/r/unrealengine
Question | Help |
---|---|
Release Notes | Solved |
Tutorial | Announcement |
UE4Jam | Twitch |
Marketplace | Blueprint |
C++ | VirtualReality |
Discussion | ShowOff |
GitHub | Weekly |
Animation | Material |
Particles | UMG |
Mobile | Quixel |
Unreal Slackers (community discord)
Unreal Engine Console Variables and Commands
C++, Blueprint, & Editor Cheat Sheets
Blueprintue - Paste your Blueprint
Short form videos explaining individual Blueprint nodes.
Cedric "eXi" Neukirchen's Network compendium
An overview of the fundamental networking structure in Unreal Engine.
Concise & in depth. Including BP tools and options but also focuses a lot on C++ and "under the hood" details.
Elaborate workflow overview.
Suggested naming conventions, collaboration tips, common pipeline struggles and solutions.
/r/unrealengine
Pretty much the title. Is there a way to permanently disable auto exposure in the mesh editor? Everytime i open a new mesh i have to go to the lighting type dropdown and remove the checkmark from "Auto" because otherwise its completely overexposed. is there a way to deactivate it once and for all for every mesh? I couldnt find anything in the editor or project settings.
Even the smaller packs are like 20GB when you download them from your Fab library. It's a nightmare having to wait super long for things to download, then go through every one and delete all the 8k textures I'm not going to use for a game. Is there no way to pull individual materials or assets and choose which resolution you want for them anymore without having to do this? I was fairly indifferent to Fab at first but now it's becoming irritating.
I used to occasionally buy older 4.27 assets on the marketplace and just migrate them myself.
I came across one just now, and while the seller has moved many things to FAB. They apparently didn't for one of their 4.16-4.27 only assets. But its unavailable to buy anywhere.
I wish Epic had kept up Unreal Marketplace for a while at least for the 'unmigrated' things.
Luckily this is pretty rare, but it feels like a potentially worthwhile and a thing of value is lost to time now.
Sad :(
I've really been struggling with this, so any help is greatly appreciated. I'm trying to create 3D images based on 3D point clouds from OpenTopography. I've used lastools, and tried using QGIS and PGAL with a workflow that just wouldn't work. I want to use Blender to get the best images and later Unity for animation. I'm very new to this, and I've tried a lot before posting.
I know Blender doesn't have a way natively visualize point clouds and apply a mesh. There's a $75 plug in for visualizing point clouds in Blender, but I don't even know if it will work. I'm using Blender version 3.6.
Any help or advice is greatly appreciated.
Hi there,
I probably miss a Gizmo setting, something I can toggle:
Using UE 5.4 I added a Nav Link Proxy to a level and pressed [P] to visualize navmesh and proxies.
The handles to move the two end points of each selected proxy are not shown, but I see the expected non-interactive cylinders.
So the link works, but I can only manually play with the coordinates of "Left" and "Right" point in the Details panel, and then see if eventually if I guess the coordinates well they land in the right place in the viewport.
Q: Do you have a hint what would hide or toggle those little handles that look like blue diamonds (when unselected)?
Basically I'm creating maps in World Creator. I have no issue importing 2k heightmaps in UE. Though I would like to make 4k, or 8k ones, as 2k is too small (and looks bad if I scale it up)
The problem is that I just can't import 4k/8k heightmaps, as it freezes for 10 minutes then crashes.
Now I'm trying to figure out if anyone has experience importing 4k, or even 8k in Unreal. And how much RAM do you have.
