Unreal Engine 4 HierarchicalInstancedStaticMesh (HISM) not distance culling What I'm trying to do I am trying to programmatically spawn a lot of HierarchicalInstancedStaticMesh on a very very large ProceduralMeshComponent (PMC) (very simplified for the sake of this question). I generate the quot ground quot PMC in chunks during run time, and then spawn instances at points on the mesh. An initial n amount of these are generated before the player spawns. Additional chunks spawn by calculating values with a separate thread and then spawning them from the original thread. All I am doing in the separate thread is calculating vectors essentially I have an actor with just a HISM component at the root. Cull start and end distance is set to 5000 Mesh material has Dithered LOD Transition set to true What is happening The culling on the HISM is simply not working. Sometimes It won't even show up to begin with When it does show up, it doesn't cull no matter how far away the camera gets (spectator) Sometimes it will cull correctly on the initially spawned chunks, but not on the chunks that were generated and spawned after the player spawned The weirdest part, is that I am also spawning an HISM of a different mesh in exactly the same manner, and it is culling perfectly (though admittedly there are far FAR fewer instances) Example code Here is an example of what I am trying to do. The Terrain actor is placed in the world, the HISM is referenced in a public variable, and this code runs in BeginPlay (and Tick, for subsequent chunks) Terrain.H The Actor with the HISM as the root component UPROPERTY(Category quot hism quot , BlueprintReadWrite, EditAnywhere) TSubclassOf lt AActor gt FoliageInstance Terrain.cpp auto spawner World gt SpawnActor lt AActor gt (FoliageInstance, FVector(0, 0, 0), FRotator ZeroRotator) Another class I wrote that just calculates a ton of vectors TArray lt FVector gt spawnPoints OtherClass.GetATonOfRandomVectors() Add an instance for each of the spawn points for (auto amp spawn spawnPoints) FRotator grassRotation FRotator(rand() 5, rand() 360, rand() 5) FTransform grassTransform FTransform(grassRotation, spawn) if (spawner ! nullptr) auto instance Cast lt UHierarchicalInstancedStaticMeshComponent gt (spawner gt GetRootComponent()) instance gt AddInstance(grassTransform)


Can I combine 2 UnrealEngine forks? I am using Daz Gen 8 characters and clothes in my project. After I read this I decided to use a fork of UE4 which uses Dual Quaternion Skinning. Basically if you use Daz characters under UE4, they going to distort better if you use DQS, which UE4 doesn't support by default. You can get the DQS modded engine from here. I compiled it and I managed to get all my stuff from my original project to a DQS one. No problem. But I also need a soft body and a clothing solution in the project. 4.25 has a clothing solution and it does work fine, but there is no soft body, that I know about... So there are a few options Vico Dynamics from the Marketplace using a Flex branch of UE4 if you know any more please please let me know Tested Vico, and it works fine for simple meshes, up to 20k poligons. Over that the editor becomes unresponsive... But this works with my modded DQS engine. The latest version of an UE4 branch with Flex is 4.22. I could get this compiled and running. I would like to know if I can merge the 2 repositiories (4.22 DQS and Flex) into one, and source build it... What software or workflow do you recommend to do merge these big branches of UE4? I guess there will be quite a few conflicts, because Flex distorts the mesh in it's own way, so does the DQS version of Unreal...


Modular weapon in UE4 editor I want to create a modular weapon system. I already got most of it working, but I wonder how to make an improvement. Weapons in my game have different firing modes (semi and auto) and "bullet" modes (projectile and hitscan). Each weapon is it's own blueprint, and there I can select proper one in editor, so for example an Uzi would be auto histcan, while a rocket launcher would be semi projectile. (the firing mode actor gets created at spawn from the class selected in editor). I want to make it easier to edit by giving the weapon some variables, like spread and projectile blueprint. But not all of the variables apply to all the types of weapon... TLDR Can I create show different variables in the editor, depending on other variables? If I choose projectile type of weapon, can I also select the projectile type, but not show the option if I chose hitscan?


Unreal engine project not responding to key binding changes I'm getting started with learning Unreal development, and I've created a new project based off the FPS C template. I've changed the key mappings inside the DefaultInput.ini, rebuilt the Visual Studio solution, and rebuilt the project in the Unreal editor, but none of my changes are taking effect. What step am I missing?


How do I add custom data to a ListView widget in Unreal? I have a UserWidget object with a ListView in it. How do I add objects add and custom data to them, such as names?


How can I change the dimensions of collision volumes showed in UE4's physics asset tool? How can I change the dimensions of the capsule for one bone in the physics assets tool? The problem is that bones not connected by joints have overlapping collision volumes in the mannequin that comes with the starter content, which causes those body parts to apear dislocated or out of place when the simulation is running. For instance in this image the pelvis and the middle bone in the spine (Spine 2) are overlapping. So, when the simulation runs Pelvis and Spine 2 get pushed apart reducing the overlapping to a contact point.


