstalling 4.27 and reinstalling it again probably.

crisp delta
#

last version which i uploaded to github (compiled) worked

#

idk i removed all possible plugins

#

although its weird how it outputs some files in a drive it doesnt store

lilac stirrup
#

Isn't really much choice left if it ends up being engine issue.
Either you reinstall, or use another version.

crisp delta
crisp delta
#

will epic games add new versions for unreal engine 4?

#

Reinstalling ue4 and then letting you know

lilac stirrup
#

That I don't know, probably? Though I would probably lean towards them being too busy fixing things on UE5 than to update UE4.
But who knows, maybe if someone send them a pull request on github they might consider a new UE4 version.

crisp delta
#

what the fuck?!

#

restarting the launcher

#

yes worked

#

restarting the launcher now is downloading all fine

#

bro i was scared wtf was i downloading unreal 7?

harsh tiger
#

I need to disable these permissions. How can I do that?

<uses-permission android:name="- android.permission.WAKE_LOCK" />
<uses-permission android:name="- android.permission.WRITE_EXTERNAL_STORAGE" />
<uses-permission android:name="- android.permission.READ_EXTERNAL_STORAGE" />
<uses-permission android:name="- android.permission.ACCESS_MEDIA_LOCATION" />

glacial cairn
#

hey guys, please does anyone know of sites for royalty free .wav game audio apart from freesound.com?

fathom minnow
#

Anyone know of a good tutorial on adding "gem slots" to clothing/weapons.. Looking to make an augmentation system for the armor/weapons(add "fire gems" for resistances/buffs depending weapon or armor)

lilac stirrup
crisp delta
#

Yep

crisp delta
#

Reinstalling helped

boreal echo
#

does anyone know if there's a way to de-select an object from a group in the editor?

exotic swift
#

Hey guys, having issue with my project and I have no clue where it's coming from.
Basically project get stuck on loading at 75%, in logs the last message is Initializing bridge on interface.
The last thing I did is compiled some header for my struct and reverting changed back doesn't help it.
And before doing that i ofc did delete Binaries folder every time.

#

So I'm just stuck here and the project is on a damn deadline rn and I have to finish literally small changes in there.

still needle
#

try regenning the solution @exotic swift

#

and delete intermediate as well

solar mulch
#

hi i am making a game about truck parking but I can't complete the parking system, after entering the parking area the process will continue if it is parked correctly but I don't know how I can do this can you help me please?

exotic swift
oak patio
#

That unfortunately isnt much to go off

#

need a bit more description than what you gave @solar mulch

velvet river
#

Quick question, when working with blueprints, is there a node that does nothing just so i can neatly lead the wire around in visually neat way?

oak patio
#

reroute node

#

double click the line

velvet river
#

Ok thank you

#

Gotcha

solar mulch
oak patio
#

that still isnt much to go off of

solar mulch
#

I'm looking for a way idea to make this parking system

oak patio
#

we need a detailed explaination of what should happen when, pictures, diagrams, what you are doing that isnt working with pictures

solar mulch
#

i made box blueprints like this

#

and the main code on level blueprint

spice ruin
#

Some sort of overlap check when the truck stops would do it.

solar mulch
spice ruin
#

Check the truck's velocity on tick? Then check your bool there?

#

Simplest way

#

Maybe start a timer so the truck has to be stationary for a few seconds to register.

limber bobcat
solar mulch
#

I solved the problem, thank you

spice ruin
#

Np

limber bobcat
#

what is wrong with my question ;-;

spice ruin
#

You've got a very niche question.

#

99.999% of people won't know the answer.

limber bobcat
#

i see :o

weary verge
#

Does anyone here know how to make translucency appear for a glass bottle in UE? I textured the asset to have translucency but it's not appearing correctly...

limber mesa
#

is it possible to get all assets of a specific class. Im assuming it is because of the filter button, how would i replicate that functionality?

glacial cairn
#

Thank youu

runic grail
#

hello guys, does anyone know of good augmented reality course for ue4 ?

night oar
#

Hi, Guys. need some help I want the design a fight mechanism in which the player knows from which direction the melee attack is coming from and then perform an action according to that direction. Any idea on how it can be achieved.

tight crystal
#

Anyone know why this doesn't work I tried to remake the rig and all animations 3 times and swapped from ue5 to ue4 but still doesn't work when I press the key I have set to simulate it doesn't do anything unless I put set all bodies simulate and then it will just fall through the floor pls help

#

I was following a tutorial by PrismaticaDev called Physical Animation: The Ulimate Starter Guide [UE4/UE5]

limber torrent
#

Hi guys. I have an original 3D character that I want to create poses with. The model is static with no rigs/bones. Is Unreal capable of letting you manipulate the 3D character to make still poses?

lucid grove
#

Heya! I have a doors with simple witcher-3 like physics. With PhysicsConstrant all woking just great (opening and closing). Now i wonder is some of these settings can help me smoootly return door to original rotation (0,0,0).

glacial cairn
#

Hi guys, I need help. I have in-game actors and when I click on them using the clickable interface in blueprint, I want to get their static mesh then spawn and attach a copy of that mesh on the player character

#

I've been able to get the specific actor I click on, I've tried some methods but it's not working

#

Does anyone know a good way to do this?

oak patio
velvet river
#

Hi, im following a tutorial for learning to use blueprints, and its demonstrating setting up collision. However, now that its set up, whenever the pawn collides with a wall, it will not allow me to scoot along it by holding other buttons, it just sticks. Any way to set this up better?

