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/r/unrealengine

249,358 Subscribers

1

How do I rotate my spawn shape inside of a niagara system?

I have a particle system with two emitters and I want to rotate one of the spawn shapes to match the other. Editing the rotations in the spawn shape transforms doesn't seem to do anything, how do I achieve this? Specifically, it's a cylinder that I'm trying to rotate from standing up to lying flat

2 Comments
2024/05/04
19:38 UTC

1

Keeping State Across multiple tracks in Lv. Sequence

So tried looking this up but had no luck so far, but there's got to be a way to select multiple transform tracks and tell it to keep their state, right? I tried selecting and right clicking but it just selects my last track.

1 Comment
2024/05/04
19:21 UTC

5

My University Final Year Project

Hello everyone, i recently made a short cinematic for my university project. Here's a link to the video: https://www.youtube.com/watch?v=dmpylN3BI8k
If anyone is kind enough to complete a survey about the cinematic to help me evaluate my work as part of the university's unit i'd be really grateful. if you are interested just dm me, and I'll send you a short participants information sheet to accept and then i'll send you a link to the survey it should take around 25 minutes to complete.

0 Comments
2024/05/04
17:59 UTC

1

How can I get screen coordinates of Slate/UMG/VirtualWindow widget rendered in World space?

Im trying to use Common UI, for decent gamepad support. One tricky issue is that only UMG added to Viewport works as expected. Im working on a VR game for the most part, so all my widgets are UWidgetComponents in various Actors placed in the world.

FCommonAnalogCursor does the gamepad highlighting by moving the cursor over the widgets, so they are in hovered state. That works correctly only when widget is added to the viewport, otherwise the coordinates are in VirtualWindow space that does not match the screen at all resulting in the cursors being in wrong spot.

How can I translate these coordinates to proper screen ones? Seems doable with Transform of the Actor that given widget is attached to, but I see no way to get it from FCommonAnalogCursor/Slate level. Any tips would be helpful!

The code in the cursor is something like this:

TargetGeometry = SWidget->GetTickSpaceGeometry();

const FVector2D AbsoluteWidgetCenter =         TargetGeometry.GetAbsolutePositionAtCoordinates(FVector2D(0.5f, 0.5f));
// AbsoluteWidgetCenter is wrong here for World space widget
SlateUser->SetCursorPosition(AbsoluteWidgetCenter);
0 Comments
2024/05/04
17:53 UTC

1

Unreal Engine 5 || Free-Flow Combat System Series|| Part-13 || Batman Style AI Attack Pattern

0 Comments
2024/05/04
17:47 UTC

1

Anyone try Modular control rig in UE 5.4? did my skeleton need any requirement to work with Modular control rig?

I want to use Modular control rig to my skeleton. but when i drag leg from modular asset to skeleton -> the foot right away puted to wrong position. how to fix that?

You can see image for more detail:
https://imgur.com/a/cgRvXai

0 Comments
2024/05/04
17:46 UTC

1

Unreal Engine AI Affiliation for my Action RPG based on Gameplay Ability System

0 Comments
2024/05/04
17:15 UTC

0

Help on how to jumpscare player

I'm creating a simple FNAF-like game, in which the character can look in the middle, left and right. I set up a logic that spawns a monster on the right if the player's looking left and vice versa. What I want to do is that when the player looks towards the direction of the monster, it jumpscares the player. How can I make the monster know which direction the player's looking at? I'm quite new to unreal, so all the castings and interfaces look confusing to me.

1 Comment
2024/05/04
16:48 UTC

0

Large actor receives a pre-shadow.....

Getting this error:

BP_Fence_C_UAD_xxxxxx Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false.

This is the result of a blueprint which is creating a fence line using instanced static meshes strung along a spline. The static meshes used are not very large -- about 2M in length and height. It seems the engine is merging the string of instanced meshes into one giant mesh. Is there a way around this other than spawning a pile of static mesh components?

3 Comments
2024/05/04
16:43 UTC

1

Is Sequencer Broken in Play Mode in 5.4?

Hey all,

Trying to see if anyone else can confirm this issue. Seems like Sequencer is unresponsive if you enter play mode in 5.4.

Easy steps to reproduce, just create a level sequence and a camera and some animation. Hit play.
You will no longer be able to scrub your camera cuts track and the animation doesn't play back.

To be clear - you can render and you can also trigger the sequence to playback via blueprints but you can't actually just scrub the timeline like you do in editor or simulate mode.

Thanks for any help...

