#ue4-general

1 messages · Page 1181 of 1

drowsy snow
modern furnace
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Hello are we allowed to post a link to our steam game page anywhere? I just listed my first one and I am excited to share it but do no what to break any rules.

modern furnace
muted iron
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Is there a way to parent objects from sub sequences in a master sequence?

sterile acorn
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guys

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if i used a spot light how i can make it's light more brighter and cover a bigger area

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i already maxed it and i see it is not enough for me

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if there is a way to increase these values more , or do i need to chose another lighting tool?

upbeat spoke
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Realize i posted in wrong one. Can cloth be impacted by 3rd person character in realtime?

sterile acorn
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also how can i increase the length of the shadow

upbeat spoke
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lights at a lower angle produce longer shadows

sterile acorn
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yeah but the shadow fade faster

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cause intensity on not high

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i increased it to max but it fades in longer distances

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@upbeat spoke

peak hare
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I can't figure out why my character movement component is playing up in a simple level with barely any assets, but in my complex levels it works fine

mild raptor
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can someone help me?

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i basically need me ai to move onto the next path point if its blocked (by the door)

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im making a fnaf fan game to be specific

austere scroll
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Right now, I'm on the edge between continuing using ue4 or learn unity (I'm still a beginner in ue4 as well) the thing that's causing me being unsure that unreal has a lot less resources for learning ( or it seems to, compared to unity) and I want to continue using unreal because of the blueprint system, what do you think and what are some good ue4 resources ?

fierce tulip
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if you look at the learning tab, along with the dev-hub epic recently-ish released, the documentation, access to the source code, and all the tutorials and what not available on youtube and other websites, you should be able to learn quite a bit.
the pinned messages in this channel already have a lot of getting started stuff, and if you break down the things you want to learn to its smallest pieces, there is almost always a tutorial or guide available for it.

mental dome
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Where can i research the non-technical part of gamedev in depth? stuff related to creating and publishing a game but not related to actually making the game

fierce tulip
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i'd go to GDC's youtube channel and take it from there.

deft zealot
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Hey guys, is there a way to quickly bulk resize all static meshes in an asset pack? (within content browser, not as an instance)

spice ruin
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You might try the property editor matrix?

sterile acorn
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why when i tick on hidden in game

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it is rendered in game?

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i tried it on another mesh and it worked

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but i dont know why it dont work for this specific mesh?

upbeat spoke
bleak dove
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Does anyone have experience with saving character data from a character customization screen? I setup a customization screen and now in terms of saving that data on a button click into a save file Im lost.

drowsy snow
bleak dove
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@drowsy snow The way I have it currently is I have a compied ThirdPersonActor holding Custom Events so in particular like being SwitchBodyColor then that branches off into a switch on int and setting the materials on the skeletal mesh. The next would be like beard type, that edits an existing mesh changing it to another one. Im trying to find where I would grab the mesh values and store them, the next issue would be reconstructing them or saving an entire ThirdPersonActor all together

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Essentially this is what it looks like @drowsy snow forgive me if it looks atrocious

sterile acorn
drowsy snow
sterile acorn
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@drowsy snow so i create a first person character and i added the mesh and i just ticked on the hidden in game

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this mesh shouldn't be rendered in the scene

clever marsh
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yo so im pretty new to behavior trees, but im setting up an NPC system with dialogue, basically I wanna set up a system where if you steal an apple from him, he gets angry and wont serve you unless your "honor" is above a certain level. Basically all i wanna know is how i can select between 2 options depending on a boolean, and how i can set that boolean in a graph in other instances.

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right now i have this set up. it runs a selector where it checks (i believe) if the boolean i set up in the blackboard, is set. If it is, it'll run the code on the right, but if not, itll run the one on the left. I just don't know if this is the right approach and how to set this boolean

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i dont think this system currently works at all but it should give a general idea of what i want

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I understand blackboards and values and everything, basically what i dont know is how to set a blackboard value in the graph

hard escarp
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Does anyone have any ideas on how to handle something like outside temperature in an open world survival game? I’m not sure what system to look into using. Something that can return a float value based on the location a player is.

clever marsh
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unless your game is like procedural i think you could just add box collisions around your biomes setting the float, idk thats all i could think of

tough hazel
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Where does UE4 store backups?

real heath
# hard escarp Does anyone have any ideas on how to handle something like outside temperature i...

Depends. First thought that comes to mind is how controllable and fine grained do you want it? You could set a world default temperature, and then have volumes that override that. You could sample a noise function based on the world coordinates rather than a global world default temp. Those are the places I'd start. But exact approach would depend on how often it'll be sampled (how costly will this get on performance?) and how much control you want to give to your level designers.

real heath
hard escarp
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I’m just not really sure what that is

real heath
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So a noise function might be slightly cheaper but won't allow you to draw on it at runtime obviously. Otherwise you can look at texture render targets. But depends on how much you need this on the cpu vs gpu

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Announcement Post: https://forums.unrealengine.com/showthread.php?123164

Sam Dieter is on to talk about a powerful new feature from the 4.13 release, Blueprint Drawing to Render Targets! There are limitless applications to such a versatile tool, so Sam will give a basic overview and explain how it can be used for general purposes. Also, be sure...

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hard escarp
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Thanks, I’ll take a look

real heath
lean haven
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Hey I am trying to make my character move to the direction to my cursor by doing this

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Direction is set is called every event tick

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since i have a actually working direction indicator

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However the character doesn't want to move

fading wolf
# lean haven However the character doesn't want to move

Sorry I dont know but I skimmed through this and it seems like what youre after https://youtu.be/FImOJCcwyaw

lean haven
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That is not

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Since it seem to move to location

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Not move in direction

hard escarp
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Idk how to ask this, but does anyone have any advice or resources on best practices to keep game systems modular and mostly independent from others to avoid everything getting all jumbled together?

real heath
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Not really specific to games but more generally there's the SOLID principles about object oriented design. For something specific to unreal, you can look into GAS or Gameplay Features which is all about modular design.

hard escarp
clever marsh
lean haven
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why do i get the feeling it's move to location

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and

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once again

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it move to loacation

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not move in direction

clever marsh
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thats not true? if you hold down the mouse button it changes to moving in the direction

clever marsh
lean haven
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yes

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it move to location

clever marsh
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ill check it out lol

lean haven
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not direction

clever marsh
lean haven
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that seems to convulted for a simple move in X direction

flat turret
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Hi everyone, is there any method to save downloaded static mesh into file directory (uasset, fbx, obj etc) in runtime?

lean haven
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@clever marsh but figure out problem idk why mouse button won't activate but when i made to axis it works it follows in the mouses direction

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Okay yep figure out the problem

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it's the input

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any suggestion so it keep looping while i hold down left mouse or any key?

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because when i change the input to a Axis mapping it works

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but if i made it to W key or left mouse button it doesn't

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ah well just gonna make a bloody branch and bollean check if mouse is pressed or realeased

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now to figure out how to make the movement 6 directional

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btw how to "flip" bolleans

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or is there no such thing?

oak patio
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A not

lean haven
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essentially want to make this more simple

oak patio
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Exactly what i said, a logical not

lean haven
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oh yeah

real heath
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So theres a flipflop node which isn't exactly that, but often is good enough. Or you use a not operator on your boolean

lean haven
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just making sure

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this is the set up

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right

oak patio
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Yup

lean haven
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Now to set up so i have a 6 directional movement

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can switches be a range?

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like for example 1- 30 is case 1, 31-60 is case 2, 61-90 is case 3

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( in blueprint)

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or do i have to make it to c++?

real heath
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no, you'd need to do something like int(floor(a / 30)) to map that to 1,2,3. Switch doesn't natively support ranges like that

lean haven
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ahh damnit

real heath
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you can do that math in BP though

lean haven
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oh

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i fear it will look worse then using branchs

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so i will just use branches i will keep that tip in mind if i do need it for something else thanks

real heath
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yeah, and it only works if you have neat divisions. If you have variable ranges, its a no-go

fierce agate
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Ofc yes, I won’t be able to use water plugin If I disable landmass

tight crystal
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why i use pawn sensing it can see the player fine but ai cant see other ai??

static viper
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ai can see other ai

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instead of pawn sensing

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use the perception component

tight crystal
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okay ty

fossil nexus
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Hi. Im going to the gym and need to take with me a long tutorial to watch. Are there any other hours long blueprint advanced tutorials like this one: I can only find beginner stuff.

https://www.youtube.com/watch?v=x5KlU7Q4MzY

Hello guys and welcome to the Unreal Engine 5, Blueprint for Intermediate Users. This will be a follow up tutorial to my previous tutorial: Unreal Engine 5, Blueprint for Beginners. If you haven't watched that video yet, I would recommend watching it first, as I teach you all the basics of what are blueprints, and how to use them.

In this vide...