My specs
- 6700XT 16GB
- AMD Ryzen 5 5600
- 32GB RAM
I basically have done nothing to it at all except open it up. Here's the crash log: LoginId:fcd80055f2764f00a7437e7ba416afb3-000003e8
Fatal error: [File:./Developer/DerivedDataCache/Private/DerivedDataBackends.cpp] [Line: 201] Unable to use default cache graph 'InstalledDerivedDataBackendGraph' because there are no writable nodes available. 0x00007ff79b87231b libUnrealEditor-DerivedDataCache.so!UE::DerivedData::FDerivedDataBackendGraph::FDerivedDataBackendGraph() [/mnt/horde/++UE5/Sync/Engine/Source/./Developer/DerivedDataCache/Private/DerivedDataBackends.cpp:197] 0x00007ff79b875f2a libUnrealEditor-DerivedDataCache.so!UE::DerivedData::Private::FDerivedDataCache::FDerivedDataCache() [/mnt/horde/++UE5/Sync/Engine/Source/./Developer/DerivedDataCache/Private/DerivedDataCache.cpp:572] 0x00007ff79b853c28 libUnrealEditor-DerivedDataCache.so!UE::DerivedData::Private::CreateCache(FDerivedDataCacheInterface**) [/mnt/horde/++UE5/Sync/Engine/Source/./Developer/DerivedDataCache/Private/DerivedDataCache.cpp:1146] 0x00007ff79b8774cb libUnrealEditor-DerivedDataCache.so!UE::DerivedData::Private::FDerivedDataCacheModule::CreateCacheOnce() [/mnt/horde/++UE5/Sync/Engine/Source/./Developer/DerivedDataCache/Private/DerivedDataCacheModule.cpp:42] 0x00007ff79b854feb libUnrealEditor-DerivedDataCache.so!UE::DerivedData::GetCache() [/mnt/horde/++UE5/Sync/Engine/Source/./Developer/DerivedDataCache/Private/DerivedDataCacheModule.cpp:107] 0x000000000025ae3b UnrealEditor!FEngineLoop::PreInitPreStartupScreen(char16_t const*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:3295] 0x00000000002510e2 UnrealEditor!GuardedMain(char16_t const*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Launch/Private/Launch.cpp:136] 0x00007ff7a4341a52 libUnrealEditor-UnixCommonStartup.so!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:269] 0x00007ff798820248 libc.so.6!UnknownFunction(0x3247) 0x00007ff79882030b libc.so.6!__libc_start_main(+0x8a) 0x000000000023a619 UnrealEditor!_start()
libUnrealEditor-DerivedDataCache.so!UE::DerivedData::FDerivedDataBackendGraph::FDerivedDataBackendGraph() [/mnt/horde/++UE5/Sync/Engine/Source/./Developer/DerivedDataCache/Private/DerivedDataBackends.cpp:197]
libUnrealEditor-DerivedDataCache.so!UE::DerivedData::Private::FDerivedDataCache::FDerivedDataCache() [/mnt/horde/++UE5/Sync/Engine/Source/./Developer/DerivedDataCache/Private/DerivedDataCache.cpp:572]
libUnrealEditor-DerivedDataCache.so!UE::DerivedData::Private::CreateCache(FDerivedDataCacheInterface**) [/mnt/horde/++UE5/Sync/Engine/Source/./Developer/DerivedDataCache/Private/DerivedDataCache.cpp:1146]
libUnrealEditor-DerivedDataCache.so!UE::DerivedData::Private::FDerivedDataCacheModule::CreateCacheOnce() [/mnt/horde/++UE5/Sync/Engine/Source/./Developer/DerivedDataCache/Private/DerivedDataCacheModule.cpp:42]
libUnrealEditor-DerivedDataCache.so!UE::DerivedData::GetCache() [/mnt/horde/++UE5/Sync/Engine/Source/./Developer/DerivedDataCache/Private/DerivedDataCacheModule.cpp:107]
UnrealEditor!FEngineLoop::PreInitPreStartupScreen(char16_t const*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:3295]
UnrealEditor!GuardedMain(char16_t const*) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Launch/Private/Launch.cpp:136]
libUnrealEditor-UnixCommonStartup.so!CommonUnixMain(int, char**, int (*)(char16_t const*), void (*)()) [/mnt/horde/++UE5/Sync/Engine/Source/./Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:269]
libc.so.6!UnknownFunction(0x3247)
libc.so.6!__libc_start_main(+0x8a)
UnrealEditor!_start()
Also before it happens I notice that it is trying to reach something called zen server. Any ideas? I
This keeps happening every couple games, I used sfc /scannow, I have verified files, then I uninstalled and reinstalled dbd, formatted my computer, but still this keeps happening. (Exception_Access_Violation reading adress 0xfffffffffffffff)
I’m trying to make my character move in place based on the direction they move.
So far I’m just rotating the model however many degrees needed but it is very janky. And gets weird having to rotate negative degrees. Is there an easy way like using the world direction of getting the correct rotation needed from the direction I’m moving?
[ SOLVED ] I am stuck on this for 1h know, I come from unity, I can’t understand why using the root component forward vector does not apply on that location. What am I doing wrong??? PLS HELP
Link: HELP - With Forces / Directions... (I come from Unity) - Programming & Scripting / Blueprint - Epic Developer Community Forums EVEN if i delete an unconect PrintScreen node it stops working
I have a material function based on the gerstner wave formula, and since a few days, whenever i change anything inside of the function, be it merely disconnecting and reconnecting any value/node everything breaks.
The material function works as intended if i don't touch it, but as soon as i do anything (reconnecting the output for example), everything breaks, despite literally nothing seemingly changing.
How or why could this happen, and how can i fix it?
I just bought a pack, and need to ask the developer a question regarding crashing with SM6. But I can't find anywhere on the page for connecting with them? Anyone know how that's implemented now?
I am trying to set a parent socket for a code BasePlayer. I've tried several ideas but I can't get it to show up.
The object is much thinner during the animation. I checked my FBX import settings, everything looks right.
Hi, I created 2 projects with sequences in them and I want to combine them both into one level in a project. Every time I migrate the sequence, I can bring the assets in but they are red in the sequencer and I have to relink each asset manually. In adobe products I can usually relink one asset and the rest follow. Is there a better way to migrate and combine sequences without having to manually relink?
