/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
How would I go about letting a player view inventory items in 3d?
I want them to select an item from a menu (widget) on the left and then the model appears on the right, ready to rotate zoom in out etc.
I’ve tried umodel and ueviewer, I have the key and I know the version to use and it shows me the files, so why can’t it extract them?
So I've been blocking out a level using the modelling tools. Instead of saving every new mesh as a static mesh that populates the Generated folder, I've been saving them as Dynamic Meshes because it was a very iterative process and I didn't want to have to clean the folder from hundreds of unused assets. Now I need to export assets from the editor which means I need to convert them to a Static Mesh first. Doing that for so many assets would be a pain so I was trying to make an Editor Utility that would allow me to select all the Dynamic Meshes in the scene and convert them. I can successfully get all the selected Dynamic meshes into an array but I haven't figured out how to convert them to a Static Mesh. If anyone knows or has any useful links to documentation regarding it, it would be of great help.
I compared FPS between 5.4 v 5.5 megalights on and off.
Basically, I am fairly new to this engine and I am having several issues with the visuals, but the one giving me most struggle is this Ghosting effect on moving objects as seen here, even from simply moving them around the editor: https://bashify.io/i/Dv2shR
Things I have tried is fiddling with different AA methods, turning off Lumen (I assumed at first it was the culprit but that isn't the case), playing with my Resolution scaling, and fiddling with some stuff in the post process volume. Nothing really works.
Another thing I really can't seem to get rid off is Noise or flickering in the shadows or reflections (mainly when it comes to Lumen). It seems it is designed with TAA in mind to clean a lot of that up which is really bad in my opinion, but even WITH TSR/TAA on it is apparent (and I'd rather not keep it on due to how blurry it makes the game). But this can at least be worked around I guess so it's not as problematic as the ghosting.
Im try to make FPS game like Valorant and Counter-Strike 2 i want to put Character Creation in it and story mode too maybe with Abilites but at frist mostly PvP with Character Creation
What do u all think and what else should i add to it
Updated
Cherres Bluthund_Au
I just built this, and I was wondering if you could take a look at it?
I believe it has everything I need for a quality PC, and is in my budget, but I wanted to make sure that it would work, because I am not too experienced with UE5.
https://secure.newegg.com/wishlist/pd/45397232
Thanks!
Edit: Sorry, forgot to mention that I have a 512gb external flash drive that I plan on using to store the project files, etc...
Apologies if there's an obvious solution to this but i'm currently following a PCG tutorial and can't figure out how to select a debug object in the PCG graph. I know that D turns on the debug flag for nodes but I need to see the attributes for each generated point. I can’t include an image but the menu in the tutorial i’m watching says “no debug object selected” as default. My PCG Graph only has an option called “Debug object tree” and its constantly greyed out.
... that will unfortunately never make it to Fab. I was doing a comparison yesterday and Fab seems to have something like 2-5% of the high-quality assets available on Sketchfab, and nothing that I was actually looking for, so I had to go back to Sketchfab.
I don't actually have any other major complaints about Fab, not saying it's perfect, but I'm sure Epic will continue iterating on it and fixing any bugs.
But I will for sure miss the amazing models available on Sketchfab 🫡
On the topic of CC licensed models, just wanted to add a side-thought: I do give attribution to the free assets I use, even if they don't require attribution, since it seems fair to give attribution and recognition to the artists who are publishing something for free for others to use.
I, of course, backed everything up and only upgraded a copied version to 5.5, but I still thought it was very strange that I lost about 80% of my c++ code when I upgraded from 5.4 to 5.5. Has anyone else experienced that?
Me and 3 fellow college friends are making a game in UE5 and we decided to ose Github and that everyone will have their own branch created from the dev branch, which will be used to pump updates in the master branch when we are sure. However, when trying to merge the branches, there were merge conflicts regarding the uassets, some json, autosave pngs and json files. We read about it and apparently those were not important as those are background things, not actual files, so we just ingored them in the .gitignore folder. And now the problem in the post title is happening... anyone got a good .gitignore file or how we can do it right?
