/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
Just started learning UE5, have some YT videos for basic with plugins of their paid courses.
Any free courses which will help understand the basics and get to make at least 2d games for starters.
No knowledge about any programming language.
Thanks in advance
https://www.youtube.com/@polygonflow/videos
I really do like the possibilities to create nice environments with random scatter and sizing... it looks so simple and fast. And the asset tagging
Is someone here using it? do you like it?
price is quite high but I guess justified
It won't let me upload a picture of it, but basically the center of the viewport is brighter than the edges - this is especially prevalent when looking at the sky, but it's always happening. Is there a setting I need to turn off in order to fix this? I have already disabled automatic exposure
I'm trying to update a listing with a new version. When I click on "Submit for review" button, nothing happens! It saves my listing as an "update draft" and that's it.
Has anyone had a similar experience? Are they limiting anything about the updates these days?
Hello, I'm rather new to this whole thing, so I wanted to smart smallish, starting by making a dungeon builder style game, allowing players to make dungeons for players to raid, thinking the game would be turn based asymmetric style game, 4 players raid while the dungeon defender is playing the "DM" of sorts, spawning traps/monsters. but not sure where to start, any advice or blueprints anyone know of to make this easier for a first timer?
How to use a MetaHuman (Unreal Engine Software) for create a man with tuxedo suit?
I'm not sure if this is a skill issue or an actual bug, but I'm not able to build any static lighting in a project using 5.5. When choosing "Build All Levels", the output log gives me this notice:
LogStaticLightingSystem: Warning: WorldSettings.bForceNoPrecomputedLighting is true, Skipping Lighting Build!
However I can see in World Settings that the setting is false. Enabling/Disabling the setting does not fix the issue.
I'm a complete newbie following a comprehensive Unreal Engine starters guide and I haven't made any changes to my project or UE's settings that would change anything (afaik). The only difference between the tutorial and my project is that I'm using 5.5.
Any fixes or ideas appreciated. Thanks!
EDIT: Figured it out already -- For some reason baked lighting was disabled at the Project level. Following this fixed it for me: https://forums.unrealengine.com/t/lighting-build-skipped-because-of-forcenoprecomputedlighting-set-to-true-when-it-is-actually-false/415875
There are two fields for every command. Is this just a convienient means of assigning two different shortcuts to a command? or is this something to do with key chords??
The documentation does not touch on this at all, I would like to know conclusively. Thanks for any clarification.
Hi all, I have a fresnel material which looks quite pleasing and colour changes how id like it, but when i wanted the similar effect only with blue, it doesnt seem to have the same amount of imapct or colour range.
I dont seem to be able to get a deep blue at the edges - ive tried tinkering with the luminosity and exponent but i cant seem to nail it.
All feedback much appreciated, hope you find it useful:
So I have this problem. Everything works fine in the editor, but when I try to run a packaged project this appears. I have rtx 3060 12gb VRAM and ryzen 5 5600. Dxdiag shows that I have DirectX 12 on my computer. Thank you in advance for any help
I discovered that the performance when playing in the editor is much better than for the shipped version. Why is that? Does anyone of you know how to solve this issue?
Looking for some help. I am beginner in this area, but I am computer savvy and willing to solve problems / read the references and figure things out.
I have an animation which was created using live link. It was created on a windows machine, with an iPhone providing the live link data. The animation is a model of a mask, which talks. It has all been rigged correctly and is animated using blendshapes.
I want to display this animation in augmented reality, through the camera of an iOS or Android device, using a simple target tracker or plane tracker.
My questions are: How would I most easily build this, retaining the blendshapes / keyframes of the animation and also ensuring device compatibility?
I feel like using a windows machine and deploying on iOS might not be possible (I could be wrong). If so, I could use an Android device instead? Only thing with that is that I'm a bit unsure how the animation will translate across to ARCore if it is using blendshapes? Is there some way to 'bake' or convert these to make them cross-compatible?