0 Comments
2024/05/04
16:40 UTC

1

UE 5.2.1 and Quixel Bridge plugin - linux

Hello, I need help, I dont know if I am dump or out of options..

I have Linux version of UE, working nicely without problems, I wanted add plugin Quixel Bridge but dont know how.

I ran Epic launcher using Lutris, donwloaded same UE version, installed Quixel and tried run UE from Epic, it showed UE loading, but it wont open. so I copied plugin from epic version to linux version. But this showed:

"The following modules are missing or built with a different engine version: Bridge MegascansPlugin
Enbgine modules cannot be compiled at runetime. Please build through your IDE."

I triend Epic Asset Manager, it wont start downloading Quixel, stuck in "initializing" for hours.

Any idea, how to fix it or what to do? Before I go for Windows VM.

0 Comments
2024/05/04
16:35 UTC

1

My camera isnt updating in real time while tracking objects when attached to rigs

Title says it all. Camera only updates in real time when I drag the camera gizmo around, but if I try and attach it to lets say a rail rig, and then use the rail rig movement options, only when ive let go of the slider does the camera then track the object - I have a video of it if my explanation is bad, but I cant post it here apparently

1 Comment
2024/05/04
16:21 UTC

1

How to add any new ability In Lyra project | Unreal Engine

0 Comments
2024/05/04
15:52 UTC

0

Soon released, the Voxy will be. Stay tuned, you must!

0 Comments
2024/05/04
15:18 UTC

1

Render targets colors are off

Here's the images: https://imgur.com/a/fDrHw85

I put my scenecapture2d camera in the world, set a material to use the scenecapture2d image as the texture, then use the material on a plane, but the colors are washed out and different on the plane vs the actual scene. I think it's a lighting issue, but playing around with lighting settings on the plane didn't make a difference. I also went into the render target and changed the gamma setting, but this had no affect.

How can I make the color on the render target match the scene it's capturing?

Also is there a way to make the render target emit light? Like if I have a campfire in the scene near the camera, can I make the plane emit light?

1 Comment
2024/05/04
15:00 UTC

5

Exploring MAWI Broadleaf Forest (Winter) with my First Person Character

3 Comments
2024/05/04
14:53 UTC

3

Motion Matching + upper body layering for full locomotion (5.4)

2 Comments
2024/05/04
14:38 UTC

1

For anyone tinkering in Unreal, here are some of my tips for improved mocap animations!

0 Comments
2024/05/04
14:24 UTC

1

Looking to play/test

I'm not sure where else to look for this sort of thing but I'm quite interested in the new UE5 games that are being released and would love to test peoples games for fun, aswell as maybe provide some feedback if it helps.

Always been a fan of destructible environments and would love to try out what people are making. I don't know if there's anywhere in particular that devs put up playable demos?

Cheers

0 Comments
2024/05/04
13:50 UTC

18

Creating bunch of puzzle interaction for my game, what do you think?

4 Comments
2024/05/04
13:29 UTC

2

Unreal C++ : Why not just put QUICK_SCOPE_CYCLE_COUNTER everywhere? The cost of measuring performance explored.

0 Comments
2024/05/04
13:05 UTC

4

How do I stop my particle system from being influences by the velocity of the actor it's attached to?

I'm attaching a constant particle system to my player but I only want it to take its local velocity into account. When I move my player, the particles in the system move to reflect that. How can I make it so my particles location and velocity always remain local to the system?

2 Comments
2024/05/04
13:05 UTC

1

Rendered an animation and chucked the frames from Unreal Engine into Davinci Resolve. Both the 3d render settings and davinci's are set to 30 fps, yet the mp4 result still seems to be not as smooth as it should be. Is this an issue to fix in UE or elsewhere?

Since I cant post the the video, here is the link. the resoluation will be horibble, but just get a sense of the frame smoothness and the slight stuttering.

https://drive.google.com/file/d/1vzwm9vxMzlwsIXd\_O2T\_KViYk18aCxmf/view?usp=sharing

1 Comment
2024/05/04
12:43 UTC

1

RTX 3060: 18 fps in editor please help i'm going to cry atp

Edit: b3dGameArt's comment solves the issue if you have the same problem!