Hey all - I purchased the kitbash3D Art Deco City pack, and I'm wondering if there is a way to set up a 'randomly' generated cityscape? I don't need a heavy amount of details (i.e. roads etc), more just wondering if there is a plugin or something I can use to swap out the buildings with the kitbash ones, and have a somewhat set up city for a backdrop?
thanks in advance!
Just throwing this out here because, honestly, I’m at a loss. So, I recently bought an asset on FAB Marketplace – one of many, as usual. Only this time, I realized I accidentally purchased it under the company account from my previous job instead of my personal one.
Thinking it would be a straightforward fix, I contacted FAB support. Their refund policy clearly states that if a product hasn’t been downloaded, you’re eligible for a refund within 14 days, so I thought it would be a quick swap to my regular account.
Well, that turned into a mess. FAB refuses to issue the refund and is now telling me to reach out to the seller for approval, as if I have any control over their response time. After days of back-and-forth emails, I’ve received nothing but radio silence, and I’m down $80. Easily one of the most frustrating customer service experiences I’ve had – they really don’t make it easy for you.
I packaged my game server to linux and ran it. When my client on macOS tries to join it this is what the server log shows:
[2024.11.13-18.06.28:388][637]LogNet: NotifyAcceptingConnection accepted from: (IPCENSORED)
[2024.11.13-18.06.28:388][637]LogNetVersion: AbsoluteWar 0.0.0-Alpha, NetCL: 33043543, EngineNetworkVersion: 34, GameNetworkVersion: 0 (Checksum: 1627312591)
[2024.11.13-18.06.28:388][637]LogHandshake: CheckVersion: Incompatible version. bValidHandshakeVersion: 1, bValidNetVersion: 0, GHandshakeEnforceNetworkCLVersion: 0, RemoteMinVersion: 3, RemoteCurVersion: 4, MinSupportedHandshakeVersion: 3, CurrentHandshakeVersion: 4, RemoteNetworkVersion: 3947528491, LocalNetworkVersion: 1627312591, RemoteNetworkFeatures: GenericReplication, LocalNetworkFeatures: GenericReplication
[2024.11.13-18.06.28:388][637]LogHandshake: SendConnectChallenge. Timestamp: 21.381864, Cookie: 223041187054154249109129169227099242167027008062061021212192
[2024.11.13-18.06.28:455][639]LogNet: NotifyAcceptingConnection accepted from: (IPCENSORED)
[2024.11.13-18.06.28:455][639]LogHandshake: CheckVersion: Incompatible version. bValidHandshakeVersion: 1, bValidNetVersion: 0, GHandshakeEnforceNetworkCLVersion: 0, RemoteMinVersion: 3, RemoteCurVersion: 4, MinSupportedHandshakeVersion: 3, CurrentHandshakeVersion: 4, RemoteNetworkVersion: 3947528491, LocalNetworkVersion: 1627312591, RemoteNetworkFeatures: GenericReplication, LocalNetworkFeatures: GenericReplication
[2024.11.13-18.06.28:455][639]LogHandshake: SendChallengeAck. InCookie: 223041187054154249109129169227099242167027008062061021212192
[2024.11.13-18.06.28:455][639]LogNet: Server accepting post-challenge connection from: 8(IPCENSORED)
[2024.11.13-18.06.28:456][639]LogNet: IpConnection_2147482454 setting maximum channels to: 32767
[2024.11.13-18.06.28:457][639]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
[2024.11.13-18.06.28:458][639]LogNet: NotifyAcceptedConnection: Name: TestMap1, TimeStamp: 11/13/24 19:06:28, [UNetConnection] RemoteAddr: (IPCENSORED), Name: IpConnection_2147482454, Driver: Name:GameNetDriver Def:GameNetDriver IpNetDriver_2147482522, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2024.11.13-18.06.28:458][639]LogNet: AddClientConnection: Added client connection: [UNetConnection] RemoteAddr: (IPCENSORED), Name: IpConnection_2147482454, Driver: Name:GameNetDriver Def:GameNetDriver IpNetDriver_2147482522, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2024.11.13-18.06.28:524][641]LogNet: NotifyAcceptingChannel Control 0 server World /Game/Maps/TestMaps/TestMap1/TestMap1.TestMap1: Accepted
