/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
Edit: apparently this subreddit doesn't like URL links as can only really post 2 links. So I had to rewrite the post a bit
So I made bullet tracers from a long cylinder with a glowing material. The design is simple as just attach the tracer shooting component on the muzzle of the gun and shoot forward. I made a Niagara effects and an actor projectile version. I have some questions and need help with answers for both but if you can only answer one then that is fine too.
Questions about Niarage vs moving actor methods:
Questions about tracer flickering at high speeds
I'm fairly new to UE5 and I wanted to make a multiplayer game. Currently, it's configured to use the EOS Integration Kit plugin, but I have previously had it set up with the normal EOS Subsystem as well. In either case, whenever my CreateSession is called, I get 'CreateSession - Cannot map local player to unique net ID'. I've tried searching online for hours but it seems like an issue that not many people encounter. My create session blueprint is really simple and should work (attached) and below is also my EOS Integration Kit config from defaultengine. Am I missing a step here? I'm not sure what to do.
Blueprint: https://imgur.com/a/kz9wxdu
Config:
[/Script/EOSIntegrationKit.EIKSettings]
bAutomaticallySetupEIK=True
bAutoLaunchDevTool=False
OrganizationName=squidud-studios
ProductName=foolandfriends
AutoLoginType=AutoLogin_PersistentAuth
FallbackForAutoLoginType=Fallback_AccountPortalLogin
bUse_EAS_ForAutoLogin=True
DeveloperToolUrl=localhost:6300
+LoginFlags=EOS_AS_BasicProfile
+LoginFlags=EOS_AS_FriendsList
+LoginFlags=EOS_AS_Presence
ApiKey=
CacheDir=CacheDir
TickBudgetInMilliseconds=0
bEnableOverlay=True
bEnableSocialOverlay=False
bEnableEditorOverlay=False
ReturnLevelName=
bUseLauncherChecks=False
TitleStorageReadChunkLength=0
DefaultArtifactName=Arty
VoiceArtifactName=DefaultArtifact
DedicatedServerArtifactName=DefaultArtifact
PlatformSpecificArtifactName=DefaultArtifact
+Artifacts=(ArtifactName="Arty",ClientId="(my client id)",ClientSecret="(my client secret)",ProductId="(my product id)",SandboxId="my sandbox id",DeploymentId="my dev id",EncryptionKey="default encryuption id set by EIK")
ProductId=
ClientSecret=
DeploymentId=
SandboxId=
ClientId=
I have a widget that supports both mouse and keyboard. However whenever I click on the screen the focus on the button is lost and I cannot use the keyboard to navigate anymore.
Any idea how to fix this issue?
Logic: https://imgur.com/a/fH6U7LJ
I noticed when trying to find freelancers to hire for my project is a bit difficult. A lot of the systems, if not all of them i can make on my own but am forced to divide my work between others since i work during the day and get home super late into the night.
But since ive been getting more tired recently, i wanted to essentially hand off an inventory system to a freelancer. A, I kid you not, Inventory system akin to Pokemon Red on the Gameboy. (Its charming)
A lot of the rates for just this is around 3000-6000$. Am i crazy or is this normal. Ive never had to hire a freelancer before and anyone can price their work at whatever they want but thats a lot for someone like me đ
Is this actually normal for freelancers?
Tldr; Pokemon Red Inventory system costing almost 6000$. Is this real chat?
Edit: I know how to make the functions myself, its just that i dont have a lot of time if that confused anyone. Its also bare bones inventory exactly like Pokemon Red, not any newer iterations of this system in newer titles, that would make it more complicated. I also have all of the visual assets like ui and such. Only code is needed really.
What is the most up-to-date way to make such a material? I have seen a lot of 'hacks' and stuff that didn't really work for me and even bought a plugin that didn't work. Any help would be greatly apperciated.
Hi everyone,
How do you work as a team to code while tracking progress in real time?
I come from Roblox Studio, and I find their team collaboration system excellentâyou can see live updates of whatâs being done. Is there a similar feature on Unreal Engine?
Thanks for your answers!
The default UI is 1px by 1px on my machine. If I increase the scale using either the shortcut ctrl+shift+w, or in the editor settings... I now can't do things like creating c++ classes, or deriving blueprints from c++ classes. Or any of the popups like this. Can someone please help me figure out a solution so I do not have to guess about what my mouse is clicking on anymore? I can read and do anything else if I increase the UI size. However, doing anything like I mentioned is impossible, and it will not let me resize the box. So what can I do? I'd like to be able to set a default UI size that is readable and leave it there.
Two years in the making, NinjaLIVE 2.0 is pre-alpha!
This video is a WIP, made to demonstrate key features: YouTube LINK
Learn more at the community server! Discord LINK
QUICK FACTS
I am a software developer who is new to game development and Unreal Engine. I created a 5.4 project where i dabbled around a bit in creating a basic open world. Next, I wanted to add a Paragon character (in my case Sevarog, but I think the problem exists for all of them). I added the skeletal mesh to my scene without issues, but when trying to open the provided Level with the animations setup, but could a compile error when trying to run it stating:
Could not find a function named "ResetOrientationAndPosition" in "SevarogPlayerCharacter"
In the Event Graph it shows that there is a Blueprint node for a function call for it, but it states the function doesn't exist. For some reason I'm not allowed to add screenshots to my post, so I hope you know what I mean. My assumption is that this function used to exist in prior versions of UE, and the character's event graph's haven't been updated in the marketplace. I assume since i'm not doing any VR stuff, I can maybe ignore and remove this, but I would rather understand how to fix it.