Nonsense error in the overlap between 2 warriors and a tower I have a project where 1 warrior is generated every 5 seconds. This warrior as it is generated tries to follow a path that contains 4 target points. Between the target point 1 and the target point 2 there is a tower. Then the warrior is going to meet the target point 2, but as soon as he hits the tower, he fails to reach the target point 2 and goes to meet it until it is destroyed. The part of the code circled in pink was to be executed only after the destruction of the tower (when the life of the tower reaches 0), which does not happen, but the worst thing is that when it executes, it does not execute completely, the tower is not destroyed, but the warrior moves toward target point 2. Result in game Look that the impression occurs for the two warriors. Maybe the message log will help I decrease the delay time of the loop to 0.1 and as there is no time for the second warrior to overlap the tower along with the first warrior, everything works correctly. The problem occurs when more than one warrior reaches the tower simultaneously.


Unable Compile Unreal Project into .Exe File I'm new to Unreal Engine and I've been looking for an answer online but I don't understand why the project I just started on is unable to compile. I only used the default blueprints. The error logs are below. UATHelper Packaging (Windows (64 bit)) Running AutomationTool... UATHelper Packaging (Windows (64 bit)) Parsing command line ScriptsForProject C Users belmo OneDrive Documents GitHub EscapeFromDarksidePenitentiary EscapeFromDarkSide EscapeFromDarkSide.uproject BuildCookRun nocompileeditor installed nop4 project C Users belmo OneDrive Documents GitHub EscapeFromDarksidePenitentiary EscapeFromDarkSide EscapeFromDa rkSide.uproject cook stage archive archivedirectory C Users belmo OneDrive Documents GitHub EscapeFromDarksidePenitentiary EscapeFromDarkSide package ue4exe quot C Program Files Epic Games UE 4.26 Engine Binaries Win64 UE4Editor Cmd.exe quot ddc InstalledDerivedDataBackendGraph pak prereqs nodebuginfo targetplatform Win64 clientconfig Development utf8 output UATHelper Packaging (Windows (64 bit)) Setting up ProjectParams for C Users belmo OneDrive Documents GitHub EscapeFromDarksidePenitentiary EscapeFromDarkSide EscapeFromDarkSide.uproject UATHelper Packaging (Windows (64 bit)) COOK COMMAND STARTED UATHelper Packaging (Windows (64 bit)) Running UE4Editor Cook for project C Users belmo OneDrive Documents GitHub EscapeFromDarksidePenitentiary EscapeFromDarkSide EscapeFromDarkSide.uproject UATHelper Packaging (Windows (64 bit)) ERROR Cook failed. UATHelper Packaging (Windows (64 bit)) (see C Users belmo AppData Roaming Unreal Engine AutomationTool Logs C Program Files Epic Games UE 4.26 Log.txt for full exception trace) PackagingResults Error Cook failed. UATHelper Packaging (Windows (64 bit)) AutomationTool exiting with ExitCode 25 (Error UnknownCookFailure) UATHelper Packaging (Windows (64 bit)) BUILD FAILED PackagingResults Error Unknown Cook Failure LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogEditorViewport Clicking on Actor (LMB) StaticMeshActor (Cube11) LogSlate Window 'Output Log' being destroyed LogSlate Window 'Output Log' being destroyed LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogEditorViewport Clicking on Actor (LMB) StaticMeshActor (Cube11)


How to export unreal assets in a package like in unity? Unity has an asset exporter that export it into a .unitypackage format. This ensure that the prefab has all the links to its child assets. In Unreal 4, its migrate tool allow for moving of assets. However, it require that both project be on the same machine to migrate from one content folder to another content folder. How can I export unreal assets for easy sharing in a similar way to unity?


Recreating Common "Glowing Pillar" Effect in UE4 I've noticed a common "glowing pillar beacon" effect in a few games lately (Overwatch, Fortnite, etc). The effect provides a translucent glowing beam pointing upwards that tapers off towards the top and fades out. I'm attempting to recreate the effect and was wondering if this is some form of particle emitter and what is involved in the effect? Thanks! Examples


What does the update button in the Unreal Engine launcher actually update the engine to? Unreal Engine 4 seems to have a very handy way of managing different versions of the engine mainly you get to keep several copies and choose which one to launch. That said, not having used the new launcher recently I see that I am quite behind in engine versions but where previously I had to download the new version (as can be seen by my several copies of the engine) there is now an update button on the engines. My internet is really slow so I'm curious if anyone could tell me what the update button actually does? For example, in the circled one, will it update to some 4.2.x minor version or will it update to the 4.7.2 version that I can freshly install? If I can save some bandwidth by upgrading to 4.7.2 over downloading a fresh copy that would be ideal.