[2024.11.13-18.06.28:524][641]LogNet: Remote platform little endian=1
[2024.11.13-18.06.28:524][641]LogNet: This platform little endian=1
[2024.11.13-18.06.28:524][641]LogNet: NotifyControlMessage: Client IpConnection_2147482454 connecting with invalid version. LocalNetworkVersion: 1627312591, RemoteNetworkVersion: 3947528491, LocalNetFeatures=GenericReplication, RemoteNetFeatures=GenericReplication
[2024.11.13-18.06.28:524][641]LogNet: UNetConnection::Close: [UNetConnection] RemoteAddr: (IPCENSORED), Name: IpConnection_2147482454, Driver: Name:GameNetDriver Def:GameNetDriver IpNetDriver_2147482522, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID, Channels: 3, Time: 2024.11.13-18.06.28
[2024.11.13-18.06.28:524][641]LogNet: UNetConnection::SendCloseReason:
[2024.11.13-18.06.28:524][641]LogNet: - Result=Upgrade, ErrorContext="Upgrade"
[2024.11.13-18.06.28:524][641]LogNet: UChannel::Close: Sending CloseBunch. ChIndex == 0. Name: [UChannel] ChIndex: 0, Closing: 0 [UNetConnection] RemoteAddr: (IPCENSORED), Name: IpConnection_2147482454, Driver: Name:GameNetDriver Def:GameNetDriver IpNetDriver_2147482522, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
[2024.11.13-18.06.28:557][642]LogNet: UNetConnection::PendingConnectionLost. [UNetConnection] RemoteAddr: (IPCENSORED), Name: IpConnection_2147482454, Driver: Name:GameNetDriver Def:GameNetDriver IpNetDriver_2147482522, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID bPendingDestroy=0
[2024.11.13-18.06.28:591][643]LogNet: NotifyAcceptingConnection accepted from: (IPCENSORED)
[2024.11.13-18.06.28:591][643]LogNet: NotifyAcceptingConnection accepted from: (IPCENSORED)
What could be the problem here and how can I solve it? Can't find anything on the net...
So I have this issue where when i enable root motion on my characters animation it does not move the capsule component. To answer some common issues, yes I have it enabled in the animation, yes I have a slot in my animation blueprint and yes I made it an animation montage.
Here is a link to the images/Videos that show what's going on.
https://imgur.com/gallery/root-motion-not-working-Gtzjmiu
This is only a problem when I export as FBX. When I import the FBX in UE5, unreal creates the actual armature from blender as the root.
When I export as glTF2.0 it works perfectly fine.
I guess my question is how do I get Unreal to recognize the bone names "Root" in blender to be the top of the hierarchy in unreal 5?
Thank you in advance, this has been a headache
As some of you may know, there is an Official HDR10 plugin on UE marketplace for free (The only one of it's kind from all I know), but I was wondering if the user has a HDR 10 monitor, but they don't like the way the game looks, would it be possible to disable it from the settings (Like most games allow you).
But writing in the Blueprints "HDR" I only get options like Make/Break the Display Info, no option to Set HDR or even get the Display info which is weird.
I mean I can leave it as it is, but I still consider it a problem that a Plugin does whatever it wants and me as the Dev can't do anything about it.
[Also the Plugin has NO documentation]
Hey guys, I am a beginner Unreal Developer. I want to make animation for games but I don't know where to start. Do you guys know any good courses or tutorials for a beginner? Thanks!
Hi all
I am new to UE and as a beginner I would prefer to work with existing assets. But sometimes I am not able to find what I need on FAB, even within paid options.
Are there any other good markets you can recommend where can I find assets for UE?