#

Ill grab a screenshot of the blueprints

#

This is for the movement to be clear

#

Yeah this is the pawn its a little red cube

#

Im just following the tutorial

#

I see

#

Got any good beginner resources?

glacial cairn
#

Yeah?

velvet river
#

To be clear the event tick is multiplied with the delta seconds to account for varying framerates

worn wasp
velvet river
#

Is this manny person above related to this at all?

#

Im not sure what third person thing youre referring to

#

Oh i see

#

Oh yeah i know about those

glacial cairn
#

She means the Mannequin in the third person BP

velvet river
#

See i was looking at the other projects to try and see their blueprints earlier but i couldnt really gleam anything from the first person one

#

And idk if i should just copy example movement if theres a better way to make it?

#

Ill check it out though

#

im more looking for more control over how movement in the game feels

#

Ok cool

#

Ill take a look at the 3rd person example rn

#

Alright thank you

glacial cairn
velvet river
#

Is there like documentation and dev comments inside the example project?

#

That makes sense. Ive just seen too many free-asset-amalgamation unreal games that i get self conscious about repurposing already made things TuT

#

Hmm alright

vestal turret
wicked tundra
#

hey guys, I'm having some issues with unreal in the game that i am developing, every time that I try to exit a heavy level (with lots of meshes, complex code and illumination) to open another level, my game stops responding. It happens in the editor and in the packaged game. I think it has something to do with my computer because when I open de game in another pc It works fine. I already tried verifying the unreal version that I am using as well as updating the drivers of my graphics card. does any one has a clue of what might be happening?

tight crystal
oak patio
#

That doesnt help us if you cba to put a bit of effort into your request 😅

strange arrow
#

Hey I just join I wanted help with my fan game anyone made fan games with unreal engine?

winged path
#

Hey I'm having some issues when opening a project in UE 4.27.2, I'm getting stuck at 45% compiling shaders. Its running 30% CPU across 10 cores, and consuming 24 gigs of memory, and has been compiling for over 30 hours on this latest attempt, but the project simply wont open. I created a new folder and unzipped another copy of the project and opened it with UE 5.0.2 in seconds, and then was able to fully compile the shaders in seconds to minutes from there, but unfortunately my school requires the project to be done in 4.27.2. Any help would be appreciated.

real heath
#

Try deleting or renaming your derived data cache, it's either in projectdir/deriveddatacache or in c:/users/youruser/appdata/local/unrealengine/common

winged path
#

I will give that a try in a minute, thanks!

oak patio
winged path
#

No luck, this is driving me nuts it is a pretty small project. Its a starter project at my game design school. Unfortunately I'm about to fail the class if I can't get this project working, I have several assignments due related to the project.

#

Well thank you anyways for the suggestion 😄

dry frigate
winged path
#

😦

#

sorry to hear that my friend

drowsy snow
dry frigate
#

I've got some dlls missing for some reason, at least that's what the diagnostic file say

drowsy snow
#

Usually faulty USF on project load will crash

winged path
#

I will try that Makoto, thanks for the suggestion.

lilac stirrup
winged path
#

I just wish the school would hurry and switch to UE5 or let me use UE5 for the project since I can't load UE4

drowsy snow
lilac stirrup
#

Oh, ok

drowsy snow
oak patio
#

Yeah UE5's teething issues are nto good to say the least

winged path
#

I get that

oak patio
#

and i doubt school computers have the space for the relatively stable source build

dry frigate
#

can unreal crash with only a metahuman, 1k res, with a gtx 750 ti 4gb?

#

I have older projects where it worked

drowsy snow
dry frigate
#

I'll send u the whole log, it gave me. My vision is a little bit blurry after doing this fore hours and hours

dry frigate
twin prism
#

how many hierecially instanced static meshes can unreal engine handle?

#

each one is simple a cube

lilac stirrup
twin prism
#

like a hundred or a thousand?

lilac stirrup
#

No clue, haven't tested.

oak patio
twin prism
oak patio
#

again thats a very specific rule of thumb

#

that doesnt exist

#

depends entirely on what else you have

#

just test it

#

go for however many you need

#

then profile

#

test on other hardware

drowsy snow
twin prism
#

damn alright

night oar
#

Hi, Guys. Asked this question yesterday as well need some help I want the design a fight mechanism in which the player knows from which direction the melee attack is coming from and then perform an action according to that direction. Any idea on how it can be achieved.

dry frigate
# drowsy snow What's the crash callstack?

EpicAccountId:d8488b81d85249c284d40fac0bf7e9fc

Assertion failed: Skeleton [File:D:\Build++UE4\Sync\Engine\Source\Developer\MeshBoneReduction\Private\MeshBoneReduction.cpp] [Line: 366]

UE4Editor_Core
UE4Editor_Core
UE4Editor_MeshBoneReduction
UE4Editor_MeshUtilities
UE4Editor_MeshBuilder
UE4Editor_MeshBuilder
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_Engine
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_CoreUObject
UE4Editor_ContentBrowserAssetDataSource
UE4Editor_ContentBrowserAssetDataSource
UE4Editor_ContentBrowserAssetDataSource
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_ContentBrowser
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_Slate
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
UE4Editor_ApplicationCore
user32
user32
UE4Editor_ApplicationCore
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
UE4Editor
kernel32
ntdll

Sorry for being late

hallow dove
#

hi there, learning how to use ndisplay and was wondering how can i get it to work with the player character?

stark talon
#

If i have 2 separate HISM actors (not instances of the same actor), with the same materials, will these materials consume more draw calls? or since they use the same materials they are the same draw call although they are different actors?

spring delta
#

Where’s the help channel?

lilac stirrup
humble oak
#

Hey Every one,
How I can find the bottlenecks occurring due to the c++ code?