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coarse jetty
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I have just came back from vacation i have this error to the same project i was working and i dont know how to proceed. any idea?

distant siren
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can i limit the exploration of the map with my helicopter?

drowsy snow
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GTA V went with killing the engine once you go too far from the map

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Some other games went with countdown before teleporting to nearest ground

distant siren
gleaming temple
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Is there any way to have any connected controller route its input to the first user, in gameplay and widgets? I currently overrode GameViewportClient's InputKey and InputAxis functions to always interpret inputs as gamepad 0, which seems to work for normal gameplay, but widget input still tries to route to user 1 on the second connected controller

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Apparently this is a requirement for steamdeck verification

drowsy snow
gleaming temple
drowsy snow
gleaming temple
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I must be completely blind then, I see no such setting anywhere, nor similarly worded features searching the engine source

drowsy snow
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I can't recall the exact name either tbh

gleaming temple
earnest tendon
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Hi guys, would anyone know how to create a system where upon completion of a specific event or events, the chance of another event happening increases?

E.g. hitting three buttons increases the chance of an item spawning by 30%?

upbeat spoke
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Want a blocking volume to ignore pawn...I select custom/ignore pawn but it's still blocking the pawn. Anyone know if there's something else I need to change.

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pawn being third person character

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Nm got it...seems I needed to set to physics only to do what I wanted

distant siren
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instead about the pilot, how can I do not to make the exit button from the helicopter work while flying? he should only be able to get out of the helicopter when it lands

lament sonnet
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is openexr support on ue4.25?

plush yew
thick herald
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$1,000,000.000

plush yew
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I don't want to under-sell or over-sell this game.

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Trying to find the right balance.

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WHAT IS QORENA?Qorena is a top-down, bullet hell, action-arena shooter of pure, survival, action! Bundled with a wide variety of multiplayer levels of bullet-raining hell, numerous monsters to fight, and the ability to customize the world!CUSTOMIZE YOUR MANNÉ, WEAPONS, AND WORLDCustomize your mannequin using the Customizer Sprite Editor! Use var...

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thick herald
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The honest answer is we can't really. Only you know how much work you've put into this, how much game play there is etc etc Pricing is always a highly personal thing for that reason. Ask yourself are there similar games out there already that you'll essentially be competing against. If there is, that's great. You can compare features, game mechanics, all that good stuff. That will give you an indication of popularity which is partly affected by price. That sort of thing, but as I said at the beginning - only you, or whoever is in your team can judge that.

uneven fossil
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Hey, I have an issue when editing default value of blueprints that are already spawned in the level. The values of the instanced actors are not updated and I have to click on "Reset" to the properties. Does someone has an idea how to solve that? thanks

plush yew
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Thing is I am unsure if I can trust myself with pricing. With all the sweat, blood, and tears into this project, if left up to me, I'd prefer it sold for at least $19.99, or at most $39.99. But this may be overkill for some customers.

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So I am thinking $14.99 could be a good balance.

drowsy snow
# plush yew So I am thinking $14.99 could be a good balance.

With that trailer? I don't know, but it looks like something that's unintuitive to play. For one, it's hard to see the characters, and by that, I mean very hard to see. I feel like the fun is going to be ruined by the visual unintuitiveness

I think it should be lower than that SayoThink

plush yew
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Once I can raise funds, I will hire a trailer creator.

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To create a new trailer.

drowsy snow
plush yew
lilac stirrup
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Try putting yourself in the mind of a gamer and imagine your game being developed by somebody else, how much would you be willing to pay for it, and how much is too expensive for you.

drowsy snow
# plush yew Ah. Yes. As is the nature of classic pure top-down. There is a FOV option to sca...

Would be better if the characters have more defined silhouette, but eh...
Look into games like Smash TV, how they make the characters have clearer silhouette and make it easier to track.

https://youtu.be/WIPn7RZJ4vg

Follow me on Twitter @ https://twitter.com/Al82_Retro
Get Great Retro Scene News @ http://www.vintageisthenewold.com
Developed and published by Williams in 1990

With its hardcore gameplay and super-fast pace, Smash TV is another classic from Eugene Jarvis and co. Players take part in an ultra-lethal future gameshow, putting their lives on the ...

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sterile acorn
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how to convert a brush to static mesh

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i dont see the option

plush yew
bleak dove
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honest tartan
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or is it a virus

real heath
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I don't think that sort of stuff is supported around here

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The only reason to use that is if you don't have access to the editor, which means you are messing with a published game

honest tartan
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Im using it on a private server I made, which has no correlation to the actual game

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no server connected

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Epic Games has stated they allow it

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as long as it isn't connected to a server or giving free cosmetics

real heath
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This server is for developers using unreal. Not for modding other games

honest tartan
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oh

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my bad im sorry

real heath
# honest tartan my bad im sorry

all g. Just easier to find modding communities for that game in particular so you can get better advice on tools and avoid bad ones etc

frail portal
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yo

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i have a question

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can unreal engine export glb?

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like if i make a small interactive thing where if you scroll down the clouds move?

real heath
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There was talk of a plugin I think

real heath
frail portal
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like this example

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where if im scrolling down a page and have something like the moon moving

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based off how bottom of the page i am on the screen

real heath
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You can't export unreal projects to web, only scenes to gltf. You can export animations, but I don't think you can embed any logic like that. You'd need to do some work with threejs or whatever you are using to render the scene in your page

frail portal
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dang

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so i could export the animation involving this but not the other thing

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WAIT

real heath
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You could set the animation progress based on the page scroll I'd imagine.

frail portal
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how about making an animation, render it as a video, and then export the video by frame where the video's frame changes based off the website position

real heath
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You could do that too. Probably scales across platformsnbetter. Apple did something similar with an iphone launch a few years back

frail portal
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nice

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so it's unreal and technically not unreal that's being exported to the site but a .mp4

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or gif

glacial cairn
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Hey guys, is there a way to implement a drop down menu in ue4 with Slate?

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or is the combo box the only way?

spice ruin
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#slate and sure, you can do anything with Slate.

static viper
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sure

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you can do anything with slate

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but that comes with a condition.

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Slate is not for the lightminded 😛

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if you cant handle slate, it will hurt you!

dusky thorn
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Hello fellow slackers, has anyone found a fix for the disappearing/glitching submenus yet?

drowsy snow
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So common, pinned messages have the links to the solution

indigo moss
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is it possible to manually create mipmaps for textures?

tender pecan
fast grail
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I got a quick question, I'm starting to learn unreal and I'm wondering if I should go fully into blueprints or learn C++?

fast grail
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time to start studying

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Are there any tutorial creators I should avoid that are known to teach bad practices?

fast grail
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💀

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Thank you

drowsy snow
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I mean, I could name few of them, but it'd be rude to do that here

wooden quest
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Hey everyone!
Got a quick question, maybe someone would have some insight on it.

We are currently making a game for an investor an uploading game builds to Gdrive, I was wondering could we upload and update the game build for him and other testers to the Epic store but so it would not be public? Is there a way to do something like that or not? 🧐 🤔

drowsy snow
spice ruin
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I don't think the store has private listings.

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It's not meant as your personal in-house source control.

wooden quest
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We do have a key system in place, so no one without a key would be able to log in and play even if they would download the build. I was thinking of just submitting the game to the store for review, but I didn't find any good documentation about, how will we keep updating the game builds, because the game is still deep in development and can we publish on the epic store a game that's in development with no release date set?

coral patio
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Hey guys! :] I'm testing the cloth tools UE4 provides at the moment and I'm encountering a problem. I want this test strip to bend when thrown around but so far, it just stays stiff with just a few areas deforming a tiny little bit. There's one joint at the root of the cloth strip and the cloth physics weight paint is basically filling the strip except a small area at the root. I've also tried giving it a joint chain going through the strip but that hasn't worked, either. What am I doing wrong? :< None of the tutorials I've watched on this encountered that problem or explained how to prevent it.
https://i.gyazo.com/4bd982328c66bf1af34b93e024c5b1be.mp4

tender pecan
wooden quest
fierce agate
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How do I unzip my project to prevent the black editor screen problem?

drowsy snow
fierce agate
drowsy snow
dusky thorn
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Thanks mate

cunning canyon
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hello

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does anyone know how to get rid of this yellowish surrounding the screen?

coral patio
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It should fade once everything is compiled in your scene 😄

cunning canyon
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yea finally got it

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thought it came together with the map

cunning canyon
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how to make it like actual game where u straight jump into the game

glacial cairn
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Hi please does anyone know how to implement a dropdown menu of checkboxes in umg?

distant siren
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about the pilot, how can I do not to make the exit button from the helicopter work while flying? he should only be able to get out of the helicopter when it lands

tender pecan
distant siren
tender pecan
tender pecan
distant siren
calm skiff
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So i am very very very new to unreal and animations in general. I am taking a class in college for game design and have found myself as a sort of tech artist even though I have very little experience as one. I have created a character for our game and our teacher suggested using mixamo to create animations seeing as no one on our team has any prior experience with 3D animation.

When I imported the character into Mixamo i noticed the clothing was getting distorted with the animations so i chose to import a new version of the character WITHOUT clothing to avoid the auto rigger thinking the clothing was a part of the character. I have made an animation blueprint in unreal that seems to be working well enough but now I have a major hurdle I cant seem to figure out where to begin accomplishing.