Thank you
I’m an archviz artist who has recently switched over full time to UE and I absolutely love the engine. The only request my archviz coworkers and I keep having is that we need texture displacement supported in the path tracer. Pretty please!
This is the error:
LogUObjectHash: Compacting FUObjectHashTables data took 6.63ms
LogTurnkeySupport: Project requires temp target (EOSShared plugin is disabled)
LogLauncherProfile: Unable to use promoted target - ../../../../../../Users/Windows/Documents/Unreal Projects/Brutalist/Binaries/Win64/UnrealGame.target does not exist.
LogMonitoredProcess: Running Serialized UAT: [ cmd.exe /c ""C:/Program Files/Epic Games/UE_5.5/Engine/Build/BatchFiles/RunUAT.bat" -ScriptsForProject="C:/Users/Windows/Documents/Unreal Projects/Brutalist/Brutalist.uproject" Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=54404 -project="C:/Users/Windows/Documents/Unreal Projects/Brutalist/Brutalist.uproject" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project="C:/Users/Windows/Documents/Unreal Projects/Brutalist/Brutalist.uproject" -unrealexe="C:\Program Files\Epic Games\UE_5.5
\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -platform=Win64 -installed -stage -archive -package -build -pak -iostore -compressed -prereqs -archivedirectory="C:/Users/Windows/Desktop/BlenderStuff" -clientconfig=Development" -nocompile -nocompileuat ]
LogShaderCompilers: Display: ================================================
LogShaderCompilers: Display: === FShaderJobCache stats ===
LogShaderCompilers: Display: Total job queries 1.744, among them cache hits 9 (0.52%), DDC hits 0 (0.00%), Duplicates 367 (21.04%)
LogShaderCompilers: Display: Tracking 1.368 distinct input hashes that result in 1.039 distinct outputs (75.95%)
LogShaderCompilers: Display: RAM used: 686,29 KiB of 819,20 MiB budget. Usage: 0.08%
LogShaderCompilers: Display: === Shader Compilation stats ===
LogShaderCompilers: Display: Shaders Compiled: 1.368
LogShaderCompilers: Display: Jobs assigned 1.368, completed 1.368 (100%)
LogShaderCompilers: Display: Average time worker was idle: 72.54 s
LogShaderCompilers: Display: Time job spent in pending queue: average 48.81 s, longest 117.15 s
LogShaderCompilers: Display: Job execution time: average 7.90 s, max 27.29 s
LogShaderCompilers: Display: Job life time (pending + execution): average 56.71 s, max 121.56
LogShaderCompilers: Display: Shader code size: average 12,985 KiB, min 1,199 KiB, max 49,172 KiB
LogShaderCompilers: Display: Time at least one job was in flight (either pending or executed): 170.28 s
LogShaderCompilers: Display: Mutex wait stall in FShaderJobCache::SubmitJobs: 0.03%
LogShaderCompilers: Display: Jobs were issued in 236 batches (only local compilation was used), average 5.80 jobs/batch
LogShaderCompilers: Display: Average processing rate: 8.03 jobs/sec
LogShaderCompilers: Display: Total thread time: 1.202,207 s
LogShaderCompilers: Display: Total thread preprocess time: 33,555 s
LogShaderCompilers: Display: Percentage time preprocessing: 2.79%
LogShaderCompilers: Display: Effective parallelization: 7.06 (times faster than compiling all shaders on one thread). Compare with number of workers: 8
LogShaderCompilers: Display: Top 5 most expensive shader types by average time:
LogShaderCompilers: Display: FCloudRenderViewPS010 (compiled 1 times, average 3.61 sec, max 3.61 sec, min 3.61 sec)