night oar
#

yep thanks it worked

humble oak
# drowsy snow Use Unreal Insights

Is there any reference of unreal insights for C++.
I used unreal insights for C++ but it did not give me the proper information, guide me if I am doing some thing wrong.

umbral pasture
ashen brook
#

you can just drag it from the components view, if in the same blueprint, or use Get Character Movement Component (or whatever it was renamed to) from the As First Person Character pin

forest light
#

hello does anyone know why even if I have heavily mipped texture, in statistics it shows as fully loaded? I set relative mip value to 5, texture gets as blurry as mip 5, but in memory its full

ashen brook
#

maybe because nothing else is demanding space in the streaming pool, no need to unload?

forest light
#

not exactly

#

that is actually the real problem

ashen brook
#

also I would try this in standalone or a dev build rather than in editor

#

and use memreport -full to check what is loaded in memory

forest light
#

in my full level I have 8k texture buildings, but even if they are very far or not visible in camera they eat up so much texture that memory get 4 gb over budget

#

and all other textures are lowest blurry mips then

umbral pasture
ashen brook
forest light
#

in standalone or packaged game its mostly ok, however it makes work in editor impossible

#

I need those 8k textures

#

if player gets close to them its barely enough

ashen brook
#

what's your streaming pool size set to?

forest light
#

its a variable in settings

#

from 1500 on low to 4000 on ultra

#

like in packaged build I was barely able to run it on 760gtx with 2gb vram

ashen brook
#

and in editor? Are you using epic or cine scalability? Might help to set that higher

#

hmm

forest light
#

no I don't use "epic" or "high" scalability anymore

ashen brook
#

if you're targeting gpus that old, I would strongly question if using 8k textures is really such a good idea

forest light
#

I set that value directly

ashen brook
#

I see

forest light
#

no I mean that old way bellow minimum gpu was able to run it ok in packaged build

ashen brook
#

what if you set it higher in editor then?

#

in my experience the editor always requires a bit more gpu memory than packaged builds do, so I've seen this kind of texture issue quite a lot

forest light
#

then I get limited by my actual vram (usually I have other tools like maya, houdini, substance tons of others) running in background

ashen brook
#

ah, might be worth not doing that

#

substance especially is very vram hungry

forest light
#

yes, so if there is anything to make editor "flush" unused textures

#

restarting editor every time is indeed not productive

ashen brook
#

I don't think it can, it probably treats streaming differently than a build does

pale ravine
#

Hello everyone, I'm just starting to work in ue4-27-2. There is a small problem, I'm trying to make a scene in which you can import the fbx of the runtime model. I found free plugins for loading the runtime model, but there are no manuals anywhere, or at least examples of use. Can you tell me what to do or what lessons to watch on my topic?

ashen brook
#

but that's a bit outside my expertise

forest light
ashen brook
#

maybe there's a console command to force GC in editor?

#

not sure

#

gotta run, sorry

#

meeting

forest light
sleek fable
#

Hello guys I'm having issues with redirectors in UE4, I changed some texture locations in the content folder and renamed some assets, is there a healthy way other than 'Fix up redirectors in folder' option that you know. Because I'm having trouble packaging the project. Thanks in advance

fallow mortar
#

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

silent wadi
#

Hello guy, is there a way to record and export gameplay ingame to like mp4?or is this just impossible with ue4?

real heath
#

There’s nothing in built for that. There’s an ansel plugin for photo capture/photography mode. There’s take recorder for recording sequences of gameplay to sequencer and you can render that out at high quality. Or you can use obs of course. If you are looking for the ability to record gameplay of users, I’d checkout if nvidia have a shadow play plugin, and if amd have their equivalent one.

umbral pasture
#

Is there an easy way to do checkpoints which will restart the level for when a character dies? I've got some complicated level sequences so was wondering what's the most straight forward way of doing it please

shy granite
#

oh no

#

anyone has something similar to this?

#

Error MSB3073 The command ""C:\Program Files\Epic Games\UE_4.26\Engine\Build\BatchFiles\Build.bat" freeCodeCampTutorialEditor Win64 Development -Project="C:\Users\SSD\Documents\Unreal Projects\freeCodeCampTutorial\freeCodeCampTutorial.uproject" -WaitMutex -FromMsBuild" exited with code 6. freeCodeCampTutorial C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 45

#

there's a solution: https://forums.unrealengine.com/t/solved-error-msb3073-version-4-26/156371 but I do not understand a single thing

shy granite
#

I got this instead

drowsy snow
#

Of course that is easier said than done.

tight crystal
#

Does anyone know why my mesh jitters when using set all bodies below physics blend weight??

granite lion
tight crystal
#

I just checked and none are overlapping

shy granite
#

Seems like I'm not the only one who had the same issue

#

is this the Unreal Engine experience?

#

for the love of god it's been 5 hours I can't begin to describe how mu aight I'm heading off

tight crystal
#

when i turn down the physics blend weight to 0.1 its mostly the arms teleporting but the hole mesh still jitters

granite lion
#

Can you show us a short video perhaps?

tight crystal
#

okay 1 sec

#

thats at 0.1

#

@granite lion

granite lion
#

Does your sword has collision? Try removing it. Might be overlapping with the physics bodies

tight crystal
#

i just deleted it and it still happens

granite lion
#

Can you show me the bp?

granite lion
#

Btw. The physics bodies might be colliding with the capsule component

#

Try setting the collision of the capsule component such that it ignores physics bodies

tight crystal
tight crystal
#

well ima go for a walk so my brain might start working 🤣 @ me if you can think of anything

distant siren
#

why when i export the game and go ahead the character trembles? inside unreal it doesn't happen.it's a packaged compression problem?