Visual Studio not adding the header file to the Solution explorer I'm having trouble with my Unreal Visual Studio 2019 project. I created a new header file, and saved it in the same folder my other ones are in. (I didn't add these, they were in the starter project of the video course I'm following.) For some reason, the file is not showing in the solution explorer, and IntelliSense isn't working in the particular file. How do i fix this? sorry if it's obvious, I'm not an expert at Visual Studio.


How to get a list of parameters from a material in UE4? TLDR how to access the parameters of a given material material instance in BP and or C . I would like to expose material parameters to the UI so the player can edit material instances at runtime(i.e. color, roughness of objects, etc). I have a base class, that is the parent of everything in game that has a variable of type Material Instance Dynamic called WMaterialInstance. It also has an Interface function to return that var. Please see the construction script. I'd like read parameters of this instance and expose it to the UI somehow. But I can't get those parameters... I am using a Get Scalar Values node to get my params... I tried feeding it a Material Instance Dynamic reference, but my Print String nodes return zero, although there are parameters on the material, 100 . Please see the BP nodes here. I found a post describing a similar issue. One of the answers says That node is a bit silly, it doesn't work with dynamic material instances, only constant. What you can do is get the parent of the material instance you're creating, cast it as a MaterialInstance (not dynamic), then get the scalar parameters of that one. If you need the values too you can use a for loop with the scalar parameter array as the input, break the array element and hook the Name into a GetScalarParameterValue (from your dynamic material instance) in the loop. So I got the parent of my Material Instance Dynamic and tried casting it to just a normal MaterialInstance, but the cast seems to fail, if I feed the parent to it... Here is how I did it. Note the Get Material node is my interface call to the Dynamic Instance from construction script, not the built in one. Further down in the post there is an answer saying Well you need to have an actual constant material instance first, create that by right clicking your material and creating a material instance in the content browser. Then create your dynamic version from that. I created a material instance from my original material and assigned it to one of the child classes of the baseclass, so I use that one in the base construction script. Still, doesn't want to work... I get the same zeros and cast failures... I noticed, that if I Print String the Display name of the Parent I get from the accessed base material it prints WorldGridMaterial, which means, it did not find what it supposed to... Did anyone experience something similar? Is there a better way to access these parameters?


Switch from left click to right click to make character walk in the Top Down Example, in UE4? When creating a new project in the Unreal Engine 4, you can choose to create a project already with some added features and things (Top Down Example) This project has a character (which I changed its appearance) and it moves around the map when I click the left mouse button I looked at the blueprints of the project, but I did not identify where the command is that makes the character walk, so I'd like it to walk when I right click. Alls blueprints of project M Cursor Decal TopDownCharacter TopDownController TopDownGameMode The circled blocks of reds are the ones I suspected could be where I should make the modification, but no information on them gave me the certainty that that was where I was supposed to change. I still do not create projects in C programming mode, because I do not have Visual Studio 2017. Some links from websites where I spent before coming here and that can help you to help me https docs.unrealengine.com en us Engine Blueprints https www.youtube.com watch?v EFXMW UEDco The video is 2015, so although it's good, I did not take it so well, because I know that with all this time that has already happened, a lot is different. Sorry for any translation errors, I'm not English speaker.


GetUserWidgetObject returns null I have a widget component inside of my character ABCharacter.h ... UPROPERTY(VisibleAnywhere, Category UI) class UWidgetComponent HPBarWidget ... ABCharacter.cpp ... AABCharacter AABCharacter() Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick true HPBarWidget CreateDefaultSubobject lt UWidgetComponent gt (TEXT("HPBARWIDGET")) HPBarWidget gt SetupAttachment(GetMesh()) I checked HPBarWidget is null and it wasn't if (HPBarWidget nullptr) UE LOG(ArenaBattle, Error, TEXT("NULL")) HOWEVER, When I try to get the widget object, it said it's null. if (HPBarWidget gt GetUserWidgetObject() nullptr) UE LOG(ArenaBattle, Error, TEXT("NULL")) it printed NULL What causes this returns null? I can clearly see I have a WidgetComponent that exists in my character's tree, and HPBarWidget wasn't null too. I struggled this already hours and couldn't find any related issues. What did I wrong? Using 4.24.3.


Unpack the pak file Unreal Engine So I have the encryption key. This is stressed so much to have it. Well, I have it. Where do I use it? Unrealpak does not seems to offer an option to supply the encryption key, if your pak is encypted the unpackaging simply fails.


How do I expose a variable from a class in Unreal Engine 4 to blueprints? I would like to expose to blueprints the variable CurrentTouchInterface in the class APlayerController, just like the method APlayerController ActivateTouchInterface. So, I'm guessing I have to change the header file PlayerController.h from this The currently set touch interface UPROPERTY() class UTouchInterface CurrentTouchInterface To something like this The currently set touch interface UPROPERTY(BlueprintReadOnly, Category "Game Player") class UTouchInterface CurrentTouchInterface The point is, what do I need to do for the engine's editor to start showing the exposed variable CurrentTouchInterface in blueprints? I'm working with UE 4.9 downloaded from the Epic Games Launcher application.