LogShaderCompilers: Display: FCloudRenderViewPS100 (compiled 1 times, average 3.51 sec, max 3.51 sec, min 3.51 sec)
LogShaderCompilers: Display: FCloudRenderViewPS000 (compiled 1 times, average 3.18 sec, max 3.18 sec, min 3.18 sec)
LogShaderCompilers: Display: FCloudRenderViewPS111 (compiled 1 times, average 2.83 sec, max 2.83 sec, min 2.83 sec)
LogShaderCompilers: Display: FCloudRenderViewPS011 (compiled 1 times, average 2.81 sec, max 2.81 sec, min 2.81 sec)
LogShaderCompilers: Display: Top 5 shader types by total compile time:
LogShaderCompilers: Display: FMicropolyRasterizeCS - 40.32% of total time (compiled 260 times, average 1.86 sec, max 5.00 sec, min 0.00 sec)
LogShaderCompilers: Display: FRenderVolumetricCloudRenderViewCS - 15.25% of total time (compiled 68 times, average 2.70 sec, max 4.15 sec, min 1.48 sec)
LogShaderCompilers: Display: FHWRasterizeMS - 3.08% of total time (compiled 60 times, average 0.62 sec, max 0.82 sec, min 0.39 sec)
LogShaderCompilers: Display: FDebugViewModePS - 2.84% of total time (compiled 23 times, average 1.48 sec, max 2.56 sec, min 0.98 sec)
LogShaderCompilers: Display: TBasePassPSFNoLightMapPolicy - 2.75% of total time (compiled 46 times, average 0.72 sec, max 1.36 sec, min 0.32 sec)
LogShaderCompilers: Display: === Material stats ===
LogShaderCompilers: Display: Materials Cooked: 0
LogShaderCompilers: Display: Materials Translated: 140
LogShaderCompilers: Display: Material Total Translate Time: 0.14 s
LogShaderCompilers: Display: Material Translation Only: 0.10 s (68%)
LogShaderCompilers: Display: Material DDC Serialization Only: 0.00 s (0%)
LogShaderCompilers: Display: Material Cache Hits: 0 (0%)
LogShaderCompilers: Display: ================================================
UATHelper: Packaging (Windows): Running AutomationTool...
UATHelper: Packaging (Windows): Using bundled DotNet SDK version: 8.0.300
UATHelper: Packaging (Windows): Starting AutomationTool...
UATHelper: Packaging (Windows): Parsing command line: -ScriptsForProject="C:/Users/Windows/Documents/Unreal Projects/Brutalist/Brutalist.uproject" Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=54404 -project="C:/Users/Windows/Documents/Unreal Projects/Brutalist/Brutalist.uproject" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project="C:/Users/Windows/Documents/Unreal Projects/Brutalist/Brutalist.uproject" -unrealexe="C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -platform=Win64 -installed -stage -a
rchive -package -build -pak -iostore -compressed -prereqs -archivedirectory=C:/Users/Windows/Desktop/BlenderStuff -clientconfig=Development -nocompile -nocompileuat
UATHelper: Packaging (Windows): Initializing script modules...
UATHelper: Packaging (Windows): Total script module initialization time: 0.26 s.
UATHelper: Packaging (Windows): Using C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\MSBuild\Current\Bin\MSBuild.exe
UATHelper: Packaging (Windows): Executing commands...
UATHelper: Packaging (Windows): Installed Sdk validity:
UATHelper: Packaging (Windows): Win64: (Status=Valid, MinAllowed_Sdk=10.0.19041.0, MaxAllowed_Sdk=10.9.99999.0, Current_Sdk=10.0.22621.0, Allowed_AutoSdk=10.0.22621.0, Current_AutoSdk=, Flags="InstalledSdk_ValidVersionExists, Sdk_HasBestVersion")
UATHelper: Packaging (Windows): Scanning for envvar changes...
UATHelper: Packaging (Windows): ... done!
UATHelper: Packaging (Windows): Cleaning Temp Paths...