autumn flame
#

Nvm project

#

Does it contain C++ code? Did you make it?

umbral pasture
#

Hey guys, when playing my UE4 game in the engine it works perfectly, however when I actually package the game non of the level sequences work at all. The weird thing is, no error messages come up, they just don’t work. Anyone seen this before?

tight crystal
#

i guess going for a walk help because its fixed now but i still dont know how i can make a pawn hit walls and be effected by it does anyone know

#

or othere pawns

#

i did some testing and it works fin when i use the set all bodies below simulate physics but not when i use set all bodies bellow physics blend weight

tight crystal
#

i swaped to make PhysicalAnimationData and it works fine but now my legs merge together😩

tight crystal
#

im stumped😩 😂

drowsy snow
thick loom
#

Everyone knows unity is easier (at least until you need production level finish and optimization at the end of dev)

#

Fair. But it is easier during the prototyping phase.

#

I think it is largely on how much experience you have with UE and possibly the amount of custom tech you have access to

#

I have not looked at Unity 2022, though based on the trajectory when I left you are almost certainly correct

#

I'm remembering the version with excellent documentation and less than half the features deprecated

#

I stopped several years back. Right around when they rolled out the subscriptions

#

Mostly yes, but still a PITA when trying to ship product and running into features that don't scale to production

#

Oh yeah

#

I'm hoping I can hit Unity prototyping speeds when I finish my GAS + VR integration

#

ALS is cool, but I'm interested in VR

#

I worked at a company with source code licensing, but it never seemed worth the hassle to modify

#

I'm WAY more tempted to modify say the rendering pipeline with UE

thick loom
#

With their recent lay offs, time will tell if they can keep it going

cyan cargo
#

Anyone have a good idea why when running VR, when I look in specific directions my entire view just goes black until I turn my head again?

dreamy zenith
#

whenever my ai attack and my character is close to it, it goes flying, any tips?

plush yew
#

how do i make this shapkey set in the viewport

#

like if i have a character with a bunch of shapekeys, without launching the game can i just make the shapkey turn on in the viewport

spice ruin
#

What I do know is that cross posting isn't allowed.

plush yew
#

thanks this was super helpful

#

just what i was looking for

#

im asking in here becuase im using ue4 not ue5

#

basically i want to set this in the viewport of my project

#

without launching it as a game

modest trench
#

give it a different object type that doesn't block pawns etc

dreamy zenith
#

It was the ai mesh

#

I ser it to ignore pawns and it worked

#

Thank you

modest trench
#

oh, you're welcome

tender pecan
# plush yew without launching it as a game

you can create a process in editor/game that reads from a data set ( like csv ), and applies those values to the morph targets, and simply modify the csv and set those values, without requiring to launch anything, other than a process to update the csv.
this is already possible and we do exactly this for our character and weapon customization pipelines.

shy granite
plush yew
#

EGL is acting the fool again.

#

I cannot install Easy Multi Save to 4.27.

pallid olive
#

hello

#

is creating binding for progress bar bad?

#

because binding has tick event?

lucid grove
#

Hey fellas! I pressed some button and now my postprocess volumes not showing in editor, only in game.

worldly sun
#

Hey, How would someone go about combining obj, mtl and textures into a singular model/mesh especially considering ue4 doesn't support .mtl files

oak patio
oak patio
little star
#

Hi there, i have a quick question, why is it that my character & Horse rotate according to my camera? I have unticked "use pawn controll rotation" on the camera settings, however it dosent seem to work. Any help would be much appreciated.

worldly sun
oak patio
#

Then you just slot em into the right places

#

In fact if you are uaing maya or 3ds, they seem to be quite good at keeping the materials in the fbx, blender not so much

worldly sun
#

Also I cant manually put the materials in because I have like 50 materials for a bunch of models

oak patio
#

What models have 50 materials....

worldly sun
#

Im trying to import the simpsons hit and run map into ue4 with the right materials

oak patio
#

You will have to remake them manually

#

There is no workaround

worldly sun
#

I may not be explaining this properly but, I swear there's definitely a way because this guy that did a similar thing and didn't do materials for each model
https://www.youtube.com/watch?v=2PBIFunhha4 1:40

Try my C++ Survival Game Course:
http://bit.ly/unrealsurvival

Discord:
https://discord.gg/meFRZfm

0:43 - Remaking the Map
1:55 - Remastering the Map
3:44 - Creating Homer
4:57 - Adding the UI
5:52 - Gameplay
8:06 - Vehicles
9:24 - Missions
10:13 - Finishing Touches
10:48 - Gameplay Showcase

▶ Play video
oak patio
#

Ive not found a way, and the consensus online is that there isnt a good way

#

Someone does seem to have made a script for making mtls into materials

worldly sun
#

damn, it seems promising

#

o just realised that codes not indented, thats going to be a pain to fix or properly indent

harsh saffron
#

Hi there! Guys, I want to port my game to consoles and don't really understand how to do it.
As I understand it, it's impossible to just take and compile a project on a playstation or xbox. In Ue4 it is not even possible to select these platforms.