Hey guys, I just swapped out my old AMD GPU to a brand new 3060, I have not OC'd it, do not have G-sync. Totally cleaned up all the old drivers (with the dedicated amd utility tool) and installed the studio driver with nvidia experience. In the editor when i'm focused/clicked into the viewport I have around a 110+ fps, but whenever i click on anything else f.e. open a blueprint to connect some nodes i instantly drop down to 18 - 16 fps. Other thing, I disabled UDP messaging in the project settings, it did help, when it was enabled i had around 6 fps but 18 is still the max i can get. No other application have this issue. Games are smooth, really no issues other then UE5 editor. Using 5.3, tried in 5.4 it was worse. I appreciate any help

7 Comments
2024/05/04
12:32 UTC

1

[complete beginner] material issue importing .obj

hello, the only reason why i am using unreal engine is to make broadcasting assets using the rocket league hype chamber that EG supplied a few years ago https://www.unrealengine.com/en-US/spotlights/enter-the-rocket-league-hype-chamber-a-new-sample-for-broadcast-and-live-events i have the version it was when this came out, 4.27

i wanted to import a non rocket league car so i tried this f40 (https://sketchfab.com/3d-models/ferrari-f40-52a66c41cfcd4f999fb1b1c49bf24d70) but it looks like it's just put every material as a solid opaque colour. i managed to work out how to make the windows transparent but there's stuff like the grille that just.. doesn't seem to be there, and also like the bonnet and wheel arches are one way? ie when you look through the wheel arch you can see through the bonnet. i am comparing this to what i see when i open the obj in windows 3d viewer where both sides of the bonnet etc are textured

pictures: https://imgur.com/a/NyknFJl

but what i don't understand is like there's no grille or spoiler badge at all in UE i would've thought it would be a solid colour

prior thanks to anyone that wants to help a noob

0 Comments
2024/05/04
12:21 UTC

3

What's the best way to change a Skeletal Mesh for another while keeping the animation playing?

I have of 3 meshes that have a single root node as a skeleton. I want to be able to change the mesh while an animation plays. I've not found any good sources on how best to do this in runtime with blueprints and at the moment it causes Unreal to crash anytime I switch the meshes. Anyone had experience with this particular thing that can help me out?

10 Comments
2024/05/04
10:46 UTC

1

Can't set/affect Global Time Dilation through Editor Utility at Runtime.

Hello,

I understand that Utility widgets are primarily designed for the editor, but I wanted to create one to select different speeds when playing—like x.01, x0.5, x1.0, etc. affecting the play speed (for slow-motion debugging, for example) at runtime.

It's easy to connect the Global Time Dilation in either a BP Actor or the Utility widget and have them respectively affect the runtime during play (via Blueprint) or in the editor (via Editor Utility).

However, when I try to retrieve the Blueprint actor with the Editor Utility widget and change the BP's local variable for the Global Time Dilation, it seems to be ignored. Does anyone have a clue what I might be doing wrong or how I can approach this differently?

3 Comments
2024/05/04
10:13 UTC

14

Any ideas on how I can use this system?

https://youtu.be/oVR9RPqhLqI

Came up with it out of boredom and I was thinking of creating something around it, since it turned out a lot better than I expected. Maybe a puzzle game to challenge my friends? Any ideas are welcomed

12 Comments
2024/05/04
10:11 UTC

1

Jigsaw puzzle game - Trying to understand material transformation

Hey there,

New Unreal Engine 5 game developer here who just started out. I am working on a Jigsaw puzzle game and I hope someone can help me push into the right direction. I managed to create a grid based of the dimensions of a picture and the common factors. I create a dynamic material instance and transform the UV settings to get the correct coordinates / size of my texture to display on the puzzle piece. This is all working perfectly fine with square pieces, however I want to take it to the next level and actually create puzzle piece shapes. I've transformed a basic plane object to look somewhat like a puzzle piece shape, however now that the mesh is not perfectly square anymore it seems that the material pattern is repeating itself instead of covering the whole mesh. I cannot really find too much information about this, so I was hoping someone here could help me out.

My grid with puzzle pieces: https://ibb.co/64vX92n

My puzzle material logic: https://ibb.co/FX1HxSH

0 Comments
2024/05/04
08:53 UTC

1

Help in Third-PS, Running Animations is playing faster and repeating in Play-mode, causing lag-like stuff.

I'm new to UE. tried following through this tutorial - https://www.youtube.com/watch?v=IDVyoZAvN5o
Done everything as he told, Everything is working great except that animation is playing like twice while I'm running. here you can see whats happening - https://youtu.be/sZBf2rpENjM
Horizontal axis = -180to180
Vertical Axis = 0to600
the animation are of 30fps
here is my blueprint - https://imgur.com/a/Et5mJBW

6 Comments
2024/05/04
05:47 UTC

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