Ive been following along with tutorials but most of it is going over my head. Any recommendations on how I should go about learning C++ specifically for GAS would be appreciated
Edit: I love how everyone has an opinion on what and how I should learn but no one is actually recommending anything to learn
I am trying to make my own bouncing ball algorithm instead of using UE physics system (for reasons). However; when the ball hits the ground it will bounce once but then carry on in the opposite direction. I've tried to convert the below Unity algorithm that I found on Youtube to Blueprints.
Gravity is set to -98 and restitution (bounceFactor) is at 0.8. My blueprint is in a macro that runs on the balls' tick.
What haven't I done?
Hi, i made a map in Gaea 2.0 and Imported to Unreal 5.4, but o cant use Foliage unless i put manually dragging, there's no collision. Can anyone help me solve this?
I've published my first game "Ground 0" a while ago but haven't got any review/feedback on it yet!
So, feel free to play it and telling me your opinion about it.
it's free btw.
Right now, it is going through optimizing/patching process, so I'm open for any suggestions.
So, as the title says, I cannot get collisions to work between voxel plugin (free version) and niagara. It works on landscapes and meshes, but not the voxelworld.
Basically the title of the post. I am a Games Design student and we are using UE5 at uni and for our project, but my laptop can't really run it, so I was thinking of using UE4 at home to get better at using the engine. I just wonder how much your skill in one really translates to the other? Obviously they look different and 5 has some features that 4 doesn't, so I am assuming that using UE4 is definitely worth my time, especially since I guess Blueprinting is essentially the same.
Currently 3d models, environment packs, plugins are too expensive for an individual. That means that one has to create his or her own 3D models in blender or maya and then import it to unreal which will take a long time. Also, the professional pricing for some assets is ridiculous. Large studios can afford to hire people to create 3D assets from scratch whereas small game developers cannot pay for each and every asset and expect to make a profit. On top of that some of the environment packs are poorly optimized. Hopefully in the coming months, Epic will take some preventive measures to help out the community.
I have been a Marketplace Creator since October 2021. Since then, I have been selling products on the Marketplace, which has not made me rich, but it has been enough to pay for my tuition as a game developer and basically has been my job since then. Since October, when the launch of FAB was "confirmed", my sales have dropped. This month, for example, I have literally only made one sale so far, and we have already passed the first third of the month. I have not changed any of my products yet, so they are literally the same as before. The only thing I have done is not to list a couple of products as they were making almost no money before, so I just decided to leave them unlisted to clean up my site a bit. My products are Blueprint Packs / C++ plugins, so I don't think my lower sales are due to any new concurrency, as the marketplaces that merged into FAB were primarily for art content as far as I know.
I have enough funds to survive for a few months, maybe a year but after that I am not quite sure what to do and I really do not want to let my site die as it worked well for over 3 years and now with the new marketplace its just gone? Has any other seller here experienced the same thing? Do you have any advice for me? Any help would be appreciated. I thought fab would be nice to have a wider audience to publish my content to but now it could be the reason for my sites demise as I am not sure how long I can maintain it if I am not making a profit from it. Thanks.
My custom skeletal mesh component has a variable called "AnimClassArray" which takes an array of UAnimInstance
/ ABP Animation Blueprints:
UPROPERTY(...)
TArray<TSubclassOf<UAnimInstance>> AnimClassArray;
I'm trying to get all these Arrays of AnimationBlueprints to effect the skeletal mesh one after another
e.g. if I had ABP_StandardMovement
, ABP_FootIK
& ABP_AimWeapon
inside the array I'd like the output of an ABP to pass into the input of the next one as such
Unfortunately "Linked Anim Graph" Node doesn't seem to have the "Instance Class" variable exposable as a pin
I'm open to any c++ and/or blueprint solution even creating a custom node
I wanted to play hydroneer and unreal gave me an error,
so can anyone smart explain what I need to do to resolve this so I can play my game.
shis is the full unreal engine 4 chrash report exept the login Id
EpicAccountId:
LowLevelFatalError [File:Unknown] [Line: 198] Unreal Engine is exiting due to D3D device being lost. (Error: 0x0 - 'S_OK')
Mining_Win64_Shipping
Mining_Win64_Shipping
Mining_Win64_Shipping
Mining_Win64_Shipping
Mining_Win64_Shipping
Mining_Win64_Shipping
Mining_Win64_Shipping
Mining_Win64_Shipping
Mining_Win64_Shipping
Mining_Win64_Shipping
Mining_Win64_Shipping
Mining_Win64_Shipping
kernel32
ntdll
Hi everyone, does anyone know how to solve this issue? I had been using Motion Design on unreal and I have to make this project where it likes threads are forming a shirt . So I had made a thread like 3d object from maya and brought in the engine and Tshirt from Fab. So right now I see cloner with the thread and everything looks fine, but when I attach the cloner to meshes and then select the Tshirt. I don't see anything at all checked it multiple times as well nothing changes. But then I brought in a cube and it attaches well on that mesh.
Does someone have an Idea how can is solve this.
Please and thank you