What should my next steps be? I saw that it is necessary to request access from Microsoft and Sony ... Then it seems that Epics will provide access to some tools. How to do all this and what will need to be changed in the engine?

drowsy snow
lime gull
#

Does anybody know why widget components are given random numbers? Seems weird to me
As an example something like Button_55 and Button_107

plush yew
#

hi guys, just started my journey with ue4, i have some questions, how could i make a horror game with multiplayer (maybe a tutorial or something), and maybe some article on the basics of this engine, thanks

autumn flame
#

Make it dark and spooky

dusk nebula
#

So get baseline engine knowledge, multiplayer, horror game. Probably in that order

late quartz
#

is it possible to copy the movements of one animation and paste into another? keeping the animation skeleton as is

astral heart
#

any way to lighten shadows in building without adding lights? or is there a way to make it so that shadows dont bake to a mesh?
Indirect lighting intensity is maxed at 6 already

#

i still want the building to cast shadow onto the landscape just no shadows inside

jolly oak
astral heart
jolly oak
#

if you want to add lights without actually adding meshes, you might be able to use rectangle lights facing towards the interior, and put them in the windows so its like the light from outside is lighting up the interior

clever marsh
#

hey can anyone help rq im having like the dumbest problem ever

#

i am literally just adding 1 to this value and for some reason its adding 13

#

default value is 0, i add 1, and it adds 13 for some reason

#

i even have this to tell me, it just jumps to 13

#

nvm im dumb i added it to the loop body instead of the completed on my for each loop

jolly oak
#

I know there's an option to set components to not generate hit events, but is there a way to make specific components be ignored when checking for hits? I have a body with a collision sphere around it, and my projectile is triggering its hit event when it hits the sphere and not the body. Any help is appreciated.
*edit: I have figured it out, needed to make a new collision channel for the capsule

clever marsh
#

any1 know how to fix this?

grim ore
#

when that happens shift-f1 to escape the mouse, then you can eject and see what is clipping

sleek girder
#

Where do I plug diffuse in?

drowsy snow
ripe flame
#

Hi all, I am wondering if it is possible to implement physics substepping in a blueprint project.

ripe flame
modest trench
#

it's a project setting, doesn't seem to require anything done in C++ on your part

ripe flame
#

Yeah I have played with it a lot trying to get it to work, just no luck.

#

With the experience and info I've seen I am leaning towards the situation being: yes you can enable physics substepping with blueprints, but you can't really leverage the substeps themselves with blueprints.

#

Just wanted to confirm

jolly oak
#

Is there another alternative to set master pose/copy pose from mesh that keeps collisions? Set master pose disables collisions and copy pose from mesh isn't working for me no matter what I do. I'm trying to make a modular character's components all play the same animation.

jolly oak
# drowsy snow Copy Pose From Mesh

Yeah I've been trying that, and have followed about 6 tutorials on it. Maybe I'm missing something, but my components don't play any animations still even when the blueprints are 1:1 to the guides.

plush yew
#

wsg

pallid olive
#

hi

#

when making child actor from base weapon

#

why do variables doesnt come along with it

plush yew
#

hello guys i am trying to add restart game function but i cant find restart game with get game mode

pallid olive
#

im little bit new, in Project settings?

#

instant editable?

#

does that have effect on creating child clasa

lament sonnet
#

any help

#

why am i unable to see angle

lament sonnet
#

ue4 dead channel

tiny pawn
#

fr

jolly mason
#

this is a severe emergency, my ue4 just froze and closed itself and now the main actor many things derive from is no longer visible

plush yew
#

hello guys i am trying to add restart game function but i cant find restart game with get game mode

wise knot
#

I have a question, what is the reason behind Unreal not fixing up redirectors automatically by itself?
https://docs.unrealengine.com/4.27/en-US/ProductionPipelines/Redirectors/
Why do I need to unhide the redirectors in content browser, then manually click on them and select "fix up"? To my understanding nothing should stop unreal from performing same action after moving or renaming asset.

Objects that are placed in packages to redirect references to moved assets to their current locations.

tepid hollow
#

Anyone know how i can communicate widgets with the level blueprint?

plush yew
#

hey can anyone help me to make cloth texture

clever marsh
#

yo does anyone have experience with replication

wise knot
#

Don't really know if that's possible though, I kind of forgot about level blueprint's existence, prefer to have actor-based logic system.

tepid hollow
#

im basically trying to hide an actor in the level by clicking a button in a widget

wise knot
#

(and if it isn't, you probably should, if it's the HUD\GUI widget)

tepid hollow
#

im not sure tbh. All i want to do is make a new midget appear for my main menu when i click the settings button, but im unsure how to do it as it is a 3D widget

clever marsh
wise knot
# tepid hollow

Ah, so its a main menu thing... what I did for that case was:

  1. Make the variable in the widget that references the actor that hosts it
  2. Make the actor to write itself into that widget on BeginPlay
  3. Make public variables in that actor for every other actor with widget it should be interacting with
  4. And pick them on the level directly.

So now when the button in widget is pressed you grab the actor variable, from it you grab the variable of actor with other widget you want to interact with, and from there you do whatever you want to it.

tepid hollow
toxic wagon
#

Hey, I'm getting an error in UE4 where an asset failed to save, and it's not providing me any information as to why that's happening. Anyone have any ideas?

#

the file isn't read-only and it's not in use by any other application

dry frigate
#

I have no idea why, but my metahuman model falls apart like in this forum post: https://forums.unrealengine.com/t/metahuman-components-behaving-differently-in-editor-and-after-publishing/491519 , I've looked into the ConstructionScript in the blueprint and it's already uses Master Pose Component. Anyone has an idea why?

toxic wagon
#

Okay, it looks like UE4 crashed, but didn't close completely and had reserved that asset

#

so when I restarted it the old process was hogging it

queen summit
#

Anyone have any tips for optimizing a game with a large level?

late quartz
#

hello, i wanted to know if the collision boxes affect the game performance a lot
is there a more recommended way to detect when the player is close to something?

grim ore
#

@late quartzyou should not have to worry about it if you are using simple collision shapes, they are designed to be performant

thin tendon
#

@queen summit Optimisation is a balancing act. You want to reduce the complexity of your; materials, meshes, lighting, particles etc. Reduce them to the lowest point without sacrificing quality is my suggestion.

trim pike
#

for some reason the fps drops significantly when just changing a parameter inside the material instance

#

why is that?