Game area where I can not click? I created a project based on the Top Down Example. What is happening is that there is an area just above my character where I can not click. Image showing location where the mouse is and soon after, when I move it a little to the left it disappears By the minimap you can see that the game recognizes as if the mouse was on top of the character, very close. I went to test to see if this happened in all Top Down Examples, but it does not happen I've modified the position of the camera a bit in this project where I'm having problems (image 1). Is there a non clickable area defined based on the camera, to prevent the player from clicking the location where the character is? And with the change of position the area is no longer equivalent to the position of the character? This area in red I can not click I have not changed anything that has to do with the mouse in the character's blueprint What is going on? EDIT 1 (tests done based on some comments to clarify the question and to verify possible cause of the problem) I pressed P to see if there was any area of the map where there could be no click See I can put my mouse right below the character, and even click From there up the mouse does not appear, and obviously I can not click Location where the mouse appears again and what I can click These 3 images were captured in the character's home position without moving it. But the problem persists wherever the character is. Through the test I did below, I prove that the problem is directly related to the position the character is in The green question marks the spot where my mouse is. EDIT 2 (I think I discovered the problem) I read DMGregory's comment again and went to look at the collider, it was small and it already existed before the problem happened. I started the game and paused. I came across this image I created this sprite to appear on the minimap, I believe that may be the cause of the problem. How to make the mouse skip it? Without having to simply upload it?


Unable to create a blueprint containing multiple actors I'm having some trouble in Unreal 4.23. According to the documentation, if I select a bunch of Actors and hit the Blueprints button in the toolbar, I should get an option to quot Convert Selection To Blueprint Class, quot which then gives me a choice of three options of what to do with the different objects before creating the blueprint. Instead, I get quot Convert Selected Components To Blueprint Class, quot the dialog asking me what to do with the objects does not show up it goes straight to the one asking where to save the blueprint and the blueprint it generates is a mess textures get changed, the names of the actors are lost, and all of the objects are quot dropped on the ground quot rather than being positioned where they had been relative to each other! The objects in question are a character (Skeletal Mesh) and several sub objects representing the character's clothing (also skeletal meshes, attached to the character as sub objects in the World Outliner hierarchy.) I basically want to do the same thing you can do in Unity take this character and save it as a prefab so I can make copies of it easily in different maps. From researching the documentation and various forum posts, it seems like making them into a Blueprint using the Harvest Components option is the best way to do that, but that option is never showing up! This problem persists even after closing and restarting Unreal. Anyone have any idea why the editor is not behaving as documented, and what I can do about it? (And yes, I know about Prefabricator. This is supposed to be for Marketplace content, though, where third party dependencies are discouraged.)


UE Sequencer Foot slide with character movement What is the best way to implement the character movement on the sequencer so there is no foot slide? I would go with Root Motion but the animations I have are on place. Thank you


Drawing roads on heightmaps I've been running into walls for the past week or so on my toy project in UE4. My goal is to draw procedural roads on a procedural landscape (eventually getting to intersections and buildings). The landscape is generated with libnoise and the roads are generated with a slightly modified version of the algorithm found here. But I'm having issues draping the roads on the landscape and I can't find any straightforward algorithmic way of doing it. You can see my problem below the geometry of the road intersects the geometry of the landscape. In short, given The landscape index buffer The landscape vertex buffer Every road segment's X,Y,Z coordinate How do I modify the underlying vertex index buffer so that the landscape "wraps around" the roads?


How to use the unreal "automation spec" with the "automation driver" and latent actions? I would like to be able to create an automated test for Unreal that will load a specific map level and then use the automation driver, which as I understand it, is a way of faking user input, to do things on that level. My goal is simply to load my quot main menu quot level and then exit out of it. My problem is this The documentation shows you how to use the automation driver with the automation spec style of automated test. But none of the automation spec tests in the UE4 source do anything with assets (or anything resembling a latent action, as with the other style of tests). Most of the automation spec tests are more akin to unit tests that have no dependency on data, or AutomationDriver.spec.cpp, which has its own hard coded test UI made using SAutomationDriverSpecSuite There seem to be no examples at all for using the automation driver with the quot simple quot or quot complex quot tests (IMPLEMENT SIMPLE AUTOMATION TEST IMPLEMENT COMPLEX AUTOMATION TEST), and the automation driver documentation just states that it can be pretty tricky unless you're using it in conjunction with an automation spec


How to view 360 degree images in Unreal Engine 4 Is there any way I can view 360 degree images in UE4, Ive read about possibly mapping it onto a hollow sphere however it always seems warped. I am working on a virtual tour and would like to be able to transition between multiple 360 images such as the ones found here http www.wpanorama.com panoramas.php?page 01n . I am new to Unreal Engine and any help would be greatly appreciated. Ideally I would like to have it mapped to a sky sphere with the image on the sky sphere changing based on the "point" the user clicks on however I am not sure how I could go about this.


