/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
I’m guess legal expenses were huge to change so many platforms. Backend non-ui stuff… I’m giving them the benefit of the doubt that had to eat up a lot that took away from testing and qa. Marketing, getting the word out had to eat up some of the budget. I’m trying to be generous here. It’s easy to judge it as a colossal disappointment until you try to do it yourself, right? Right? Or is it really that bad? Maybe it’s because it’s an election year and they’re waiting for the results to make a decision.
Bridge is perma-broken for me (and I saw a couple of posts from others here too), metahumans are stuck downloading at 0%. They don't show in Fab plugin. Metahuman Creator website exports to a single .mhb file that I can't import in Unreal. I'm stuck. Please help :)
I have a BP_LightPole. 1 spot light, 1 point light, 4 cables - the 4 cables have a function to attach them to additional copy pasted poles as I place them, there is also a function to create random slack in the cables, or to randomly add values to add or remove slack myself. The ending destroys any remaining cable so the last pole doesn't have any extra hanging down. All these functions work great.
I wanted to add both the light sources in this as well - so I can manually toggle them on and off in the details panel while working inside the editor throughout my scene. I didn't want them in the Event system since I am constantly making live modifications as I move around the scene.
No matter what I try I can't find a way to add a secondary function to the Construction Script without impacting the functions already in place. Is it just not possible to add multiple functions? I tried creating a new function, but I don't have the current knowledge to know how to call that function from my Construction Script. (again, don't want to use event system). And I'd really rather not add them to sequencer because of the amount of changes I'd be making it's just far easier to click on the light pole and click a toggle box.
Any hints or help would be amazing, and if I am just SOL, well at least I tried.
Apparently UModel only works with UE1-4 and im not sure if it can extract sound files...
1- I start off with my player character in thirdpersonmap (persistent)
2- We go to another room in a sublevel called PRODUCTION OFFICE BOSS
3-I am able to posses another character there easily and fight the boss with it.
4- Once boss is defeat I want to go back to to possessing the first character
But for some reason this cannot be done. In the BOSS blueprint, after defeat, a cutscene plays perfectly, we fade to black and after the 34.5 duration delay, we fade back to where I want the character to be standing but the character is not there even when I've made sure the reference is set up correctly.
During test play in viewport, I press F8 while in play, I see that my first thirdpersoncharacter is still there standing outside the room where I placed her, but I cannot get a hold of her or control her.
I cannot drag and drop her from the Outliner to the BOSS blueprint where I can reference her like in thirdpersonmap.
What am I doing wrong? How do I get back control of her?
any help is greatly appreciated.
Now that the marketplace has moved to Fab, where would we find the free for the month products. I've searched the website but i cant seem to find a section for that. Is that being discontinued or is there a specific place to find it?
Hello everyone. I am working on a street racing game in UE 5.4 and have set up some streetlights. The problem I have is that from a distance, the emissive materials seem to flicker a lot, which is visually jarring. I am using MSAA X8 Anti-aliasing. Should I use lumen for this? My global illumination method is set to none. Here is what I am talking about. https://youtu.be/2WT2uguoFG8
I added the lens flare as a kind of band aid to this flicker issue, although it didn't stop the flickering. I also don't want to use TSR or TAA because the screen ends up looking blurry with these methods, and it gets rid of the distant lens flare entirely, if that makes sense (like you can only see the glow when up close)
Hey all. Running Unreal 5.1.1 and all of a sudden, started getting widespread editor crashes across our systems related to Turnkey support, (platform is Windows). I've exhausted pretty much every attempt at resolving this and can't figure out why this is occurring. These are the relevant logs:
[2024.10.31-17.49.33:339][ 0]LogTurnkeySupport: Error: Received DeviceId Windows@{Hostname} from Turnkey, but the engine doesn't know about it.
[2024.10.31-17.49.33:340][ 0]LogTurnkeySupport: Turnkey Device: Win64@{Hostname}: (Name={HOSTNAME}, Type=Computer, Status=Valid, , Flags="Device_InstallSoftwareValid")
[2024.10.31-17.49.33:349][ 0]LogWindows: Error: appError called: Assertion failed: Pair != nullptr [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Map.h] [Line: 656]
[2024.10.31-17.49.33:350][ 0]LogWindows: Windows GetLastError: The operation completed successfully. (0)
System Information
Edition Windows 10 IoT Enterprise LTSC
Version 21H2
OS build 19044.4651
NOTE: .uproject files are launched with the following command-line arguments:
-game -RCWebControlEnable -RCWebInterfaceEnable -noverifygc -novsync -nosound -log -windowed resx=1920 resy=1080 -RenderOffScreen
Would greatly appreciate any fixes/guidance here. Thanks!