I want to add a baggy robe over this character and use the cloth physics in unreal but I am not sure how or where to add this asset in unreal to drape over the top of this character. If any of you are kind enough to try and embark on this quest with me feel free to DM me lol. I can provide you tons of screenshots or even jump on a call to show you whats up lol

humble cliff
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Hey everyone is there any easier way to select a collision volume in editor window instead of trying to select an edge

tender pecan
tender pecan
upbeat spoke
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Decals don't work on transparent object sright?

polar sorrel
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hello people 🖐, quick question, i know youtube is full of them, but do you have any beginner friendly tutorials which will help understand the blueprint system 🙂 ?

solar cypress
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how do i display the log in a build?

proud thorn
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hello

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may i ask what happen if a new controller is plug in to a pc

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does it get assigned with a player controller automatically?

glad flint
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when i right-click on the graph
i dont see how i can add this
using valve index
i've tried Make InputAction Key Mapping
that doesnt match

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using this tutorial to try and interact with a simple widget

solid aurora
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Could anyone tell me if this is good for my horror game? This is some information for a character in my game.

Mr Fizz: Mr Fizz is a clown monster that kidnaps kids and turns them into ice cream, he goes around town in his ice cream van faking giving out ice cream to kids and kidnaps them, he doesn't care if it's in large groups or small groups, he WILL find a way even maybe with his mouth but if he will stay hidden and for most monsters they can appear for people they want to and be invisible for people they want to. He usually carries a bloody rusty old butchers knife around and chops down kids and melts them into ice cream and feeds them to the lucky kids who he can't kill. Ingame Mr Fizz will start coming around outside every 20 or 10 minutes and you will hear a distant distorted ice cream nursery tune or lullaby (Ice cream song) slowly fade in louder and the van comes closer. You have 10 seconds to hide before he sees you while he's passing by, and if he sees you the audio will slowly become more distorted and break down and he will look at you holding his butchers knife and jump out at you through his window and jumpscare you. When his van passes by you need to quickly hide and crouch somewhere he can't see you (usually behind rocks) and then he will pass by and come again the next 10 or 20 minutes if you are outside near a road.

regal carbon
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@drowsy snow found something on Reddit abt the Guilty Gear style, but I'm not sure how the implementation works so I'd like your help

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how do you access the head bone matrix and pass it in as a separate parameter?

fierce tulip
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@regal carbon please dont crosspost the same thing in multiple channels

fierce tulip
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please pick one channel and remove it from the other one :)

cloud pagoda
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Hello, is there a way to show the spawn location box of a Niagara particle system in Unreal viewport

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To see the box that the particles are spawning within

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If anyone knows please ping me

astral heart
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Can anyone point me towards a tutorial for making rain in a mobile game that isnt too demanding on the hardware?

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Tried a particle system but it lags my quest to oblivion

fierce tulip
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rain on quest. daring today, are we.

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you basically only want a few drops on screen. might be cheaper to move them up and down trough world position offsetting.

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there wont be many tutorials for rain like that though

astral heart
drowsy snow
regal carbon
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💀

astral heart
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heres an example

fierce tulip
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just a few drops in front of the eyes and some in the background is generally enough.

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imma remove that video though, the talk in it is very nono rulewise

astral heart
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thanks for pointing me in the right direction

fierce tulip
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player eyes/head yea.

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think the rain in the background is part of the skydome material

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that way it doesnt need to be masked/additive/translucent

drowsy snow
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And considering he's not using UE4 to make that suggestion, I can't tell which part I can improvise from that

regal carbon
drowsy snow
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Unreal material is a different beast entirely

regal carbon
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the main concept is just to adjust the normal rotation based on the relative rotation of the head to the light

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in BNPR you can use an object space normal map for this and some transform vectors and dot products but I haven't been able to figure it out

drowsy snow
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I mean, yeah, basic maths are applicable to both Blender and Unreal, but some things in Blender aren't exposed in Unreal

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Remember that you want the load to be on GPU as much as possible, not involving CPU for cosmetic transformation like that

regal carbon
fierce tulip
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in theory, any tutorial showing you to generate splashes trough collision means the person making the tutorial never shipped a game XD

drowsy snow
regal carbon
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ah

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I see

drowsy snow
# regal carbon I see

As Unreal materials are expected to be applicable on many kind of meshes, bone transforms aren't exposed to it, as you can have many skeletons.
You could, however, pass the transforms to Unreal materials by vector parameters and control it from actor BP/anim BP, but as it's done on CPU, it could impact on performance if you're not careful.

fierce tulip
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i think the best approach would be like how it blends metahuman normal maps depending on expression.

lean haven
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Hey

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soooo

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i am trying to make a character that only dashes

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I am using Launch Character for now

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but it's too fast for my liking

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how do i adjust the speed?

pallid token
brisk pollen
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what's the right way to pick a random color/etc for an actor that is placed in the level? i want the random value to be picked once and saved with the actor

coarse turtle
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Hi - Any idea what's wrong? If I right click to lunch my project, it tells to me to build it. Eventhough I just built it from source using VS.

ripe carbon
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Can anyone help me with this problem, please?
https://forums.unrealengine.com/t/help-cant-package-ue-4-27/599549

I had the same problem with an earlier version of this project. I tried recreating, copying and pasting and I still get the same problem. You will find a copy of the log in the above forum link.

autumn flame
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It literally tells you what's wrong

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Search Error in the txt

ripe carbon
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I know, but I'm not sure what to do about the errors. Like how I'm supposed to fix them.

autumn flame
#

If you can't debug those simple errors, then you probs have to learn more before packaging, but

D:\UE_4.26\My Projects\PuzzleDemo427\Content\Widgets\InstructionScreens\Level2Window4Widget.uasset: [Compiler] In use pin <Unnamed> no longer exists on node Set . Please refresh node or break links to remove pin. from Source: /Game/Widgets/InstructionScreens/Level2Window4Widget.Lev

#

For example

#

Tells you the path of the problematic asset and what to do

ripe carbon
#

That's one part I haven't learned about yet. Most of what I've made in my project I learned on my own.

autumn flame
#

Just search everything Error and fix like this, will show you what's up

#

If any doubts you can send here, but can't teach basic text navigation (CTRL+F and search Error)

ripe carbon
#

Oh, so the log has a Find command like Word and Internet browsers, too?

autumn flame
#

I mean, it logs it into a .txt like you send

#

Ofc those have find commands

ripe carbon
#

I know. I didn't realize the log window in UE had that, too.

autumn flame
#

Don't ever search in the log window

#

Even if it had that

#

Cause it may contain previous logs

ripe carbon
#

Good point. So it would be pretty confusing, especially after more than one attempted cook or packaging.

autumn flame
#

Yeah, it tells you where it saves the trace anyways

#

see C:\Users\d_cur\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UE_4.27\Log.txt for full exception trace

#

for example

#

at the end

#

You can send that in here for example too if you ever have problems

ripe carbon
#

Okay. So basically search the text in Notepad. Though, now that I think about it, I'll need to check every BP in case of any unlinked nodes.

autumn flame
#

You can check the ones that give Error for now

#

Easier than going 1 through 1

ripe carbon
#

Okay.

tight pond
#

Hey when converting actors in the scene to a BP prefab, what is the best options to use

#

for SM env items

#

also someimes shared root is visible other times not, so confused

ripe carbon
#

After looking at the log, I have adjusted the priorities on the GPU issue, hoping the packaging and cooking won't time out while the GPU catches up. my laptop has an NVIDIA GeForce GTX 1650. Also, it looks like there are several widgets I need to either fix or delete.

#

And it looks there are missing assets that don't appear to be in the Content Browser. So I'm going to just have to remove any references to those.

cunning marlin
#

Does one needs Substance subscription to use .sbsar files bought online, in UE using the Substance plugin?

cunning marlin
#

wow! This opens a whole new world! (starts singing that song!)

full quarry
#

hi guys, is there an option to set this viewport cliping.....?

cunning marlin
full quarry
#

Found the solution !!

cloud pagoda
#

Hello, is there a way to show the spawn location box of a Niagara particle system in Unreal viewport. Please ping me if anyone knows

pallid token
deep light
#

Hello People,

#

I have a little problem with my game

#

It's a LowLevelFatalError on the game DBZ Kakarot

#

I tried verifying game files, Disabling antivirus, and Fullscreen optimizations

#

Could anyone help?

#

It happens in a cutscene,

#

sometimes earlier, sometimes later.

#

Drivers are updated, tooo

tender pecan
#

Check the log, get a stack trace, make sure you can repro this in a developer build, see if you can repro it in editor. you know, the standard stuff.

deep light
#

Im not a devloper, sorry.

drowsy snow
deep light
#

Alright, sorry

tender pecan
#

Maybe you should become one, so you can debug these things next time yourself.

drowsy snow
#

Not a game his friend made

#

(except if his friend worked at Bandai Namco that is)

tender pecan
#

I mean I have debugged AAA games. 🙂 It happens. There are tools that exist to help us do these things, but yeah, I dont know that game, and more people making games means the industry grows so. Good all round

stark stratus
#

Heya, quick question. Is it possible when having a take recorder active so its recording a take, to manually start a level sequence in at a given moment? So for example; doors opening. we are filming and director says doors open now. That i start the level sequence and the take recorder records its all?

umbral pasture
wheat jewel
#

Move FirstPersonCamera to BP and connect with Target

umbral pasture
analog loom
#

Is it possible to tick the engine manually?