UATHelper: Packaging (Windows): BUILD SUCCESSFUL
UATHelper: Packaging (Windows): Setting up ProjectParams for C:\Users\Windows\Documents\Unreal Projects\Brutalist\Brutalist.uproject
UATHelper: Packaging (Windows): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows): Running: C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\ThirdParty\DotNet\8.0.300\win-x64\dotnet.exe "C:\Program Files\Epic Games\UE_5.5\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" Brutalist Win64 Development -Project="C:\Users\Windows\Documents\Unreal Projects\Brutalist\Brutalist.uproject" -Manifest="C:\Users\Windows\Documents\Unreal Projects\Brutalist\Intermediate\Build\Manifest.xml" -remoteini="C:\Users\Windows\Documents\Unreal Projects\Brutalist" -skipdeploy -log="C:\Users\Windows\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Pro
gram+Files+Epic+Games+UE_5.5\UBA-Brutalist-Win64-Development.txt"
UATHelper: Packaging (Windows): Log file: C:\Users\Windows\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.5\UBA-Brutalist-Win64-Development.txt
UATHelper: Packaging (Windows): Creating makefile for Brutalist (Build.version is newer)
UATHelper: Packaging (Windows): Available x64 toolchains (1):
UATHelper: Packaging (Windows): * C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\VC\Tools\MSVC\14.41.34120
UATHelper: Packaging (Windows): (Family=14.41.34120, FamilyRank=1, Version=14.41.34120, Is64Bit=True, ReleaseChannel=Latest, Architecture=x64)
UATHelper: Packaging (Windows): Visual Studio 2022 compiler version 14.41.34120 is not a preferred version. Please use the latest preferred version 14.38.33130
UATHelper: Packaging (Windows): Warning: [Upgrade]
UATHelper: Packaging (Windows): Warning: [Upgrade] Using backward-compatible build settings. The latest version of UE sets the following values by default, which may require code changes:
UATHelper: Packaging (Windows): Warning: [Upgrade] CppStandard = CppStandardVersion.Default => Updates C++ Standard to C++20 (Previously: CppStandardVersion.Cpp17).
UATHelper: Packaging (Windows): Warning: [Upgrade] WindowsPlatform.bStrictConformanceMode = true => Updates MSVC strict conformance mode to true (Previously: false).
UATHelper: Packaging (Windows): Warning: [Upgrade] bValidateFormatStrings = true => Enables compile-time validation of strings+args passed to UE_LOG. (Previously: false).
UATHelper: Packaging (Windows): Warning: [Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V5;' in Brutalist.Target.cs, and explicitly overriding settings that differ from the new defaults.
UATHelper: Packaging (Windows): Warning: [Upgrade]
UATHelper: Packaging (Windows): Warning: [Upgrade]
UATHelper: Packaging (Windows): Warning: [Upgrade] The latest version of UE no longer supports CppStandardVersion.Cpp17 which may require code changes.
UATHelper: Packaging (Windows): Warning: [Upgrade] Suppress this message by setting 'CppStandard = CppStandardVersion.Cpp20;' in Brutalist.Target.cs.
PackagingResults: Warning: [Upgrade]
PackagingResults: Warning: [Upgrade] Using backward-compatible build settings. The latest version of UE sets the following values by default, which may require code changes:
PackagingResults: Warning: [Upgrade] CppStandard = CppStandardVersion.Default => Updates C++ Standard to C++20 (Previously: CppStandardVersion.Cpp17).
PackagingResults: Warning: [Upgrade] WindowsPlatform.bStrictConformanceMode = true => Updates MSVC strict conformance mode to true (Previously: false).
PackagingResults: Warning: [Upgrade] bValidateFormatStrings = true => Enables compile-time validation of strings+args passed to UE_LOG. (Previously: false).
PackagingResults: Warning: [Upgrade] Suppress this message by setting 'DefaultBuildSettings = BuildSettingsVersion.V5;' in Brutalist.Target.cs, and explicitly overriding settings that differ from the new defaults.
PackagingResults: Warning: [Upgrade]
PackagingResults: Warning: [Upgrade]
PackagingResults: Warning: [Upgrade] The latest version of UE no longer supports CppStandardVersion.Cpp17 which may require code changes.
PackagingResults: Warning: [Upgrade] Suppress this message by setting 'CppStandard = CppStandardVersion.Cpp20;' in Brutalist.Target.cs.