Or, maybe I should move the unreal project to a mac, try to develop an AR app from there and then deploy on iOS?
Finally, how should I most easily build the AR App? I'm sure I could use Unreal Engine, or Unity, but again I am unsure as to how I most easily play back this complex blendshape animation, and which offers the most stable augmented reality performance. I have tried to do this using simple "out-the-box" AR apps, but the animation is not supported by this sort of software.
Apologies if this is not the best place to post issues like this, or if my description of the problem is unclear. I'm just hoping to hear from someone with experience in this area as most of the results which I find through google are unrelated, and I want to avoid having to acquire lots of devices or wasting a lot of time testing this if someone can point me in the correct direction.
As a follow-up to my reply to the topic with a question about the payment from Fab.
I can see my payment with the status "In progress" on unreal engine publishing portal ("Payment reports").
And this status has not been changed since yesterday. Does anyone see the "Paid" status already for your payment?
https://www.fab.com/sellers/Lighthouse%20Dev%20Studio
Thanks for the support
I need a complete beginner course because I don't know anything about c++. Every tutorial I've seen on YouTube will only use blueprints.
Hello!
I am new in UE, I am using it for filmmaking. I realised that if I click with the left mouse botton I can zoom in/out and pan the viewport, with the middle mouse botton I can move, and with the right bottom I can rotate. Is there any way of disabling this? The problem is that sometimes I just want to select an object but I ended up moving the viewport.
Thanks
Browsing a little bit on fab, came across the free assets section and found some paid assets pack with stolen meshes.
https://www.fab.com/listings/e480d33b-3253-43c3-8e57-cc90cd738dc8
https://www.fab.com/listings/b60e674c-e334-4508-b2e8-e911ef476c9c
I mean there's litterally the strider from half life 2 sold for 60 bucks and a variety of free assets taken from sketchfab ect...
This creator also sells assets pack stolen from other fab sellers.
How can fab be such a mess ? Why does epic game don't do anything or say anything it's been more than a month and so far it is really bad.
I just saw a video about benefits of using a custom tonemapper used in hyper realistic games such as Unrecord. What I want to achieve is a less saturated transition between colors and ligth/darkness. They charge 30$ for information on how to do this which seems a bit steep for just information. Do you have any pointers on how to make such a tonemapper? https://www.youtube.com/watch?v=j68UW21Nx6g&t=3s&ab_channel=AiAngel
So I am trying to figure out how to get for example my Q key to differentiate between a tap, currently being held but not triggering the tap, and releasing the Q key register as its own action. I am trying to make a pick up, drop and place interaction for held items.
So when holding an item I want tapping the Q key to drop the item from the hand, if its held for 1 second it enters placement mode, if released the item is placed.
If anyone has any advice I would appreciate it!
:)
Your feedback means a lot! Let me know what you think!
Hi all, Ive been having issues with what feels like a simple process of getting vert blending materials on a landscape.
Ive followed this tutorial below and others similar exactly. at the 6:20 min mark, after finishing the material they enter landscape mode-> paint tab and their layers show up under target layers. Mine dont, Ive followed multiple different tutorials trying to figure out what im doing wrong but ive followed each exactly and instead i see āthere are currently no target layers assigned to this landscapeā¦ā. Im super new to Unreal Engine and this issue has me perplexed and no video seems to encounter or address possible issues as such. has anyone encountered this and know whats happening? any help appreciated
How long have they had this?
Although there are no 'clickable' arrows, you can use your keyboard arrow keys to move left/right.
click top right X or 'esc' to back out.
I'm new to unreal engine, I've only really worked with source games so I don't really know what I'm doing but I've decided I want to make a Hello Neighbor fan game and I was wondering if it's even possible to extract the game files of the Pre-Alpha and Alpha 1 and open the projects in unreal to edit. I did manage to extract the files but I have no idea where to go from here and if it's even possible, any help would be appreciated!