#

its never been this way before

drowsy snow
trim pike
#

yes

#

@drowsy snow

drowsy snow
#

Then it's expected, the dip happens if you modify params in the asset. It won't happen if you either modify dynamic MI or parameter collection used by a material

trim pike
#

but its always been smooth, why is it so slow now?

#

it drops to like 1 fps when dragging the sliders slowly

drowsy snow
#

That always happen to me

#

But specifically for MI asset

forest light
#

has anyone created texturegroups? I tried to follow this, but I cant find it in both engine.ini and defaultEngine.ini to rename

ivory ridge
#

Hi all! We've nearly got our game rated as Supported for the Steam Deck, without access to an actual unit. However we're now hung up on a simple problem, the STEAM button apparently reports as a Keyboard key when pressed, which makes our UI show keyboard instead of Gamepad glyphs at an inappropriate time (which notches you down to Playable rating).

If someone who has access to a unit could tell us what key UE4 reports as being pressed when you do it, I would be immensely grateful 🙂

stray drift
#

@arctic horizon sorz for the ping, but I think you had a Steam Deck?

arctic horizon
#

I do

#

I don't know anything about this stuff though

#

Anything directly targeting the steam deck I'd expect to be using steam input which is going to report things differently.

#

The quick fix without full steam input support would be to just find out what keycode the steam button is and ignore it for the purposes of swapping input modes.

thin tendon
#

@ivory ridge An easy way to trouble shoot this. Is add event any key. Then get the name of the key pressed. And print the string out. For this you would need a steam deck though. I am curious as to why you would develop for a device you don't have access to though.

ivory ridge
#

@thin tendon That would be the ideal pipeline yep XD I'm fixing up a windows game we released a while back, it just had some unsupported videos and this problem to fix (pretty lucky really) after the valve review.

thin tendon
#

@ivory ridge If you can't find anyone here that knows the answer. A possible solution. Release a test build for one of the players reporting the issue. Use the above solution. To display the key on screen. Then delete the depot once you have your answer.

potent reef
#

Good morning everyone!

I just try and playing Cesium for Unreal today. Its really good.. but am lost. Is Cesium support like building Custom Maps? Let say map of california etc. Like generating OSM road and building..

If cesium can’t, whats the easiest way to make road and building from OSM in Unreal?

Thanks b4!

autumn flame
forest light
#

I figured it out thx

still reef
#

My 4.26 installation apparently didnt install correctly so when I try to add a content pack or create a new project nothing besides the Scratch option exists rip lmao

#

oh I didnt have them selected in the installation rip

fading wolf
#

Anyone know of a good replicated overhead health tutorial? I couldn't find any suiting what I want. and I'm really stuck on how to get it working

spice ruin
#

Add health variable to character, set it to replicated, create widget and bind health to it, create widget component and attach to the top of the character.

fading wolf
spice ruin
#

Is it bound to the correct health value?

fading wolf
#

Sorry I realise there's no binding at all. It updates like this

#

Maybe I've went the wrong direction and what you're suggesting it better?

spice ruin
#

Fair dos.

#

Is the event firing?

fading wolf
#

i assume yes ? if adding a breakpoint is how you check

#

but I think my issue is that its not telling the server/other players the new number? since my event only shows on owning client?

spice ruin
#

You shouldn't be changing the health on the client at all

dull epoch
#

i have been trying to use the has entered foreground delegate event i was testing it out with just a print string so when i open back the game i get a string,but i am not getting the print

#

please can someone help

fading wolf
#

but as I think about it. Its probably because im not converting into a percent

#

so like 80 HP is 800%

#

so the numbers are correct but it still doesnt update.

#

okay something funky is happening. only client 2 was hit but client 1 sees no update, but client 2 and 3 see all players taking damage

spice ruin
#

When you change health, do you do it on the server or the client?

#

Do you know?

austere scroll
#

i recently uninstalled epic games launcher and reinstalled it, is there a way to locate the game engine instead of redownloading it. (tried google)

lament sonnet
#

when i creating inside a body object above object it hover rather stay near to that 2nd object i check the collider shape as well it doesnt do any issue

#

why is that?

fading wolf
spice ruin
#

Are you sure it's only on the server?

fading wolf
spice ruin
#

Alright.

fading wolf
#

The S is the server

spice ruin
#

Seems to be working fine on that middle window?

#

Well, do.

#

Have you noticed, all of your overhead bars have the same health value?

#

They're all pulling from a single character, instead of their own characters.

fading wolf
#

no only one character has taken dmg so client 2 shouldnt see the other players' damaged HP
Yeah I think its my cast should be different

spice ruin
#

Exactly my point.

fading wolf
#

I thought it would be player controller but it doesnt like that

spice ruin
#

One character has taken damage and yet, in your middle screenshot, every character has taken damage.

fading wolf
#

Yeah

spice ruin
#

Yeah that's not right.

#

it should be the getpawn or get controller method there, not get player controller 0

fading wolf
#

get pawn looks like it does the same.
and I cant use get controller

spice ruin
#

I'm not sure the exact method.

fading wolf
#

Alrighty thanks for your help I'll try to figure it out 🙂

lament sonnet
#

can someone solve my problem

#

xxxx dead server never help me

#

always 3-4 days no answer

spice ruin
#

Feel free to find another.

dull epoch
lament sonnet
#

why the xxx this spawn far from place

#

weight paint is completely assign to same bone

austere scroll
#

wieght painting is a booby trap(im sorry)

lament sonnet
#

i did accurate work but ue4 is throw all work to waste

austere scroll
lament sonnet
#

the weight paint assign is correctly via selection

drowsy snow
#

Yeah, we're a bunch of 20+ years old kids who know crap.