#

i.e. not rely on the built in calls for ticking, but sort of "tick" by hand ?

empty dawn
#

how do you make something like what the text is saying

#

progress bar doesnt trigger until the whole vehicle is inside of the blue box

indigo moss
#

i'd probably have 2 subcomponents and box should check both of them are inside

#

at front-left-top and behind-right-bottom corners of car

#

unless there's easier way

zenith shuttle
#

Hello everyone. I'm helping someone setup an ocio config for Unreal and running into errors. I will admit, I have very little knowledge in Unreal and wondering if someone could help me with some context on how Unreal / the ocio plugin works.

LogOpenColorIO: Warning: Shader resource was invalid for color transform A to B.
LogOpenColorIO: Warning: Can't apply display look - Couldn't find shader to transform from A to B.

My ociocheck passed the sanity check and everything seems to be fine in other DCC's.

How would this shader be generated? Does it need to live somewhere specific? Any help would be greatly appreciated! Thanks 🙂 (V4.27)

pseudo fox
#

Hi, who can help to subscribe to files? (uexp/asset) To keep files active until a certain date?

#

Look, I made the files on the 25th, for example, and on the 26th they will no longer work

#

Nothing yet, I just want to do something to make it stop working

ripe carbon
heady ridge
#

as a complete beginner to creating games, would unity or UE4 be a better start?

dusky scarab
#

Depends both have a nice library of documentation but unreal loves there indies teams

heady ridge
#

I see

#

doess unity also have sth similar to blueprint? that requires little programming

fierce tulip
#

you know they meant not having to write code, and use nodes instead :p

thin tendon
#

@heady ridge what the term is "visual programming language". Unity forums would be the best place to check. I do know cryengine has its own visual language though.

#

All visual languages eventually hit engine limitations due to developer implementation.

#

Conversations like this are why creating custom engines used to be really popular. Really you just have to know the needs of your project and decide from there. 1 or two issues might not be a big deal for a lot of developers unity or unreal.

#

I feel you mate. I was working with a less then ideal engine before unreal. The upside is the more problems I faced the better it made me as a developer.

heady ridge
#

it is, but you don't have to write out all the code, I guess it's kinda like recording macros with VBA?

#

@shy nacelle thank you, I will stick to UE4 then

drowsy snow
ripe carbon
heady ridge
drowsy snow
#

Meaning developers of all size gets the same engine, no tiering.

ripe carbon
#

I tend to avoid buying plugins or downloadables, but I buy a few, every now and then. Aside from that, there are plenty of free items you can get from the Epic Games Megastore. You'll just need to implement them into your Unreal Engine project via the Megastore window. Remember, though, that some objects are not compatible with UE4 or UE5.

#

That is, implement them under the Library tab.

#

Oh, and you won't need to restart UE either, once you've done that.

#

Er, sorry. By Epic Games Megastore, I meant Epic Games Launcher.

heady ridge
ripe carbon
heady ridge
drowsy snow
heady ridge
#

makes sense, ty

drowsy snow
ripe carbon
#

I hear they start charging you for using Unreal Engine if you've sold any games made with that by the millions. But even then, it's by a small percentage of your profits.

heady ridge
ripe carbon
#

And that doesn't happen unless/until you make and sell games.

heady ridge
#

wouldn't mind giving away 5% if earn 1m$ lol

drowsy snow
#

The FAQ outlines this

ripe carbon
#

Does anyone have any recommendations on packaging settings for a tech demo? I plan on playtesting it as a program and sharing it with a few others to have them playtest as well. Once it's ready, I will make a UE5 version of the tech demo as well, and then I plan on sharing both of them as part of a game design application.

#

I'm really asking because after a cooking/packaging attempt, I got an error window saying I might have to build by IDE.

#

Let me open the program and try again, so I can get the log. Well, a part of it.

#

My laptop crashed and restarted on me.

#

I could copy and paste the whole code and put the .txt file on my Google Drive, if you want.

clever marsh
#

yo so I have a system set up where i have a generator, you fuel it, then you hold down e to turn on the generator, and everything works up until you turn on the lights, and i cant figure out how to replicate it, could someone help

#

like i have neon pink light strips that need to set the material and set the point lights to be visible, but for some reason the classic event replicated to server leading to event replicated to client completely ruins the toggle light system so it doesnt work on either side

ripe carbon
#

Here's a screenshot:

cloud pagoda
#

Hi, I have a mesh in Unreal that keeps flickering, is there a way I can keep it looking normal?

clever marsh
#

it says not for sale

#

idk, says not for sale, kinda sucks cuz this looks cool

cloud pagoda
# cloud pagoda

I feel like its something simple like a setting I'm missing. Please help

glad flint
#

??

#

i enabled collision and dont see hitboxes overlapping

#

not sure where this is

peak vigil
#

have you solved clipping though wall problem?

zealous mulch
#

Hi, does each umap have a unique GUID?

#

Or rather is there a way to uniquely reference a level even if the name of the level changes?

oak patio
# glad flint

a UV has nothing to do with collision, this means that the UV responsible for baked lighting on your mesh has overlapping faces

dusk void
#

Hello. I have an issue with my UE4 skeleton where his index fingers are, a little wonky. I have spent a while researching and trying to fix it but nothing works, can anyone help?

ripe carbon
#

Or, if necessary, put in a Set Simulate Physics node if you're programming the actor by BP. The object to be pushed would need a Physics Collision component, though.

dusk void
#

Can someone help me please?

ripe carbon
#

I'm not an expert on skeletal meshes, but did you get that as part of Unreal Engine? I wonder if there's some kind of replacement you can find online.

brittle viper
#

A custom event of mine suddenly started triggering three times instead of once (level BP)

#

its binded to when T is pressed in another BP

#

worked fine until an hour ago

#

I unfortunately cannot share any pics, and I can sense that the solution is just an overlook

#

anyone has any idea what might be the problem?

#

it triggers once in the BP where the on T is pressed node

#

but in the level BP where it is binded it triggers three times

#

its driving me crazy

ripe carbon
#

Really to point anyone who can help to the screenshot and log in case anyone missed it here.

grim ore
#

how are you doing the package?

ripe carbon
#

Windows 64-bit, and for a tech demo to share as part of a job application. though i still need to send it to a few friends to help with the playtesting.

#

Other than that, I'm not sure of the recommended settings.

grim ore
#

so your not doing a launch or run, but the file -> package option?

ripe carbon
#

Yep.

grim ore
#

since this is an upgraded project, have you cleaned out the temporary files in your project folder?

ripe carbon
#

This is in Unreal Engine 4.27. I'm going to make an Unreal Engine 5.0 version once this one's done. So would I still need to delete temporary files?

grim ore
#

well your folder shows .26 which is why I am asking

ripe carbon
#

Oh. That's because 4.26 is where I started, and I upgraded to 4.27 during that process.

grim ore
#

but you should always delete the temporary folders when having issues like this, intermediate and derived data cache and Binaries then try packaging again

#

this project has a ton of missing assets according to the log so that is not helping either

ripe carbon
#

Okay. What would be the best way to do it, since that is one part I haven't touched on? Something tells me it's not as simple as going to the folder by Explorer and deleting that. Come to think of it, I'm not sure which folder to pursge.

grim ore
#

it is as simple as that

ripe carbon
#

*purge

grim ore
#

and the folder this project is in

ripe carbon
#

Right, but where do I find the stuff within the main folder, which needs to be deleted?

grim ore
#

those 3 folders I mentioned

ripe carbon
#

So I can just right-click and delete?

grim ore
#

yes, they are temporary folders that hold cached data

ripe carbon
#

And those are Intermediate, Data Cache and Binaries?

grim ore
#

DerivedDataCache

ripe carbon
#

Okay. Gonna go look for those.

grim ore
#

and Binaries will probably be missing if this is not a CPP project

#

Intermediate is the one that normally causes the problems

ripe carbon
#

Nope, it's a BP project.

#

There's no Binaries folder, so I've deleted the other two folders.