For Visual Studio Community 2017, 'Unreal Engine Installer' option is not available On Visual Studio Community Installer, I cannot find 'Unreal Engine Installer' under 'Desktop Developemtn with C ' 'Optional'. According to the tutorials I am learning, the 'Unreal Engine Installer' should be availbl.e I have Visual Studio installed on 'C ' and Unreal installed on 'H ' can this be the problem?


Removing DefaultBloomKernel.uexp file? My friend is using Unreal Engine 4 v17. His problem is that when he exports to Android, the game is over 100mb in size. He's not using materials or importing anything. He found a (probably) useless file called "DefaultBloomKernel.uexp" and wants to remove it. How can that be done?


When and how often does Epic charge me royalties on my game? I want to know about that 5 royalties that Epic charges for the Unreal Engine if I sell games above 3000. What about if my game just made 300? Do I still need to pay 5 royalties to them? And how many times should I pay? For example, I made a game that was sold for above 3000 so I paid 5 royalties but do I still need to pay it again for the same game?


Unreal Engine Size on Disk I want to install Unreal Engine 4 from the epic game launcher but I have the following problem If I want to install the engine after about 50 it says I don't have enough space on my disk, and if I look up how much space the folder took it says 75 GB is that normal?


How to find the client's monitor valid refresh rates with Unreal Blueprints? I am making a settings menu. This includes a combo box where you can change the refresh rate setting. How do I find out the maximum allowable refresh rate of the current user's monitor, using Blueprints?


In unreal engine, what's the difference among "set global time dilation" and "set current time dilation" and "set custom time dilation"? what's the different effect of these three functions, thanks!


Unreal Engine 4 Error 2738 I am having trouble installing UE4 on my computer. I keep getting Error 2738 as I start the installation and can't find a fix. Even Microsoft Fix It 50842 won't work. I've attempted to re download installer, reboot, use a flash drive. Still the same error. Anybody else been having this issue? If so how did you fix it?


Why can't UObject derived objects call BlueprintFunctionLibrary functions? My question is a very simple one. Why can't UObject derived classes (direct inheritance) call functions from Blueprint Function Libraries? Edit My question relates to Blueprints only. An Object derived Blueprint seems to be incapable of calling functions from an editor created BlueprintFunctionLibrary


How to create smoke that spreads outward in all directions? I saw many tutorials about smoke grenade but they just use volumetric smoke. I want to make something like the smoke grenade in PUBG, where the smoke spreads in all directions how to do that? The Unreal Engine 4 smoke grenade throws out smoke in a particular direction, like this But I want something more like PUBG's that spreads smoke evenly in all directions


How do I add custom data to a ListView widget in Unreal? I have a UserWidget object with a ListView in it. How do I add objects add and custom data to them, such as names?


Real time fluid simulation? I'd like to create a system in Unreal Engine 4 with glob like fluids which interact with the environment, like the gel in Portal 2. Here's a GIF of the gel from that (search that I used to bring up similar images) I was wondering how it might be possible to do something like this? An in depth guide would be nice as I have a mostly basic understanding of blueprints in UE4, although I know it's a lot to ask for. If you know how I can achieve this, please let me know. Thank you! ) P.S The quot fluid quot stains don't need to give effects such as speed like you saw in the GIF, but I would still like the liquids to stain wherever they hit. )


What is an ArchVisCharacter? What is it used for? As the question states. I can't really find any useful documentation surrounding this. What is an ArchVisCharacter and what do you use them for?


High resolution VR with tethered smartphone display I have an Android SmartPhone with a fairly high resolution USB C port, a USB C to USB A cable, and a Google Cardboard headset. Is it possible to develop a VR app running on a PC game engine (such as Unreal) but stream the output to the Cardboard headset by using the phone as a display? (rather than running the app entirely on the phone). For instance, if I wanted to render using a beefy NVIDIA GPU and stream the graphics over USB. What are the options here? I'm aware of this guide, which seems reasonable https uploadvr.com budget vr 101 get pc vr streaming phone Is this a use case supported by any Game Engines like Unreal Unity?


How to change the mesh of the character in UE4? I made a Bellsprout mesh in Blender, exported it as an FBX file, and imported it into UE4. I can insert it in the stage without problem, but I would like to use this Bellsprout mesh to replace the mesh of the built in character. Even clicking and dragging will not replace the mesh I've looked into importing between blender UE4 https wiki.unrealengine.com Static Mesh from Blender And also about mesh editing https docs.unrealengine.com en us Engine Content Types StaticMeshes Editor I also looked at some questions in this forum Changing rendering in UE4 and Making only parts of a mesh destroy in UE4 To see if the question had not already been asked.