Your question is rather lacking on context, mention your Blender unit scale, show the weight paint, does it happen with all animations or just certain animations, does it happen with other characters, or maybe if you even model that yourself or not

lament sonnet
#

do i show u proof on weight paint?

drowsy snow
#

Save time from hiding context away that could be used for troubleshooting.

lament sonnet
#

and the mesh is completely join to part

#

even after that it show far from place

#

i never saw such kind of error in life

drowsy snow
#

[context needed]

lament sonnet
#

wait

#

what wrong here?

lament sonnet
# lament sonnet

why this far even i (Join the mesh after that and transform it as well)

spice ruin
#

Tried not transforming it?

drowsy snow
#

What kind of rig is that? Your custom made rig? Weight paint isn't too shabby, but topology doesn't look good. Does it happen on other character?
What about Blender unit scale? Unreal use different unit scale, so it matters to match them.

lament sonnet
#

tested both already @spice ruin with transform and without it

lament sonnet
#

i dont face this issue this is the first time i encounter such issue

drowsy snow
#

Does it happen on other character?

#

Does it happen on all animations on that rig?

lament sonnet
#

its a outfit issue yup all animations as well it like floating object

drowsy snow
#

Perhaps try weighting the outfit mesh all over again.

lament sonnet
#

tried that too as well

#

even after same result

#

i completely remove the weight paint of this image and select assign the weight paint i dont think its weight paint issue

#

it just like it acting some kind of collision without having a collision

drowsy snow
#

Physics Asset...

#

Do you happen to have breast jiggle system using physics asset?

#

(I think anim dynamics used physics assets, but I might be wrong)

lament sonnet
#

i tried to remove the jiggle breast effect as well

#

not able to make it work though

drowsy snow
#

Other than your rig to troubleshoot, I have nothing else to narrow down that you said you already tried.
There might be a slim chance that's not the truth, but I'm giving my benefit of the doubt.

lament sonnet
#

let me test on ue4 starting 3rdperson template

#

@drowsy snow is it possible it may can cause via virtual bone ?

drowsy snow
dull epoch
#

can anyone tell me how to find if the application is back in the foreground in windows

tight crystal
#

Hey can someone please explain why my child actor has been duplicate but the duplicated one has no parent socket and its not in my components so I can't delete it im not sure if it's a bug in ue4 or my game but my bp seems fine

#

And it stays when I deleted the none broken one

plush yew
#

Guys how can i make the button in widget functionable

tight crystal
# plush yew Guys how can i make the button in widget functionable

https://www.youtube.com/watch?v=xJQybMSaODc i think it shows how to in this

Hello guys welcome back to another video in the Unreal Engine 4 Complete Begginers Guide. In this video we will focus on UMG or Unreal Motion Graphics. UMG is Unreal Engine's user interface system that allows you to create user interface for your game. You can create a wide variety of UI, all with blueprint!

▶ Play video
plush yew
#

thanks

tight crystal
#

okay my brain hurts because i just deleted the second one from the world outliner but i think its a bug in ue4 not my bp

exotic radish
#

I have an fps issue with running multiple standalone game instances at once. When all windows are unfocused FPS is distributed evenly but when I'm focusing on 1 window FPS on all other drops to 2-3. How do I fix this? Unchecking "Use Less CPU when in Background" doesn't work - it was always unchecked

dull epoch
tight crystal
#

oh i dont know

dull epoch
#

ok

lament sonnet
#

why show plugin content is empty ?

keen compass
#

Hi all. how to fix it ?

drowsy snow
keen compass
drowsy snow
simple garnet
#

helo does anyone know what's the difference between Class and object in variable types in BP?

oak patio
#

An object refers to a specific instance a class does not

#

If you are unfamiliar with oop there are many great resources online

dark laurel
#

Hey everybody! If I could get a quick bit of help please? Im importing an animation and on Mixamo the character is anchored to the ground, but in the export from mixamo it anchors to her hips instead, which is not useful. See pick for clarity. Thanks in advance!

lament sonnet
#

@drowsy snow i found the resolve its actually not the ue4 issue i notice it is causing via blender

#

one object need to transfer weight data to another object even the blender community not answer correctly i look around some video and docs and find about data transfer

#

and i am really sorry what i have sayed to u people plz forgive me its my own lack of experience

simple garnet
oak patio
simple garnet
harsh tiger
#

Is there a way to remove permissions within project settings

simple garnet
#

and just one more question : how can I find the funciton "Set" like here . There are lost of "set* "

#

I want it to do sth like this

#

here is my list of options

#

Can't I use anything alse the Alt+Drag the variable

oak patio
harsh tiger
foggy orbit
#

Hi, need helps with this error (never encountered it in this package before) UATHelper: Packaging (Windows (64-bit)): ERROR: More than one Game project found for project:

#

mmm nevermind seems deleting intermediate files solved the problem

arctic hazel
#

Hi guys!

Quick question, have anyone here had experience using dynamic navmesh using invokers? I've noticed tiny microstuttering when the new tiles are loaded in, and can't seem to find the solution to it. 🤔 It's very minor, but disappears as soon as I remove the navmesh.

Thankful for all suggestions!

stark talon
fierce tulip
#

in theory, anything that's never seen should be removed.
a few hundred or even thousand polygons wont hit perf. much unless you are making the next uncharted and need to squeeze out the last ms to hit the performance budgets.