#

Now attempting to package...

grim ore
#

so I know why its doing wht it is doing, but it shouldnt be doing it

#

this is from mine LogLauncherProfile: Found promoted target with matching version at ../../../Engine/Binaries/Win64/UE4Game.target UATHelper: Packaging (Windows (64-bit)): Running AutomationTool... UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject=D:/Projects/tpp427/tpp427.uproject BuildCookRun -nocompileeditor -installed -nop4 -project=D:/Projects/tpp427/tpp427.uproject -cook -stage -archive -archivedirectory=C:/Users/mathew.wadstein/Desktop/test/test2 -package -ue4exe="D:\Epic Games\UE_4.27\Engine\Binaries\Win64\UE4Edi tor-Cmd.exe" -compressed -ddc=InstalledDerivedDataBackendGraph -pak -prereqs -nodebuginfo -targetplatform=Win64 -clientconfig=Development -utf8output

#

this is from yours [2022.07.08-23.05.41:966][756]LogLauncherProfile: Unable to use promoted target - ../../../Engine/Binaries/Win64/UE4Game-Win64-Test.target does not exist. [2022.07.08-23.05.43:099][756]UATHelper: Packaging (Windows (64-bit)): Running AutomationTool... [2022.07.08-23.05.47:209][ 0]UATHelper: Packaging (Windows (64-bit)): Parsing command line: -ScriptsForProject="D:/UE_4.26/My Projects/PuzzleDemo427/PuzzleDemo427.uproject" BuildCookRun -nocompileeditor -installed -nop4 -project="D:/UE_4.26/My Projects/PuzzleDemo427/PuzzleDemo427.uproject" -cook -stage -archive -archivedirectory="D:/UE_4.26/My Projects/PackageDemo427" -package -ue4exe=D:\UE_4.27\Engine\Binaries\Win64\UE4Editor-Cmd.exe -clean -compressed -ddc=InstalledDerivedDataBackendGraph -pak -prereqs -targetplatform=Win64 -build -clientconfig=Test -utf8output

#

the first line being the issue that you end up with later, the key being the -Test part

#

your command line is being told to build for -clientConfig=Test

#

when it should be Development or Shipping

#

so maybe toggle your build type here between shipping and back to development if it still has an issue, it shouldnt be doing this unless you made a custom thingy in the project launcher or build settings

ripe carbon
#

Okay, I've now set that configuration to Development. Trying again...

grim ore
#

when its packaging watch the ouput log, you can filter down to just the LogLauncherProfile and UATHelper and you can easily see if its going to fail again

ripe carbon
#

So far, several warnings, no errors.

ripe carbon
autumn flame
#

You'll realistically always have warnings, as long as it packaged you're fine

#

Have a general look at the Warnings if you want, if something seems serious then you can fix it

ripe carbon
#

Okay. I'll watch for anything strange/suspicious when I playtest.

#

@autumn flame @grim ore @shy nacelle Thank you for your help, so far!

grim ore
#

the warnings I saw were for stuff that was probably there and deleted at some point, you might want to delete anything that might have referenced them you arent using anymore and clean up redirectors in all of your folders to try and fix them. you should fix warnings but.... well....

distant siren
#

I used blocking volume to delimit the area of ​​the map, so that when I fly my helicopter can't go any further. the problem is that when the helicopter collides with the blocking volume it remains hanged . how can it be solved?

karmic jungle
#

Hi guys, I'm new to UE4 and I'm doing a small project where I need to create a video game that need not be functional (I just need to show photos of the map). So the thing is, I intend to add some characters to my map from the marketplace but I can't seem to work around the char meshes after downloading them from said place as I have literally 0 experience with this. Tried following online tutorials but the sequence of buttons the ytbers mentioned to click just didn't exist on my interface, doubt it's a version difference but a difference in the file type of the meshes or something.. just about any help is appreciated (preferably on a vc) forcemonkas

dusk void
#

hi is anyone able to jump on a vc quickly so i can share my issue. i need some help i have been trying to fix it for HOURS.

#

if not here is my issue:

#

my index fingers on retargeted mesh are wonky and distorted

pallid token
buoyant graniteBOT
#

:triangular_flag_on_post: 20Plays#0677 received strike 1. As a result, they were muted for 10 minutes.

fierce tulip
#

@dusk void crossposting is not allowed. please read the #rules

dusk void
#

o whoops sorry

peak hare
#

Is a class a child of itself? If I do 'class is child of' node will it return true for parent class too?

drowsy snow
peak hare
#

Yeah its actually a really specific situation where I have a class type A which I change in construction script to class types A1, A2, A3 etc depending on conditions, and in another BP I want to check it is of type Ax but not A

spice ruin
#

You can always do IsChildOfClass(A) and NotEqualTo(A)

crimson solstice
#

So I filled out the UE Trademark License and submitted back to them. The frist time they responded in 30 minutes. I made one error so I fixed it and resubmitted, Now I haven't gotten a response for 12 hours

spice ruin
#

It's Saturday

drowsy snow
#

Wait around Monday PST

crimson solstice
#

I did submit the fixed version yesterday though

drowsy snow
#

(Or whatever Cary, NC timezone is)

drowsy snow
spice ruin
#

Epic finishes early on Fridays.

#

Unless you submitted it at like 9am US time, you'll probably hvae to wait.

crimson solstice
#

I submitted it yesterday at 2:30pm (CST)

drowsy snow
#

It's not like the world ends before Monday

crimson solstice
#

But I'll wait. Can I progress any-further before having a response confirming it's been verified?

spice ruin
#

That's too late for Fridays.

drowsy snow
crimson solstice
#

Well I'm currently doing the UI and Animations for the startup

#

Which should display Powered By UE4

drowsy snow
#

You can put it there in private dev builds or skip it entirely

crimson solstice
#

I'll progress with it and add it for right now. Not like my game is coming out anytime soon

drowsy snow
#

Also many devs put the logo for the tools in Credits section these days

crimson solstice
#

Anyways I'm not good at making complex anims in UE4 that's why most things are handled by Gif's

crimson solstice
#

Nah I can do that

#

Stuff like this

drowsy snow
crimson solstice
#

Idk it works the way I'm doing it though

drowsy snow
#

It'll be far cheaper than flipbooking through GIF frames, and works in high framerate

#

just a simple small range smoothstep offset by a value in materials and you're good to go

crimson solstice
#

I'm using a simple plugin

plush yew
#

When I change my shadow quality from low to high the map just become sooooo dark. Doesn anyone know reason why this is happening?

crimson solstice
drowsy snow
#

Once you know how to use materials for UI, it's like unlocking a whole new world

crimson solstice
#

How much of a difference does it make

drowsy snow
# crimson solstice How much of a difference does it make

HUGE difference. With material using gradient map:

  1. you'll take much less VRAM real estate with 2 single color greyscale gradient map compared to flipbooking through GIF frame
  2. Cheaper to render - all you need is a small range smoothstep offset by a scalar parameter you can control in BPs
  3. Curve clarity - if you don't use compression (or set the compression setting to Grayscale R8 and sRGB disabled), you can get decent curves even with 512x512 texture filling up 4K display.
  4. Easier to customise - with the smoothstepped gradient map controlling the opacity, you can change the base color with anything, not locked to what the GIF has.
crimson solstice
#

Well I don't know how to do that

drowsy snow
#

The idea is to walk through the gradient map from 0.0 (black) to 1.0 (white)

crimson solstice
#

Also I don't think I'm flipping through gif frame

#

I'm not sure though. I'm just using a plugin written in CPP

drowsy snow
crimson solstice
#

This plugin also supports mobile and all desktop platforms

dusk void
#

look dont mean to be rude but i have been messaging on 3 different discord servers and no ones offered to help for the ENTIRE DAY. so can someone pleassssseeeee help me

spice ruin
#

Use a dynamic klight and turn the light off

#

?

drowsy snow
dusk void
#

PLEASE CAN SOMEONE HELP ME EVEN IF YOU KNOW LIKE 1% OF WHAT I NEED PLEASE 😞

dusk void
#

thats not my question

#

i am trying to fix my retargetd mesh index fingers casue they are broken

drowsy snow
#

Whoops, I've seen it crossposted, sorry

chilly gale
#

Is there a way to get UE 4.26 to bulk export as .PNG please or am I stuck with TGA whic doesn't export packed file correctly

drowsy snow
dusk void
#

@drowsy snow do you know how i can fix it?

chilly gale
#

it has no layer so the RAOSSS doesn't export

drowsy snow
chilly gale
#

the file has Red Roughness Green AO and Blue SSS

drowsy snow
dusk void
#

so i have a retargeted ue4 mesh with mixamo animations. everything is work well besides my charecters index fingers

drowsy snow
#

Check the texture if it's compressed with DXT1 or something

dusk void
chilly gale
#

I just needed to export it in the layer form it's in in UE but tag flatens it

dusk void
drowsy snow
dusk void
#

i think like 99% of them lemme see

#

yeah al;l of them

drowsy snow
#

I'd either blame your retarget settings, or the Mixamo rig.

dusk void
#

i have checked and tested everything and it still wont work

chilly gale
#

It's the export that's flattening it, looking at it in UE I have the red Green Blue and Alpha channels to view

drowsy snow
peak vigil
fast grail
#

is there a good way to automatically generate street clutter like this?