Evening all.
I've been looking into using the water plugin with my partitioned map and I have managed to solve all the issues I had with it spawning properly and so on. Now I'm looking to alter the material surface to get a more realistic look.
Does anyone know of any resources related to either swapping the material or making alterations to it to add more realism?
I have searched and searched but only found info regarding using the water plugin, altering it's material instance and or fluid flux.
Cheers all!
I've been working on a VR project in 5.2.1 and I want the player to be able to have smooth movement and rotation. I got the movement down, but the rotation is being a pain. I got it to rotate smoothly, but the blueprint rotates the VROrigin component so unless the player is standing right on the VROrigin, the player ends up orbiting the VROrigin when trying to turn. I've tried offsetting the value and that didn't seem to work, and I tried just rotating the camera, but that made it so I couldn't turn at all. Has anyone else run into this issue and if so, how did you solve it?
So... Quixel bridge Plugin is giving me this warning: "Asset not available in UAsset format" and yes I've tried this with other versions and I get the same result. I've tried uninstalling and reinstalling the plugin and so my real question is: Why is this happening and 2. Does this have anything to do with Fab
Do anyone have any tip to not crash because VRAM? sometime I only open my project and it crashes because out of memory video
I have a RTX 3060 TI 8GB VRAM, 32GB RAM and a Ryzen 5 3600. It is not a big VRAM, but I think it should not be crashing
I have an inventory widget that is a panel of my Inventory HUD. I want it to also show up in a crafting bench widget so I can access my inventory from there but I can't seem to get it to act like the same widget. It seems to instance itself instead of mirroring whats in the inventory. For example, if I use Get All Widgets Of A Class and pick up items, it thinks I'm trying to send it to 2 different Inventory Widgets instead of treating both as the same thing.
I know I haven't shown code here but it's getting so convoluted it's hard to post it all but I will if needed. Thanks.
I really love Utility AI and it has changed the way we make AI. It makes you capable of making much more immersive with more actions much easier than before.
A video of ours on utility ai advantages gets lots of views on youtube every day.
We made a free version of our plugin for making advanced, professional Utility AI freely available on fab. Grab it from here and enjoy using it.
https://www.fab.com/listings/4d4e95e3-4693-4e30-96e8-d0a25c6098e6
This is not a promotional only plugin, you can fully make and ship a title with it.
You don't have to be bound by hard to follow and rigid behavior trees or similar but a bit better sisters like state machines. You don't have to use black boxes like GOAP which are very hard to control. Come join the club and improve your game's AI by orders of magnitude.
Visit us at https://nooparmygames.com for more info or asking questions
So this is a continuing of yerstedays post, which i have made improvements on, but now even though i have specified the maps to be spawned in the array, whenever the "float ranges" have been met, it still doesnt consistently spawn the right maps and i dont understand how its even possible as they arent even the array to be spawned.
Hey everyone,
I recently started over with an UE tutorial I had left barely started a few months ago. For the first lesson, I created a new blank project with starter content (a floating platform with chairs and table). The project renders and there's no starter content, it's missing. I read everywhere that people are having the same issue as me. I try several fixes, none of them work. I update the UE version, from 5.3.1 to 5.4.4, same issue. What is going on?
https://imgur.com/a/RWxglLU This is the wirework Im trying to do. Heatlh Component is a c++ Class where I wrote the timer and other staff. "On Oxygen Changed (Health)" is an event from the C++ Class health Component. I wanted to use the timer because I didn't want to use the Tick.
when i move the camera and play the animation it resets to the origin of the level. how can i fix that/change the origin?
Sorry, I am just starting Unreal. I also could not find the answer online. When I use a non-orthographic camera everything seems fine; but when I change the mode for orthographic, a weird sphere appears when I start play. The sphere seems to be able to physically interact with my physical object as objects seems to be able to collide with it.
For some reason a variable being set in my game options widget keeps toggling between true and false when nothing I made is telling it to do so, despite that not being how reality works lol Any help is appreciated, pictures attached for clarification. The issue isnt so much the variable, as that is there to help troubleshoot but the toggle behavior happens whether I am trying to set a bool, integer or assign the player pawn. I'm sure I'm missing something but I really don't know what is happening.
Another odd thing that I noticed was that when I launched 5.4, most of the items in my vault disappeared. They only came back when I launched an older version (5.2) but I still can't find GASP anywhere to create the project.