Is there a function which replaced "ResetOrientationAndPosition" that I can call instead? If so, how do I connect it to fix the graph? Or are the Paragon character's animations and event graph's just broken in newer UE5 versions?
*Update...Fab deleted the asset in question 1h after the complaint. Top !
*Update2...Actually he deleted it
My original $5 asset
https://www.fab.com/listings/04eaf243-c9c2-4ee9-bb9d-dd8521cea157
My asset for $30 (gone. Thx Fab!)
https://www.fab.com/listings/db9285bc-1204-4afe-86fa-e39d91719e18
I am looking to buy a new laptop, and need to know what will be the requirements for unreal engine to make 2d games. I will be primarily working with paper2d and paperzd, trying to make indi games. The furthest I will go is maybe 2.5D styles, maybe something that has post processing like lightings and stuff rather than purely 2D. I wont be using stuff like ray tracing or anything most high end games use.
Please let me know whats the minimum CPU and GPU requirements that will be the best for this use case. I also would be glad to know if there is anything I have missed and should consider in this decision.
Note: I need laptop specs, not pc. Thank you.
A how-to demonstration of very basic handling of the adaptation of niagara vfx for my intro.
In my sales listing there is a row that looks like this:
https://imgur.com/a/dJScwol
Does it mean that I sell anything or not? Or maybe it means that someone bought it and refunded?
I did not give it for free.
Hey folks,
I'm playing around with the MediaRenderQueue and want to use unreal.MoviePipelineLibrary.load_manifest_file_from_string
in Python to load in a manifest from a shared network location.
Is this actually doable? I always get errors that the path can't be resolved by SearchForPackageOnDisk
.
Do those paths have to always be relative to the game folder?
Hey, need some fresh info and opinions about using this graphic card with current ue5. Most articles i found are talking about 5.1 and mamy problemem that were exisiting right then. Would like to know if the problems are still there or maybe with new ue versions its a lot better?
Hi everyone my 5.5 upadte crashes 5 seconds or so after i start it i get this error Windows 12 Gpu rtx 3060ti I5 12 12go ram
ef3a3953462d6 EpicAccountId:3cfae14a0e5c4edcb493f7436aa06c1a
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000028
nvwgf2umx nvwgf2umx nvwgf2umx nvwgf2umx nvwgf2umx nvwgf2umx D3D12Core dxgi dxgi dxgi dxgi dxgi dxgi fraps64 UnrealEditor_D3D12RHI UnrealEditor_D3D12RHI UnrealEditor_D3D12RHI UnrealEditor_D3D12RHI UnrealEditor_RHI UnrealEditor_RHI UnrealEditor_RHI UnrealEditor_RHI UnrealEditor_RHI UnrealEditor_RHI UnrealEditor_Core UnrealEditor_Core UnrealEditor_Core UnrealEditor_RenderCore UnrealEditor_Core UnrealEditor_Core kernel32 ntdll
There are only a few console commands that work in this game. One of them is t.maxfps 100
. This command actually works. Other commands either say command not recognized
when they are literally showing up in the autocomplete/suggestions. Other commands are literally giving no output.
This issue is at least a few months old for me. Is there something I might have done to make these commands disabled? I think my INI files are not being loaded anymore, either.
Can someone please show/tell me(ideally though video or pictures) a clear way on how to make a basic mouse sensitivity slider on a widget. I have the widget setup and a menu system already have the slider ready to go just need the logic.
For the love of god please don't show me through event begin play, I need to know how to do this specifically in a separate menu/ui widget. Nothing on youtube works for this. I will throw you $30 for the trouble via paypal. Going to bed now probably won't see this till around 1pm est.
We made a turret and put all the code to make it shoot when the character is in the area, however on our own we're supposed to make the turret actually rotate it's head towards the player when the player is in range, and then shoot when the firing line we made for the turret's barrel overlaps the character.
I can't figure out how to make the turret rotate towards the player. Because we're supposed to have an understanding of the fundamentals of it, which I am evidently lacking, we're explicitly told not to use Pawn Sensing, Rinterp, FindLookAtRotation, automatic 0% if we do.
All I know is it involves using the dot product...... and I have no idea other than that.
I've been using Unreal Engine for 3D purposes for years, but I've barely touched Paper2D and I've never used it for any projects officially and everybody seems to say such negative things about it and downplay its potential.
Can anyone please fill me in on why everyone seems to think Paper2D is at the bottom of the food chain for making 2D projects? Is it missing crucial features or functionality in any way?
Hello all! Septimus here, I am showing off more of my game today!
To recap, I'm making a game about being trapped in a cave and wanting to get out. Charred is a 2.5D Metroidvania game, originally being made in Unity, but now being down in the Unreal Engine 5. Here is a link to the current Dev-Log I posted on my YouTube channel:
I'm not an experienced programmer, focusing more on art, but I have begun learning online on how to work blueprints, and so, I've completed several features of the game, including:
- The beginning of an interaction system, where the player can hover over an asset and interact with it, resulting in different effects and events.
- The player can now transition between rooms easily. This a big thing for Metroidvanias (and games in general...), and will aid me in level design moving forward.
- The Universal and Modular health system is now FINALLY working. After some reworking, it is now working fine, and can be attached to an object and actor.
And that's all for now! The art side of things has been slow, but I hope I can start letting my programmer friends aid me more with this project, and I can begin making more art for the game. If you're interested in the project, and want to help support it, check out our Discord Server! Thank you and happy holidays!!
Discord Link: https://discord.gg/Uueb9R5m6g
Have you tried it out, or is it just me?
I have tried with some different glasses, all visible in Lumen and in 5.3 Path tracing, but totally invisible in 5.5 PT.
Do you know any workaround?
Thank you so much!