#

general things like paper, cans, and bottles

#

better photo of some clutter

real heath
#

Depends on performance requirements

#

But I've seen people use the foliage tool for scatter

#

It's quick and it works

#

But there are other ways if there is a tighter performance budget

mossy ravine
#

Hi - Is there a way to check if an asset is being used in a project? I'm trying to clean up my project and I'm sure some assets can be deleted but want to be sure

drowsy snow
#

Folder structure is preserved tho, so you could wipe one content folder after migration, and bring back the other content folder with migrated contents

mossy ravine
#

Thanks - I'll try that 🙂

plush yew
#

Hey guys I was wonering

#

Do we need Epic Launcher to download Unreal

#

Why don't they have a webpage on google like Unity does

#

I mean i know why but it's kinda stupid

plush yew
#

yeah i guess

tender pecan
tender pecan
#

Cool. also data driven projects can also have references to assets and their blueprint class names, but it boils down to the same thing. 🙂

hard fjord
#

Hey guys, this is a networking question if anyone could share some knowledge. We have a multiplayer game and the server needs reduced collisions to avoid stressing the server, does anyone know the best way to achieve server collisions? I'm investigating fortnite and it seems like their collisions are fairly complex due to the way my charcater walks around objects but I cannot find a good reference point on how heavy collisions should be for multiplayer games (100 player sessions)

astral heart
#

is it possible for me to cutt off this back half of my landscape that im not using?

stark talon
#

My project has become a bloody mess of assets. How can i clean up without accidently deleting stuff thats needed?
Should i create a new project and try to select the stuff that i need? Im afraid things will break.

lone spire
#

Hey anyone here that understands c++? need some quick and easy help, that I cant figure it out

spice ruin
#

#cpp ? If you can handle snark.

ripe carbon
#

Though I managed to package my tech demo in Unreal Editor 4.27, the packaged game won't launch. Even if I try to run it as an Administrator, it won't open.

#

What can I do to fix this?

spice ruin
#

Have you checked the logs?

ripe carbon
#

Actually, I'm running another package attempt after making a few changes since the last attempt.

#

No errors but a few warnings.

#

Hm. Let me try again so I can share the output log in a bit.

sick cave
#

For some reason when I'm trying to spawn a character blueprint into a level using a PlayerStart, the camera attached to my character is always facing the same way regardless of which direction the player start is facing

#

Found a forum post from 2015 saying that if the blueprint is spawned and then possessed by a controller, the players controller rotation overrides the player start?

thin tendon
#

Is the camera a child of your character in some way?

sick cave
#

Its attached to a spring arm and the spring arm is attached to the root

#

so its attached to the capsule compoennt

#

am i doing the attachment wrong? should it be attached to the skeletal mesh component?

pallid token
ripe carbon
thin tendon
#

@sick cave Sorry mate what you described sounded like a parent issue. But mine is pretty much set up the same way.

sick cave
#

opened a different project and the problem doesnt happen there, gonna dig through it to see what the difference is

#

fixed it. Had to enable these two settings altho im not sure why it fixed it

#

can anyone help explain why its doing this? Trying to better understand this. If i have the settings on the left the camera is oriented correctly (facing in the same direction as the PlayerSpawn), but if i have it set to the settings on the right the camera will not be oriented in the same rotation as the player start

ripe carbon
# ripe carbon Here's the log.

Please have a look at the log at your leisure. Once again: the packaging was successful, but I cannot open the packaged program, even if I try to "Run as Administrator."

spice ruin
#

That would be the packaging log.

#

What about the log from the game actually trying to start?

sick cave
#

Nevermind its broken again

misty rampart
#

hello guys

fringe trout
#

I am having a hell of a time getting this model to display in game. Is there anyone that has experience with exporting a mesh from blender, to use in an unreal 4 game? Modding .pak files essentially. Any help would be GREATLY appreciated, been stuck on this for legitimately 12 hours

misty rampart
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@buoyant granite $unpaid

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huh?

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ah okay

fringe trout
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OH leme check rq

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Shouldn't be an issue i don't think, it's not for piracy and is supported by the devs since it's all client side

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The devs aren't going to walk someone through how to use blender, exporting file bases and how to essentially create character models and file extentions with unreal.

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There's a massive difference between "We're okay with client side mods" and "we're going to teach you personally, everything you need to know to modify any unreal 4 game files and models"

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Right

fierce tulip
fringe trout
#

They're usually cooked to be uassets, which is what this is usually

#

They absolutely do luos

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You're correct

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I'm just having a hell of a time with someone thing specific that i know would be minor to someone who's experienced in the mattter

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I'm getting uassets post cook and when i'm reading the .pak with UE viewer to export specific meshs/files they're all .uassets that the viewer then converts to either .obj or fxb or gltf etc

#

The good news is, it's not pertaining to that in the slightest

fierce tulip
#

the bad news is we cant be lenient on modding, while we are community based, we do get support from epic. and game modding is quite dark on the grayscale that is eula

fringe trout
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Interesting

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Even if it's client side visual modding that's supported by the devs?

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So a lot of the other examples i was looking at were simple recolors

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Which woulda been easy, but in this case, i wanted to edit the actual mesh of the character

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Which, i was also able to do and got it how i wanted it to look, but i'm missing something between how i'm either exporting from blender to ue or how ue recognizes skeletons/meshs causing it to either display incorrect or flat out be invisible

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That's why i was wondering if anyone had experience in working with meshs in ue 4, they'd probably have a decent general knowledge of enough related that i could explain was was going on more speficically and they're immediatly notice something small that i'm missing

fierce tulip
#

I think the ff7r community has quite some tutorials on how its done.

misty rampart
#

i just need to wait

fringe trout
#

leme try the pure FXB route one more time

drowsy snow
fringe trout
#

I don't think the development time to ship an editior that already exists, specifically for thier game that released 10 days ago is going to be one the priority list.

#

It's the exact same thing as any arcsys game/guilty gear/dbfz/blazeblue.

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They're all ue4 that already have an infinite amount of tools related to modding files/systems etc

drowsy snow
#

Many Unreal Engine 4 games are officially moddable by bringing the editor as mod kit through Epic Games.
Games like Insurgency Sandstorm, ARK Survival Evolved, Mechwarrior 5, etc.

fringe trout
#

I couldn't imagine even making something more efficient with as much freedoms as the actual in-engine editors have, simply for the sake of reaffirming their already stated views on the matter

drowsy snow
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I'm talking about the official capacity. I can talk about the underground method elsewhere.

fringe trout
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There's a whole nother can of worms that comes with "official" modding though.

fierce tulip
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we can go over these semantics as long as we want, I dont want to keep pointing to the rules we have over and over.

fringe trout
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I mean

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If it's against the rules i'll absolutely stop

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But i haven't seen where it was tbh

drowsy snow
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Don't get me wrong, I am a modder at heart.

fringe trout
#

All i've really seen so far is "Discussing tools for PC mods is OK if they're permitted by the game's creators." Which albeit the devs didn't CREATE modding tools SPECIFICALLY for their game, they did indeed permit them to be used as long as it's client side;

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That's where i got confused by the rules

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Ah okay.

drowsy snow
fringe trout
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I was under th4e assumption that i was in a UE4 discord specifically pertaining to using uassets to get a mesh to display

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Right "COULD"

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This case, does not.

fierce tulip
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^

drowsy snow
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I feel like you skipped part of my message there KotoriFacepalm

fringe trout
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And if the fxb is invisible? Would the issue be the mesh? or the skeleton?

drowsy snow
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The concern behind the rules is that you can apply the underground method elsewhere, and not every devs like it, including some of members in the server.

fringe trout
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Idk makoto my guy, i've given you information multiple times that THIS specific dev doesn't mind, they haven't minded in any of thier previous titles, have publicly stated that they're okay with client side modding and have even hosted tournaments with fan/client sided mods active.

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I'm not entirely sure why you keep ementioning other devs, other games, other methods, when i've been pretty specific this is for this instance only.

drowsy snow
fringe trout
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I honestly have, the discord user base ther eisn't the most tech heavy when it comes to the matter of mesh edits, they're super heavy into re-coloring though

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Though, the guilty gear community(Same dev) are pretty heavy into that stuff. haven't heard back from anyone there, kinda inactive posting so i figured i'd try here

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Make sure it wasn't something super basic i was missing

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Right, so when i'm in unreal engine, i can get it to display.

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it's when it becomes an uasset that i seem to run into issues

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Like the .pak step

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That's where my confuion lies

fierce tulip
#
  1. I think its quite clear that we are expressing the fact we do not like this kind of content here.
  2. I mentioned we have to be quite stern about this.
  3. unless we mods can see black-on-white that the devs are okay with this, we will enforce the dont-talk-about-it rule.
  4. we already mentioned that their mod-community can probably help out with any issues you have.
  5. this is a gamedev community, not a game-modding community.
  6. if I have to repeat any of these, I am going to enforce the rules more stern.
fringe trout
#

confusion*

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Then kick me and ban me bro. The rules very CLEARLY state "Discussing tools for PC mods is OK if they're permitted by the game's creators." I've let you know MULTIPLE times. it's permitted. modding isn't exclusive. It's a form of editing and shipping which aside from the "Creation from scratch" is game dev by literal definition. I also already mentioned that thier community ins't as experienced(guilty gears is(same dev) in mesh edits and actual physical property edits, though that community is a bit on the less active side.