Blueprint script executed on tick but not on construction Below, on event tick, I am initializing a map of images once, which works fine (remember we are in a graph for a widget blueprint here). Z Cursor Images is the map of the images. The keys in the map are an enum, and I am adding first an image for the default cursor, and then an image for when the player is targeting an object that she can pick up. Now, when I do the same in the construction script (Event Construct), it does not throw an error but later I cannot access the textures from the map. IsValid returns false for them... So why is the map filled on tick but not on Event Construct? And how do I solve this?


UE4 Repeat fail how to feed text widget unique message on instances I am a noob who has spent many hours looking at similar questions and responses but still failing to get desired result. I am going to be thorough and specific I'm very keen on walk throughs with any helpful experts! Thanks in advance. Backdrop My level consists (ideally) of the following Trigger boxes Spheres that have 2x sided texture with media player texture (let's call these quot movie globes quot ) Transparent actors with blinking borders and are clickable ( quot highlight inspect quot ) (I made these with a tutorial on adding post process stencil depth something or other in order to get a blinking appearance) Text widget that appears to inform viewer of what they clicked. Variable across unique instances In simple terms let's say I have 5 trigger boxes with 5 unique (360 video captured) movies. You step into trigger, sphere appears around the actor and the media texture movie begins playing on inside of that sphere (I successfully did this), at which point you can pan around and look. I initiate a delay function before the visibility for quot highlight inspect quot appears, so that the user may spontaneously first look at movie around them before seeing blinking highlights over certain people, things, etc captured displayed in movie imagery. Let's say the movie globes are depicting different forest types or different habitats, and the user is meant to learn about quot xx oak tree quot quot yy pine species quot quot zz herb that provides x benefit quot etc. The idea is to have a kind of interactive museum per se. Some globes might only have one highlight, some might have 4 the idea is that I can use the quot highlight inspectable quot actor object as a click event across these instances but each one returns unique text upon a widget template (saves font color style etc) As if to demonstrate my thick headedness around this issue of actor objects and instances, I also currently have separate but locationally equivalent triggers for the globe and for the highlight object, mainly because I need different spheres to call different movies in their blueprint... in other words I have an actor that has a component 'trigger capsule' that toggles visibility of a sphere i have an actor that has a component 'trigger capsule' that toggles visibility of highlight inspect mesh object.. I just need a simple way to do all this sigh shakes fist bangs head on wall. what I'm failing to learn I've come across quot casting quot and quot blueprint interfaces quot and quot event dispatchers quot and more, and I'm still not grasping those and whether any apply here and how. I kinda understand that I should be able to make the Text Element in the Widget quot variable quot and or bind it to a variable.. but I can't smoothly achieve this. Thank you for your help, I am posting some images below (in the screenshots the pink cylinder light is the trigger, and the next screenshot is user's POV standing there after globe materializes and highlight is showing. the sketch up is for more illustration) ps the second screenshot is actually in next comment SS


Why Are Some Foreign Characters Not Displaying Properly I am localizing a game for the first time and I'm noticing some characters are not displaying properly. Most are fine but there is a small handful that are not correct. For example on a loading screen I display the word Loading. In German I'm displaying L dt. The character is not displayed as , instead isn't displayed as shown in the image. I'm running in a standalone game. I packaged a development build to see if the problem was there too but it seem localizing is not working when I package it but I can tackle that problem later unless there is a known issues with this. To change languages I am calling Set Current Culture in blueprints.


Unreal Engine 4 Error in Macro Syntax Causes Build to Hang Problem Errors in macro syntax causes the module's build to hang for 2 hours (possibly, indefinitely) with no indication of a build error. Steps to Reproduce Create a template game project in the editor. Introduce the following macro into some C code UE LOG(LogTemp, WrongVerbosityTypeHere, TEXT( quot Some Text Here quot )) Trigger a module only build e.g. right click project gt Build. Look for the following in the build output 1 gt Using Visual Studio 2019 14.28.29335 toolchain (C Program Files (x86) Microsoft Visual Studio 2019 Community VC Tools MSVC 14.28.29333) and Windows 10.0.18362.0 SDK (C Program Files (x86) Windows Kits 10). 1 gt Building 4 actions with 32 processes... The message should stay the same for 2 hours. So wait for that long or until you feel something is wrong... Remove or correct the macro usage with something like the following UE LOG(LogTemp, Log, TEXT( quot Some Text Here quot )) Trigger module only build. Build completes in seconds. Development Environment Windows 10 (Version 10.0.19042 Build 19042) Visual Studio Community 2019 (Version 16.8.3) Unread Editor 4.26 (Version 4.26.0 0 UE4 Release 4.26) Questions Is this a known bug? If not, is there a configuration in UBT via Visual Studio or in the terminal to report errors quickly? Cross Postings Unreal Engine Forums


Money Every Minute System? I'm making a 2D sandbox tycoon in UE4. I haven't started the money system yet, but I was wondering how I could make a money system that gives you a certain amount of money per real life minute. Then, I want to connect this system up to some text so that the digits go up by whatever amount each minute.