#

so i wouldnt worry about it, unless you are optimizing and have no other things to optimize that are easier than removing verts on your clothing.

simple garnet
#

thanks everyone . and for my last question for today 🙃 what is the "attach to " function equivillant of unreal engine 4.2 in unreal engine 4.26 ?(in the graph editor for Blueprints_ despit attachcomponenttocomponent ot actor )

lean haven
#

Hello this is my first time asking here and i am a beginner so please bear with me

#

how do i import/combine projects?

#

Essentially I have 3 diffrent projects

#

which each have different aspect of a system completed

#

i want to combine it to one of them

#

how should i do that?

dreamy zenith
#

you can migrate projects

#

right click on the content folder and select migrate

dawn oracle
#

I have a reliable "run on server" event to spawn an actor for all clients, but that actor only spawns on the server and the client that called the RPC event, not any other clients. Any idea why?

#

Oh, and for the first second of the game it spawns on all clients

lime gull
#

If a custom event is plugged into a timer I cant set it to replicate? Hell I cant even edit it at all

#

Is there a reason for that?

sleek girder
#

i have a print string linked to an event acotrbegin overlap and when i collide with the static mesh, It doesnt register

crimson solstice
#

How exactly should I set up my client policy for a User that uses OpenID and host's multiplayer matches?

viral gorge
#

Any kind souls available to help me with this texturing issue on voice? I've been troubleshooting for a few hours now and it's killing me

#

The textures in the first image and scene are the exact same material as on the model below

#

The smoothing/lightmaps are fine,

#

I've rebuilt lighting several times

#

and moved/deleted lights

#

I can't fathom why it's appearing differently on both models, or even has such variety on that model (the trim brick is different on both arches and on both bottom trims even though they're the same material)

granite garnet
#

Hello Guys, I hope you are well? 🙂
I am a UE newbie and am about to do my first project. I have recreated a castle from my neighborhood and now I would like to decorate the landscape with vegetation. For this I downloaded "Landscape Pro 2.0 Auto-Gen Material" from STF3D. I can place the individual trees and plants, but unfortunately not via FoliageSpawner.

As soon as I click on "Resimulate", the error message appears "unable to spawn instances. ensure a large enough surface exists within the volume". See screenshot

I hope you can help me. Thanks! 🙂

celest coral
#

Hey guys, I just stumbled across this server during my research on glass dispersion. I’m looking to simulate the dispersion of glass for a real work art project, and came across this demonstration here:

https://youtu.be/ttghcA4kUQU

Id be looking to build a similar simulation to this but with sunlight, multiple prisms and real architecture, but I’ve never used unreal before. Is this easy to do? Is there someone in here that might be interested to take this on as a small commission?

We’ve built a similar project already in the past and had big difficulties simulating the effect in 3D - it would be amazing for us to have a good solution to map this out before moving ahead with the project

Download free games from my website! ► https://www.bluedrake42.com
Get Steam keys for my games on Patreon! ► https://link.bluedrake42.com/patreon

★ Follow me off Youtube! ★
Buy my games on Steam! ► https://link.bluedrake42.com/drakelinglabs
My music on Spotify ► https://link.bluedrake42.com/johari
My Twitter Page ► https://link.bluedrake42.com/...

▶ Play video
#

Not sure if this belongs to the UE4 or UE5 server anyway, but I thought I'll just start in here for now.

cinder flare
#

why my character capsule have a big gap to the ground ?

#

its like floating

spice ruin
#

Is the gap big or is the ground really small?!

cinder flare
#

the gap is noticeable, so yeah its big

#

im using static mesh for the ground

#

and use complex collision

tight crystal
#

how do i give my sword collisions so that it wont go in my physics based character but give him hit reactions instead when i put my sword to block all it make him just glitch away from the sword when i try hit

cinder flare
tight crystal
#

i got it to do what i want but now when a enemy dies and ragdolls if my sword is close to the ragdoll it just goes flying😂

stark talon
#

I found a way to export from Blender to Mixamo with the materials on:
Export from Blender to fbx. Then import to unreal. Then export from unreal to fbx, and it will not bug in mixamo 🙂

lament sonnet
#

nvm found solution

sterile acorn
#

guys is there a way to make the shadow physics of a character without ticking the cast shadow

#

i want to project the character on whatever surround my character based on the location of light and strength

drowsy snow
sterile acorn
#

i dont know what is this to tell u if i mean this

#

but to explain it more, i want to make a shadow for my character that can be controlled

drowsy snow
sterile acorn
#

i want to project my character on to a 2d object

#

like wall on floor

#

and try to make it as a player that can be controlled

#

also the character could be invisible too

drowsy snow
sterile acorn
#

no

#

is there a way cast shadow for invisible object

drowsy snow
#

I'm thinking of games like Compulsion where you control the character's shadows

sterile acorn
#

in the normal way like just cast shadow

drowsy snow
#

It's the same technique used for casting third person full body shadows in FPS

sterile acorn
#

if there is a way to cast shadow for invisible character i think that what do the trick

pallid olive
#

for destructibles meshes should i use Chaos or Apex

#

its for a 2d game

fierce agate
#

Why water plugin doesn’t affect or change my landscape like on youtube?

#

spice ruin
#

Are you using the exact same unreal version as the video?

#

Do you have an exact copy of their project to test?

fierce agate
#

They are using unreal engine 4

fierce agate
#

Every time I place the ocean using the water plugin, it doesn't affect my landscape like on the video

#

Like this
This doesn't work for me

#

...

sterile acorn
#

how to make the camera

#

which is parent to a mesh

#

move while the mesh is animating

#

idle animation

#

the head is just going up and down

proper stump