/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
Hello, hope someone can help me, this has been driving me crazy for hours
I have a structure called Takedown Animation Data - this structure stores 3 members per index: an attacker animation, a victim animation and a name of a warp target for those animations
Now I'm trying to random select an index from that structure and break struct to get the values for THAT SPECIFIC INDEX, but what happens instead is i get random outputs from all existing indexes
Any help or advice i appreciated
Hello,
I’m not clear on how to resolve this. How do i make my level instances and persistent level, talk to each other to play the animation?
Help is very appreciated!
In my project, I am using a post process outline & hatching material (based on the tutorial by Kamil Hepner). I also want to use local volumetric fog in some places. The thing is that the lines don't get blocked out by the fog because they're calculated using scene depth and normal direction, which don't take the fog into consideration. Is there a workaround to make the lines disappear behind the fog? For example rendering the lines before the fog or taking the fog into account when calculating them?
Thanks in advance!
i havent learned it, but i'm starting to implement a inventory system and i added the equipping weapon functionality so far, as i'm going for the armor i wonder if i should use mutable, how much would i have to change to start using it?
how could i create an actor component which increases an integer var (emf level) when its in range and increases it more and more as the player moves closer to it, up to a max level var (set in actor component).
and how could it have a custom range using a range var?
I created a physical button for a VR game and want to use it with multiple things. The button calls event dispatchers when pressed.
Now I want to use this button for things like doors and elevators that are also blueprint actors. So when I create a new actor for example a door and then add the button actor to the door actor, I seem to not be able to use the event dispatcher in the door actor.
Im currently going about it my adding a button reference variable to the door and then setting the reference of the door to the button, but this is annoying and unnecessary work, and the door actor must specifically bind to the buttons events dispatcher. I've seen possibly using inherited blueprints, but that just doesn't seem right. Is should be using composition instead of inheritance.
How should I go about solving this problem?
I'll start with one: Anything that is persistent between your game's levels should probably be in a SubSystem (if you're using c++) or in the game instance (if you're using blueprints). Examples: Save game system.
its really cool of how easy its imported but I'm confused how its imported without baking texture and is that game suitable? also it imports instanced material which I can't use like a normal material an manipulate it is there a way to make it like a normal material? Thanks
anyone else having problems with gasp mannequin when trying to add virtual bones from the head to any bone. For some odd reason when i try to add a virtual bone from the head to hand_r it's not connecting to the hand_r bone but it's floating in the air, but other bones seem to work fine
Hi everyone I'm new into game development and I took Unreal as my firs engine to learn I'm having not much issues with the GTX 1650 as of rn but will I be able to make a whole Third person open world with my current specs : CPU - Ryzen 5 4600H
RAM- 16gb DDR4 3200Mhz
around 800gb storage of m.2 gen 3 ssd
I want to build an RDR2 or Far Cry level open world
Just wondering if anyone else has come across this issue. I couldn't find much online.
Lighting was consistent with SM and ISM, as soon as I tried HISM it looked different (and even blotchier).
Number of mesh instances hasn't had an impact on GI quality, HISM looks equally bad with 1 instance vs 100.
Any help would be greatly appreciated 🙏
UPDATE: I found an old forum post that mentions this issue. At least with 5.2, HISM requires nanite enabled (inside mesh properties) for Lumen to work properly.
You can see the trails in the image below. I just want the snowflakes to fall, I don't want the long or even short trails behind them. Been googling but cannot figure this out. If anyone could help it would be much appreciated.
Hello everyone! I am trying to render a VDB from Houdini inside the UE sequencer. However, when it intersects with geometry, I experience extreme flickering. I haven't been able to determine the cause of this issue, and therefore, I haven't found a solution either.
I am using UE 5.4
Has anyone encountered this issue before? How can it be fixed?
Title, pretty much. I have been looking into it all day, it seems like the only solution is to combine multiple effects into one markup.
A simple example: let's say I want to use a wave effect on all of my text. However, now I want one of the words to be red. Instead of being able to reuse my Red and Wavy Data Table Rows, I need to make a new one that combines the effects, and inject that into my string.
Might not seem like a big deal for combining only 2 effects, but imagine if you are looking to combine 3 or 4 effects. Creating a new row for every combination would balloon the data table very quickly.