Clickable Text Render Actor So I couldn't find anything online for this, but I want to make my text render actor clickable for my main menu. For example, when "New Game" is clicked it starts a new game. If you have any answers, please leave them for me! Tysm!


How can I add these bones to my meta human? Or is there a way I can make virtual bones count when retargetting? Paid for animations thinking they would be fine and they mostly are but... the hands are using these IK bones that I do not have. Is there a way I can add the bones to my meta skeleton within unreal? I tried creating virtual bones but they dont seem to come up in the retarget manager ( Also, I can only seem to add one virtual bone to the root whereas both the foot and hand IK root bones are parented to the root bone here. Any help would be massively appreciated!


Is there a way to setup a notification from Unreal Engine when it finishes packaging building my game? In Unity I was able to use a post build script to send myself an email when Unity finishes building a game. Is there a way to make a script run when Unreal Engine is done packaging a game? Or any other way to set up a notification sound or visual prompt in my Windows PC to alert me when it finishes packaging?


Switch from left click to right click to make character walk in the Top Down Example, in UE4? When creating a new project in the Unreal Engine 4, you can choose to create a project already with some added features and things (Top Down Example) This project has a character (which I changed its appearance) and it moves around the map when I click the left mouse button I looked at the blueprints of the project, but I did not identify where the command is that makes the character walk, so I'd like it to walk when I right click. Alls blueprints of project M Cursor Decal TopDownCharacter TopDownController TopDownGameMode The circled blocks of reds are the ones I suspected could be where I should make the modification, but no information on them gave me the certainty that that was where I was supposed to change. I still do not create projects in C programming mode, because I do not have Visual Studio 2017. Some links from websites where I spent before coming here and that can help you to help me https docs.unrealengine.com en us Engine Blueprints https www.youtube.com watch?v EFXMW UEDco The video is 2015, so although it's good, I did not take it so well, because I know that with all this time that has already happened, a lot is different. Sorry for any translation errors, I'm not English speaker.


GetUserWidgetObject returns null I have a widget component inside of my character ABCharacter.h ... UPROPERTY(VisibleAnywhere, Category UI) class UWidgetComponent HPBarWidget ... ABCharacter.cpp ... AABCharacter AABCharacter() Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it. PrimaryActorTick.bCanEverTick true HPBarWidget CreateDefaultSubobject lt UWidgetComponent gt (TEXT("HPBARWIDGET")) HPBarWidget gt SetupAttachment(GetMesh()) I checked HPBarWidget is null and it wasn't if (HPBarWidget nullptr) UE LOG(ArenaBattle, Error, TEXT("NULL")) HOWEVER, When I try to get the widget object, it said it's null. if (HPBarWidget gt GetUserWidgetObject() nullptr) UE LOG(ArenaBattle, Error, TEXT("NULL")) it printed NULL What causes this returns null? I can clearly see I have a WidgetComponent that exists in my character's tree, and HPBarWidget wasn't null too. I struggled this already hours and couldn't find any related issues. What did I wrong? Using 4.24.3.


Tag object in map in Unreal Is there a clean way in unreal to place text in the map to tag different buildings and areas for developper that can easily be turned on off for all the tags in the map?


UE4 storing complex actors in Game Instance I want to make a game where I can hold tools in my hand and inventory. Obviously I want to pass them between levels and maybe even game sessions. Question is, how would I do that? With simple variables like amount of money or HP, all I do is store a variable in the Game Instance. But what about, for example, a tool that has more data, like the class type, durability, maybe value? Even worse, whole array of them? The way I use that in game is, there's an actor representing the tool. But even if I store array of those in the game instance, the actors get destroyed while changing level and the array just points empty memory. I could just spawn new ones by using the class type but that is not enough for me. My idea is to create something... maybe a struct, that would hold the information and then recreate the inventory item actors according to the data in the struct. My questions What are other ways to do it? and Is there something fundamentally wrong with the way I'm storing the items in my inventory now?


I want to drop a platform after I land on it I want to disable z axis translation lock 2 seconds after my player hits the object in question. I am using Unreal 4. Been slamming my head against it for a week and a half, please save this newb. I just noticed this is the iteration where I enabled gravity instead of disabling z lock... the intended result is be the same for both of these UPDATE now the thing drops but it doesnt wait for the timer UPDATE! I DID IT!


Masking A Postprocess Unreal 4.10 I was able to make a full screen blur with the depth of field post process which I want to use for the background both my pause menus and my in game HUD. The issue is that when I want to use it for my in game UI it needs to only be rendered under the HUD and not the entire screen. Is there any way the I can mask the post process to a UMG widget for simplicity? The other solution that I thought of was to create a material and mask it off in the material. The problem is that PostProcessInput0 already has the blur applied and I can't use the SceneColor any more, so I don't have a way to get the original texture without the blur. Is there any way to do this? Cheers.


