/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
Very new to unreal - I've messed around with VR grabbing objects/basic physics but that's about it. I've brought an animation in that I want to start and finish once the VR hands come into contact with the skeletal mesh.
The other option is by a button press - I'm just a bit lost with making this work with VR controllers and blueprints. Thanks!
Hi all,
I am trying to understand if what I would like to achieve is actually possible. It has been discussed MANY times before online, but I have not seen anyone come up with a solution yet, except for one guy saying they got it working in their AAA release.
I am working on a very customisable fighting game. The character editor allows selecting multiple “accessory” items to attach to your character- think boots, knee pads, gloves etc. These meshes are merged onto the base character mesh at runtime (when character is spawned).
Morph targets for character editing are a big part of this editor. If you have worked with Skeletal Mesh Merge and Morph Targets, you will know this is where things get tough. Morph targets are not automatically copied to the final mesh when merging multiple meshes together.
In Blender, my character base mesh is rigged. Their boots are rigged to the same skeleton. Both meshes support a number of customisation Shape Keys/Morph Targets. Both meshes have imported their morph targets from FBX successfully.
I know that creating morph targets at runtime is possible. In fact, I have succeeded at copying morph targets from the base mesh to the final mesh, but have not been able to copy morph targets from the “base” AND “boots” meshes to the final mesh together.
Has anyone successfully merged shape keys/morph targets from 2 or more meshes, then applied them to a merged mesh?
I have looked at the UMorphTarget method ‘PopulateDeltas’, but I am unsure how to match verts from the base mesh to the final mesh?
This would be an insanely powerful tool for character customisation.
The only resource for this I have found that hints at it being possible is this: https://ikrima.dev/ue4guide/gameplay-programming/animation-subsystem/skeletal-mesh-merge/
If you have any resources or help to offer please get in touch 🙏 also, I’m happy to pay a reasonable price for some knowledge on merging Morph Targets at runtime if anyone has achieved this!
I know how to remap enhanced input system but can't find anything for remapping triggers, like maybe the player wants the F button to be 'hold' instead of 'pressed'?
can't find FX on the 'create advanced asset' menu. After Googling, I found out that enabling the Niagara Plugin would show it, but I can't find the Niagara Plugin. Is there any way to install that plugin? I'm using UE version 4.15.3 because my PC specs are low I can't use newer versions.
So I’m VERY new to game dev. I’m playing with the idea of making a game with Unreal but at the moment I’m curious, has anyone made a game with a save system like Mass Effect where choices from one game effects the next? How would you go about making that? What systems are in place to make that happen? Is there a blueprint available for it or would you have to code it from scratch?
Hi!
After packaging my project for Windows, my post-physics event tick (used to get move my character's hands to the handlebars of a vehicle each frame) doesn't work as it should.
In the viewport and standalone test modes, the hands stay snapped to the bars no matter what. In the packaged game, they slowly lag behind as the vehicle moves forward, and eventually catch up when the vehicle stops.
I have this set up on a Post-Physics Event Tick, as if the engine computes it at the same time as physics, the hands lag behind and jitter around a ton. This works flawlessly in-editor, but not packaged!
Could there be some packaging setting that affects physics that I'm missing? Does my Event Post Physics Tick just not work when things are packaged?
I followed a youtube tutorial to set up the Post-Physics Tick, I can link it if that'd help solve this puzzle. I was hoping to contact the video creator, but his Discord link is broken.
Let me know if there's any bonus info I can give to solve this! Thanks!
I just started learning Unreal Engine and I'm trying to make a very simple game. The problem is that even after setting up my scene and character, it just doesn't look like a game. There is something missing, I just cant figure out what. https://ibb.co/xjytkmK
I am using ue5 to render an animated scene. I initially was using a blueprint for the animated model but realized that blueprints will not appear in render sequence export. I dragged the skeletal mesh into the scene and could see that in the export.
Now I'm trying to creating a character which has my skeletal mesh and the camera behind it. the skeletal mesh is not in my outliner but appears when I press play. How can I get this 'character' camera view to render from the sequencer?
thanks
Suffering from PTSD, I've discovered solace in Unreal Engine, delving into personal projects that act as my "Zen" retreat. This practice helps me confront my challenges and attain mental clarity through virtual meditation. Although unconventional, this platform provides more comfort than any medication. Hence, I commit to solitary work on personal projects, seeking self-enlightenment. Deeply thankful to the UE team for this haven. Check out my latest UE5 virtual meditation zone - Zen Lantern Fields | ASMR Relaxation 4K (8 Hours)
I decided to make my own version of LSG, so i optimized it first of all for mobile and then i added a lot of features on top.
Here is some of the features that i added:
Custom HUD layout for mobile
New levels optimized for mobile
In app purchases for android (i plan to release a tutorial because it was hard)
SMG weapon
Sprint abillity
Character Selection menu
Player stats and player score based on their performance
100% redesigned lobby
Aim assist
And a lot more
I plan to release it to the public once i add some other features too
But for now you can try Lyra Mobile
I will love to hear your feedback guys!!
So I am trying to make a blueprint to always rotate the flashlight to the rotation of the player, and I want the flashlight to rotate up when the camera rotates and for it to rotate sideways when the player itself rotates. I have this but for some reason the flashlight is only rotating sideways.
What you can't see in the picture is that I also make the flashlight follow the player's position and setting it in the evnet tick.
BTW: I am a beginner so please be nice.
Hey guys i am getting the BT decorator AI error Line 67 when packaging project to windows64x
Here is behavior tree
and thats how i get those values : https://imgur.com/gallery/LqBhZ0I
So error is caused by only "Decorator_HaveGunN" and "Decorator_HaveMeleeN"
cuz after deleting them, project package successful.
I’m trying to input 3 quick time events in my game which is basically a platform game, but I have no idea how input a quick time event. Would I start with the animation? Or with something else?
Hello all, I had a quick question about what harddrive I should upgrade to as I am starting to dip my toes into C++ development and my compile times can be pretty long at times.
I'm finding that it be upwards of a couple minutes at a time for me to compile everything and open Unreal and am looking to swap out a few pieces. I've got a 12 core cpu and have some additional ram on the way but I'm seeing that my HDD is hitting 100% active time during compile and thought I'd get a dedicated SSD to hold my projects.
My question is, will a SATA cable SSD be fast enough or will I need to make the move up to an m2 drive?
Basically the project involves me to put points in the 3d space which are connected with other in a certain way.. imagine each point is a blueprint (instance of same) and they have variables pointing to the other points to which they are connected ... To make it easier to debug I want a line to be drawn between connected points ... Suggest a way to do this i am able to do this for a set duration using construction scripts but the problem in there is that if I move one of the lines the previous lines (debug draw line) stays there unless it's time expires. I want it to move with the change in location of points.
I made a collision box to open the next level on contact but the player just walks into it like a wall instead of going through. Any ideas on how to fix this?
Hello to everyone. I am an Unreal Engine game developer based in Italy. I was approached by a Packt product developer asking me to be the co-author of a VR Unreal Engine cookbook that will be published anytimesoon. The proposed payment is around 1800 £ and I have to write around 200 pages (8 chapters) in 5 months.
I've read a lot of bad author reviews about Packt and I don't know if accepting is a good idea.
Do you have any experience or advise?
Edit:It’s the components tab that’s gone