Guys I wish to develop a game on my RTX3050 i5 processor laptop. Can you guys perhaps give me tips on how do I run ue5 efficiently? That is "Versions, Software settings and laptop settings"
I have a segment of gameplay that involves the player temporarily being teleported to an identical part of the map that leads to a secret.
This works by teleporting the player and the room they are in to a different location. The room is a winding hallway- this makes it so that players cannot see this transition whatsoever.
If Global Illumination is off, this effect is seamless. If global illumination is on, then the transition room gets noticeably brighter when it teleports.
I have disabled static lighting in my project. I have removed ALL lights except the directional lights, the change still occurs. If I remove all lights AND the directional lights, there's no light so there's no perceivable change.
The inverse is true as well. If I remove the directional lights, this change still occurs.
The rotation of the room doesn't change, only the location. The directional lights do not cast shadows.
The post process volume never changes and has an infinite extent.
This occurs with or without lightmass importance volumes though my understanding is that these are now irrelevant due to a lack of static lighting.
Logically, at this point the lights themselves cannot be the issue. Lightmass importance volumes and the post process volume can't be the issue either. What else could be causing this inconsistency?
Edit: I tried seeing if the light mesh's material could be causing this since there's a light in the room that moves along with it. No change.
RESOLVED
- The issue was trying to make a function called 'Cast()'
renaming to Spell() fixed everything.
Went piece by piece removing/adding every change, and that random bit was it.
Remember boys and girls, the line is says is the problem isn't always the line thats the problem. <(^_^v)
Hello everyone, Im trying to create a stylized scene, Ive modeled a house and its frame and I want to vertex paint some old look on to the frame, Ive set up the material blend It works fine with other models but not with this one. Im starting to lose my mind, Ive reset the vertex colours, normals and unwrapped it again properly and exported it but no luck, Also the paint button inside the mesh paint mode is deactivated when it comes to this model. Can anyone help wit this? https://imgur.com/a/bhIMPUD
I am working on spaceship simulator with orbital mechanics. There are objects that move in space around planets at high speeds (up to 10 km/s), and a space ship that orbits the same planet with the same speed, landing on those objects while both are orbiting crazy fast. All that is using simple physics like AddForce with manual calculation of gravity between objects, with real sizes, for example Mars is 677900000 units in diameter.
So far everything works fine, no jitters, no jumps. The only issue I had is collisions would spin my ship and send it far far away, but adding soft contacts and some other settings solved that.
Just to clarify: relative speed between the ship and the other object is pretty low, 1-10 m/s; it's their absolute speeds are huge.
My question is: I see a lot of people are not happy with physics in UE and I am wondering, do I not see some edge cases? Or are those issues related to rigid bodies, joints, and stuff like that? Can you think of any reason why my model may fail?
Hello Everyone & Happy New Year (I know it's February already but still cannot get used to it))
I want to render a scene with an animation & vfx effects but encountering several issues:
> How can I make the rigged animation play always in view mode, not only in game mode?
> How can I edit the clipping plane so the vfx wont disappear if camera is too close? (I edited clipping plane everywhere possible)
Thank you & have a nice day!
KR
I want to show crowd cheering at the “hero” from a tall balcony, like around a 1000 people. Whats the best and quick approach to make crowd simulations like that in Unreal Engine?
I ticked live retargeting mode ,choose the ABP_SandboxCharacter as the Retarget Orig Anim Class and the ABP_MetaHuman_f_tal_nrw_Retargeting as the Retarget Anim Class . the metahuman resets to the default pose and only works after reasigning the ABPs every time I restart the editor. Also in standalone mode it starts with the default A-pose and doesn't play any animations whatsoever. What can I do about that ?
I've been trying to create a node set up that can generate all the shader information I need for a world texture from black and white data packed into the RGBA channels of a single texture. all working great except for generating normal data. I've found serveral solutions the one that looks like it is giving the best results is deriving Z data by appending DDX and DDY except no matter my texture set up it alwars results in the wrong mipmap being used. I have no idea why this is happening but weather I'm using a tri-planar set up or just regular UV mapping the result is always the same no matter what channel is being used to drive the DDX/Y nodes. Has anyone got a fix for this?