This isn't a "help me mod" request, this is general UE/uasset mesh/skeleton help.

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But i guess power trip over it my dude. I'll find help elsewhere

drowsy snow
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I guess he skipped me saying underground method can be applied elsewhere... MeguHuh

fierce tulip
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" I've let you know MULTIPLE times. it's permitted."
I just mentioned that if you can show black-on-white the devs allow it, its totally fine.

fringe trout
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Sick leme grab a post.

fierce tulip
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but the moment it entails tools that can be used to unpack games, I have to put a halt on it.

thin tendon
#

Talks about power tripping comes of as rude then proceeds to ask for help lol

fierce tulip
#

¯_(ツ)_/¯

fringe trout
#

Little bit of a mismatch of events time line there slim

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But okayt.

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I asked a question about mesh displays in uassets and where it could go wrong and immediately people hard latched onto the rules, and then to the legality, then to hypotheticals, which all of which are irrelevant to the issue

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Might be a reading comprehension issue on your part, idk.

thin tendon
#

I can read fine mate

buoyant graniteBOT
#

:triangular_flag_on_post: TheyCallMeBird#1343 received strike 1. As a result, they were muted for 10 minutes.

fierce tulip
#

I'd appreciate it if we can continue in an excellent manner.

cloud pagoda
#

Maybe my only solution would be to fake the helix look using a cylinder and baked high poly, but that seems like an Unecessary workaround for something as simple as a helix primitive

winged path
#

I have a question guys, how do u disable having to hold control and alt in order to make selections in the editor viewport window when you hold left mouse down and drag, I have been able to free select for the last year+ on whatever project I was working on, without holding ctrl + alt and without having to ever change a setting until I reformatted the other night when I installed my new processor and mobo

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I have been digging through the editor but I can't find the setting, and I don't even really know what it is that I am looking for, setting wise.

dusk void
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widget settings

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in game

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anyone know how to fix?

drowsy snow
dusk void
#

verticle box?

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they are buttons

drowsy snow
dusk void
#

how?

drowsy snow
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Put them all in a Vertical Box widget. Can't get any simpler than that

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At least much simpler than manually aligning them all in Canvas Panel

dusk void
#

im sorry i dont understand what a vertical box is

old peak
#

is there a section around here to drop tutorial links? I wrote a tutorial on porting UE2 levels to UE4 the other day.

drowsy snow
dusk void
#

o ok thanks

old peak
#

there are lots of really handy things in that list ^^

drowsy snow
#

Often times they rebuilt the levels from the ground up as opposed to porting it as is

old peak
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ah fair enough, i'll just leave it floating around the webs then, people who need it will find it ^^

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tbh I hate devs that don't port and just rebuild from the ground up lol I can tell when that chair isn't where it used to be!

ripe carbon
#

Okay, here is the latest version, with only the LogLauncherProfile and UATHelper filters. To recap, I packaged the demo and the packaging finished successfully. But, I can't launch the demo itself, not even if I try the "Run as Administrator" command. What can I do to make the program launch?

dusk void
#

anyone know how to change animation based on what the player is holding

#

like this

ripe carbon
#

I wonder if an array-based command or node would help in part.

#

As well as a Boolean or integer variable to determine if the player is carrying anything or not.

#

Kinda like a toggle.

thin tendon
#

Maybe socket the item to the hand. And use something like IK to simulate physics or whatever. So the animation knows where to find the edges of the object. Then make a closed hand animation that would be closed enough that it finds the outer edges of all your objects.

void iron
#

hit location is somehow not working what reason are there

#

or at least the niagara and sound doesnt work

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but it does before i copy and paste every sound and niagara to line trace

spring abyss
#

Helloo

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Does anyone know how to make in app game shops like pubg , fortnite ,free fire

#

??

#

And How to make microtransactions?

oak patio
#

Yes someone does, and you are going to have to look at the specific api documentation for your desired platform

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If you don't want it to run through steam, kind of like destiny does with its silver bundles, then you will have to host servers and create your own secure backend for it

spring abyss
#

Oh

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How to make that?

#

Having any tutorial links ?

#

Thanks man

drowsy snow
tender pecan
drowsy snow
plush yew
#

is there any way to make the pawnsensing thing longer, so the ai can see further? i can change the vision angle, but i want it to see its sides too, not just what's in front of it

#

i also tried to change the radius, but the ai will see the player even if he's a pretty big distance above the ai...i guess it has to stay this way

knotty salmon
#

Where exactly do I ask questions about the localization system?

real heath
#

This is a general channel you can ask it. But you could also try UMG maybe I suppose?

#

Don't know though

#

UMG isn't a perfect match, but probably dealt with somewhat frequently with umg

crystal patrol
#

guys how do i attach the camera from which the player is looking to the head

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cuz now when i crouch ingame the camera doesnt follow

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character crouches but camera doesnt

rich kayak
#

Hey guys. There is a bug that me and a friend is going through that is:
Sometimes for no reason, all dropdown stuff (like when I right click on something, there must show a window with something, like which node I want to insert, which notify, which variable. Etc) it just simply dont show. We need to restart engine to have those stuff back. And we are with different engines, different Graphic cards, different hardwares and software but the same bug.
Does anyone went with this and know how to solve this annoying bug?

PS: I cant show the bug. Because when I print, stuff is there. But on my screen there is nothing there.

rich kayak
crystal patrol
rich kayak
crystal patrol
#

what do you mean

crystal patrol
rich kayak
crystal patrol
#

Im super new to unreal and i dont get what you mean

#

Heres a pic though

rich kayak
#

attach your camera to the character head then, or create a socket for camera on character head

crystal patrol
crystal patrol
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but now im not able to look up or down

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the camera is attached to the socket and follow the head of the character

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not my mouse

rich kayak
crystal patrol
crystal patrol
#

IT WORKED

#

thanks alot!!!

rich kayak
#

yw mate, but I see you can have more issue with it in future.

#

This kind of first person is handled by animations and other stuff

crystal patrol
#

wdym

rich kayak
#

you may need it in future in some occasions just bare in mind

rich kayak
#

true first person is tough.

crystal patrol
#

hmmm

#

another problem for another day i guess

#

i started with unreal 2 days ago lol

#

so i have made a map, character movement and animations aswell ass added equip/uneuipp animations

#

next thing is ADS and bullet physics

#

Any recommendations on videos=

#

?

rich kayak
crystal patrol
#

is there ads in that too?

rich kayak
#

You are already fps. The ADS will be related to weapon pose and other stuff. Not setup related

crystal patrol
#

whaaaaaaat

rich kayak
#

but this will handle the bullets physics, penetration, damage, collision, etc.

crystal patrol
#

aaww yeah

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thanks

#

but how do i set up ADS?

#

ive been watching this but i get lost at 7:30https://www.youtube.com/watch?v=JGs5VP_7l1k&list=PLfCrVJxHeD5biT1gPL0IAsmWLVwOJWVCq&index=10&ab_channel=CyberLOD

This is a tutorial series where i will show you guys how to setup a true FPS character with the following features:

  • Camera system.
  • Locomotion setup.
  • Turn in place mechanic.
  • Hand IK system.
  • Weapon ADS (Aim down sights) system.
  • Weapon sway mechanic.

Link for the TrueFPS_Asset: https://drive.google.com/file/d/1oPU___i1wyp9bGWxu-eiiA0e...

▶ Play video
trim glacier
#

Hey, I have an in engine map editor which works across multiple platforms and save the map in a simple Json file with the instructions to build the level.

I want to create a cross platform mission portal. How save is ist to upload/download the Json to a database and open/read the file on a other PC/Console.

I would need to check the files for any virus or hijacking code or what else? Anyone dealt with something like this before?

hollow flax
#

So for an hour now ive been trying to get UE 4.27.2 to start but it just wont

ripe carbon
#

Okay, so here is an update on my packaging problem (https://forums.unrealengine.com/t/help-cant-package-ue-4-27/599549/15).

I set the packaging mode to Development, fixed or removed certain widgets and cleared other errors that prevented the program from being packaged. The program packages, but I can't run it, even if I try to run as an administrator. The person who posted replies to this forum suggested missing .dll files and I have two of them, so far; though I could probably find and copy and paste those .dlls from an earlier version of the project.

I'm not sure what he means by saying, "I think the windows exe when run creates a log beside it," though. Oh, and I have several downloaded content, most of which was free. I am allowed to use downloadable, pre-made objects as long as the demo is functional.

thick roost
#

Hello I have a problem, my friend turned on his pc and litterally, all his project files are gone, they arent in folders or file explorer, that was like 100's of gb's of project files and assets, does anyone know why, he lost a big project and needs it back badly

wise trail
#

Do they use source control?

thick roost
#

He said hes pretty sure it does

hollow wyvern
#

Hes talking about me @wise trail

#

And im literally about to call a lawyer

wise trail
#

Well seems like a strange thing to just happen. Without source control cant imagine youll have much luck recovering your files.

hollow wyvern
#

Im not the only person that its happened too

#

Bro 2 years

#

2 years of work

#

GONE

#

Checking my other drive they deleted everything there as well

fierce tulip
#

as someone who lost years of work back when back-up hosting was barely a thing and too expensive, and plugging in a new hdd caused a fritz and killed all my drives, i know that feeling.
that is why I back up my work-related drives trough version control and back-up hosting nowadays.