UATHelper: Packaging (Windows): Warning: [Upgrade]
UATHelper: Packaging (Windows): Total execution time: 0.88 seconds
PackagingResults: Warning: [Upgrade]
UATHelper: Packaging (Windows): Brutalist modifies the values of properties: [ bStrictConformanceMode: False != True ]. This is not allowed, as Brutalist has build products in common with UnrealGame.
UATHelper: Packaging (Windows): Remove the modified setting, change Brutalist to use a unique build environment by setting 'BuildEnvironment = TargetBuildEnvironment.Unique;' in the BrutalistTarget constructor, or set bOverrideBuildEnvironment = true to force this setting on.
UATHelper: Packaging (Windows): Took 1,00s to run dotnet.exe, ExitCode=6
UATHelper: Packaging (Windows): UnrealBuildTool failed. See log for more details. (C:\Users\Windows\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_5.5\UBA-Brutalist-Win64-Development.txt)
UATHelper: Packaging (Windows): AutomationTool executed for 0h 0m 3s
UATHelper: Packaging (Windows): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows): BUILD FAILED
PackagingResults: Error: Unknown Error
I have no clue how to fix it. I would really appreciate some help.
The project was being packaged just fine before I updated it from UE 5.3.2 to UE 5.5.
Hey everyone, I just released this episode where we take the previously made GameplayTag Inventory system and refactor it into a FFastArraySerializer. This is a pretty simple implementation of it, and that's by design. I wanted to show how it can simplify the code and improve network performance using NetDeltaSerialize as well as it eliminates the need for a lot of loops in our code so the CPU will thank us.
Next is going to be making Equipment into a FFastArraySerializer integrated with GAS as well, so we can make some equippable items that grant abilities and effects, however that's much more in depth, so I thought to start with the inventory first to show how it's made.
Feedback appreciated.
Hello! I'm a solo game developer with experience in both coding and 3D art. I primarily work in Unity and Blender, and most of my Unreal Engine experience is with custom character creation. Recently, after a series of projects, I started developing a custom morph target system for Metahuman-based characters (bodies, not heads but with quite some options), with plans to release it as a modular Blender add-on.
I do have a basic question: How should I approach the LOD (Level of Detail) system for these bases? Would people interested in the product expect morph targets across all LODs, or would it be sufficient to only handle LOD 0? Since my experience with Metahumans has mostly been customization outside the engine always for LOD 0, any insights on this would be incredibly helpful. Thanks in advance!
Hi there,
I’m using the Niagara System Fluid Simulation plugin to create a tank being filled with water from the bottom. I’ve been experimenting with it, but honestly, I haven’t managed to control this specific event yet. I have both the Grid 3D FLIP Hose and Grid 3D FLIP Pool templates in my level. I tried moving the hose emitter to the bottom, adjusting pressure forces and gravity, and even adding the Niagara System to the sequencer to animate the water height, but none of these have worked so far.
Does anyone have any ideas on how to achieve this?
Thanks!
From the 5.5 release announcement:
Last month, we announced that Fab, our new unified content marketplace, is now open for business. Fab is integrated into Unreal Engine 5.5, enabling you to drag and drop atomic assets, such as Quixel Megascans, directly into your scene. You can also add asset packs from Fab to your Content Browser.
Quixel bridge isn't working atm and the in-engine fab app isn't allowing me to drag and drop anything.
I just want to share a simple stutter issue i had with unreal engine. when i started using 5.4 every time i played the game in editor i got a big stutter at the start of the game. no matter what i do i always got a huge stutter one second after the game starts in editor. this issue has always been there from 5.4 to 5.4.4. i do have a really low end pc tho(i5 9400f and gtx 1660 super) but this never happend to me when i used 5.3. It was very annoying whenever i play in editor to get a stutter each time. But as of now this is fixed in 5.5. and also they improved the Game animation sample project. they added the sprint and now we can grab the ledge mid air if the press the jump button on time.