#

if you know which drive the files where on, in some cases you can use a hdd-recovery service to see if you can re-obtain the files.
if its an ssd, its near impossible and/or super expensive. (at least, last time I checked)

real heath
# hollow wyvern Checking my other drive they deleted everything there as well

Do you have any idea what happened? Has windows recovery run? Was it ransomware? Is anything else missing? Is your hard drive failing? Knowing what happened will make it easier to decide next steps. You can right click a folder, go properties, and with the right edition of windows there is a tab called previous versions, where you might have snapshots.

#

Version control isn't a backup, but it sure does help in these situations to have it running on a other pc

#

Definitely checkout those HDD recovery services

#

Usually around $1-2k, but to save 2 years of work is worth it to me

#

<@&213101288538374145> ∆

buoyant graniteBOT
#

:no_entry_sign: RapRap#7006 was banned.

fierce tulip
#

jfc, the moment I walk away we get discord spam XD

real heath
#

Lol

#

They were waiting!

#

Out of curiosity how high is the verification level on this server? Does it need a verified phone?

fierce tulip
#

i think one lower, not sure. @maiden swift knows.

#

.Strike Luos for cold-at-ing an admin

maiden swift
#

It's set to High.

real heath
#

Lol

fierce tulip
#

whistles

real heath
#

Yeah right, just curious how effective the levels are

fierce tulip
#

we have had a few moments where we set it higher, but mainly when we had uhm what are they called?

#

raids

maiden swift
#

And it's not a guaranteed defense against raids. Bots can have verified phones.

fierce tulip
#

captcha's count for nothing XD

real heath
#

I'm sure it helps with the less sophisticated hits though. Better than nothing

fading wolf
#

I can't figure why the variable isn't the same on all clients if that variable is replicated.
I thought it was because of the variable determining the tpye wasn't replicated, but that didnt fix it. Any ideas>?

thin tendon
#

My best guess without more information. Is that you just fired a damage event to deal 10 damage. The server is showing the adjusted value of 20 but the clients have not tried to update the value yet as they are both showing 30.

fading wolf
thin tendon
#

ok so as I understand it now. You are dealing 20 damage. The server says its 20 damage. But the client reads it as 30 damage?

#

What I would do to trouble shoot a problem like that. Is use print strings (bread crumbing). To show the value on its journey. So after being called to deal damage print. After being sent the other actor print. Anywhere its used print. So you can see the exact point at which it changes.

fading wolf
thin tendon
#

Perfect. I am glad you figured it out mate

bronze crane
#

I'm getting jerky movement when I move an actor or component along a spline. I changed from using "get location at distance along spline" to "Get location at time" but this didn't seem to help. This event is run on a timer with an interval of .01

#

I also set the spline's reperam steps to 50 and even 100 but no such luck

lusty dew
#

should I buy a course for studying Unreal?

lusty dew
#

I was thinking that it's a great deal, and I should try to get it before the sale ends

lusty dew
#

it's from stacksocial

drowsy snow
lusty dew
#

why is it if it's from udemy, then it's a fake sale anyway?

lusty dew
drowsy snow
#

Not just udemy, many sellers tend to fake sales by extrapolating the price to make it seem that it's on high sale.

drowsy snow
lusty dew
#

what about things like multiplayer development and cut-scene designing?

drowsy snow
#

I know you haven't really looked at it.

lusty dew
#

yay!

real heath
#

No course will cover everything in great detail, some courses will give a quick intro to a lot of different areas, while others will deep dive specific topics. That's why learn.unrealengine.com and dev.epicgames.com are so good. You can deep dive lots of the areas with many courses

#

Then, you can buy a course on a specific path if you feel you want it

lusty dew
#

nevermind, that is a no

real heath
#

Anyway, it's up to you whether to buy a course, we're just highlighting there are a lot of great free resources to learn from

fierce agate
#

I’m making a shiny material but why is there black thing on it?
Like it supposed to be all shiny

#

I tried it on plane object
It’s full of black

dusk void
#

HELP. i have a third person gun system atm but when i shoot the bullet goes straight out the gun. i want the bullet to go in the direction the player is looking for the VERTICLE axis only

fierce agate
dusk void
#

r u using lumen?

fierce agate
dusk void
#

UE5 lighting

#

r u using UE5?

fierce agate
#

I’m using ue4

dusk void
#

it might be ur hdri or something

#

actual play the game

#

see if its there

fierce agate
dusk void
#

put something like a cube where the black is in the reflections and see if u can see it

fierce agate
dusk void
#

do this

#

see if the cube reflects on the mirror

#

@fierce agate

fierce agate
#

Imma try turning on the planar in a project settings

dusk void
#

it might be an issue with ur settings

fierce agate
#

Yeah

#

Thanks for trying to helping me

pallid token
tawny shard
#

When i do SetGamePaused, what exactly happaning? Is it just block Actor's Tick method? If i have function that is called through TimeManager, will it still run?

sleek fable
#

Hello guys I replaced some of my textures in my project but still when I try to delete the old folders I'm still getting the references

#

How can I fix this without getting redirectory error in the build thx in advance

sleek fable
fierce tulip
#

rightclick on the content folder in the content browser, and fix up redirectors.

#

something you should do whenever you move files.

sleek fable
fierce tulip
#

it shouldnt

#

unless you delete redirectors trough explorer

sleek fable
#

Ok thx for the help I wish you great week sir

fierce tulip
#

likewise

pallid token
tawny shard
#

I do set it

#

so that's where comes the question

#

i have an Actor on scene who should pause and unpause game

#

but when i do pause - it seems rather his functions stops to work, or TimeManager just pause any functions

pearl abyss
#

OK I'm a bit stumped about this one - in UE4, there's the PhysX vehicle system, but the API documentation says it's deprecated starting with 4.27. Documentation tells me to use Chaos Vehicles instead. But those are marked experimental by Epic and may break at any moment.

Is there no stable/supported vehicle system in 4.27 by consequence?

real heath
#

Physx vehicles is the one to use in ue4.27

#

It's deprecated as they knew it was changing to chaos physics in 5.0

#

When you upgrade your project to 5.0 you'll need to update your animbp and your vehicle blueprints

#

You can also optionally use the ue4.27 chaos build, but chaos saw significant improvements in the 5.0 release afaik

pearl abyss
#

OK but it's gonna work correctly as long as I stay with 4.27?

real heath
#

Yes

pearl abyss
#

the docs feel a bit ambiguous about this, but I may be misreading

#

gotcha. thanks for the info! have a cookie 🍪

real heath
#

No, there were a few false starts with the cutover to chaos, so it got a bit muddy

pearl abyss
#

oh one last thing

#

the naming "PhysX" is just an artifact, those vehicles don't require an nvidia driver present, right?

real heath
pearl abyss
#

got it!

#

on to remaking mario kart then. 🙂

vague jay
#

I have question about TCHAR_TO_UTF8, it returns an empty string in a packaged version of the game, and it's working in the debug build, is there any workaround for that?

latent sentinel
#

Hey guys,i'm having an issue with the buoyancy. I want my boat to float smoothly. I've set the pontoons bunch of times,i've been playing with the rest of the numbers as damping and stuff,tried the default ones,none of those works for my boat. Basically when i drop him in the water it flips and stays flipped. Here's the issue

night birch
#

Any idea why does it pop up?

real heath
#

And read the log

tawny shard
bronze crane
heady ridge
#

anyone got some good beginners guide for the basics concepts of UE4?

#

not those "create this game step by step" ones, not a fan of learning that way

heady ridge
astral heart
#

unreal 4.27 keeps crashing on start up. I get to 45% initializing then crashes. Was working fine yesterday but UE crashed over night and wont open now.

crystal patrol
#

Guys, i have aplugin called AGR dowloaded and activated but all the content isnt there

#

Does anyone know why

shy brook
#

hello

#

new to ue4

#

i made a gun and it's working fine except i can only turn it sideways

#

i cant aim up or down

drowsy snow
#

Also check the store page if there's a link for example project files for the plugin

crystal patrol
# shy brook hello

bro im new too but i think you can make a socket in your hand so that i follows your hand or head if the camera is attached to the head

shy brook
#

it follows the movement side to side but not up and down

#

apparently i gotta change the spine rotation in animation bp

crystal patrol
#

but you can move your camera up and down?

#

bro i started w ue 2 days ago

#

you prob know more than me

shy brook
#

yeah the camera movement is unrelated to the socket

#

im new to lmao

astral heart
drowsy snow
drowsy snow
shy brook
#

where do guys get animations from?

#

mixamo is very limited

drowsy snow
crystal patrol
#

does anyone know why the skeletons are not compatible

drowsy snow
#

Well, not necessarily from scratch, but keyframed by hand with loose reference

crystal patrol