UObjectFinder versus UClassFinder when is one better than the other? I want to change the default pawn of my game and I decided to do it with c . I came up with this solution, which works fine static ConstructorHelpers FClassFinder lt APawn gt MyPawn(TEXT(" address...")) DefaultPawnClass Pawn.Class However, I searched on the internet and found this approach used more often static ConstructorHelpers FObjectFinder lt UClass gt MyPawn(TEXT(" address...")) DefaultPawnClass (UClass )Pawn.Object What advantages does UObjectFinder have over UClassFinder? Are there certain circumstances where one is preferable to the other?


Unreal Engine 4 DefaultInput.ini mappings not showing in editor The mappings from DefaultInput.ini are not showing up in the editor. I had originally added them in the editor project settings, but it lost the mappings except for 2 of them Jump and Reset VR. They still show up in the DefaultInput.ini file. How do I get the editor to recover them (or read them from the .ini file?


How do I import a custom map into UE4? I have seen videos on creating the map level in UE4, but not how to import the map from something like maya. Would I have to import it as an object? I have been playing around in the editor but haven't been able to find any setting that seems to do the trick.


How do I make wasd controls for a top down game in unreal engine 4.13.1 I've been trying to make controls for a top down game in unreal engine 4 but I can't figure out how to make it and all the tutorials I've been seeing are outdated.


How to support importing .uasset files in game for content creators(UE4)? I would like to support importing clothes(as SkeletalMeshes) and props(as StaticMeshes) as uasset files into game for content creators, which obviously have not been packaged with the game. Basically I am looking for a clean modding pipeline. EDIT TLDR Is it possible to load .uasset files with StaticLoadObject() into game and use assets from it after the game has been packaged? Or does it only work with packaged files? If not what function do you recommend for that purpose? not TLDR Bringing in stuff does work well in the editor, using Rama's LoadObjectFromAssetPath, just by right clicking my asset in Content Browser copy reference and copy pasting the result to the path variable of the LoadObjectFromAssetPath blueprint node. Well, I am not sure if it is going to work at runtime... So I used my favourite search engine and put in some keywords and bumped into this. Then I wrote some code(Blueprint Function Library) void UFileDialogOpener LoadFile(FString from) auto result StaticLoadObject(UStaticMesh StaticClass(), NULL, from) GEngine gt AddOnScreenDebugMessage( 1, 150.0f, FColor Red, quot from quot from) if(result)GEngine gt AddOnScreenDebugMessage( 1, 150.0f, FColor Green, quot name quot result gt GetName()) else GEngine gt AddOnScreenDebugMessage( 1, 150.0f, FColor Green, quot no result quot ) auto meSkelMesh Cast lt UStaticMesh gt (result) if(meSkelMesh)GEngine gt AddOnScreenDebugMessage( 1, 150.0f, FColor Red, meSkelMesh gt GetName()) else GEngine gt AddOnScreenDebugMessage( 1, 150.0f, FColor Red, quot no mesh quot ) As per the debug messages StaticLoadObject does not find anything. I tried feeding it the both of the results of righclicking my asset in Content Browser and choosing either copy reference and copy path. Neither of them yielded any result. Not sure where I am messing up. Anyways, just wondering if anyone can recommend a better way of doing this(code, plugins etc)?


Why can't this event call its parent event? It's me... Back again... with another Unreal problem... I have an Event in my Parent Class called Overridable PreDialogueScreenEnter I have overridden the same Event in a Child Class Yet when I attempt to call the parent event from the child class, the option is greyed out. Tl Dr Why call parent event not work


How do you spawn a component from a class in UE4? Background I'm working on a shooter game at the moment and I'm trying to spawn an Actor Component for the weapon currently in use, in order to have less Actors to keep track of. The problem with this is that I can't easily switch out components on the fly, without making a separate function for each weapon. Question Is there currently any way to spawn a component with blueprints from a class like you would do with an Actor?


How to get UE4 to correctly put my bundle identifier for iOS projects? Each time I create a new project UE4 adds a generic bundle identifier to the iOS platform settings, that I always have to change to com.myname. PROJECT NAME in order to be able to run the newly created project. So, I wonder how can I make UE4 to correctly auto detect this field from the picked provisioning profile. I was thinking something like putting BUNDLE IDENTIFIER (including the square brackets) but the editor crashes when I put that in the bundle identifier field.


Drawing roads on heightmaps I've been running into walls for the past week or so on my toy project in UE4. My goal is to draw procedural roads on a procedural landscape (eventually getting to intersections and buildings). The landscape is generated with libnoise and the roads are generated with a slightly modified version of the algorithm found here. But I'm having issues draping the roads on the landscape and I can't find any straightforward algorithmic way of doing it. You can see my problem below the geometry of the road intersects the geometry of the landscape. In short, given The landscape index buffer The landscape vertex buffer Every road segment's X,Y,Z coordinate How do I modify the underlying vertex index buffer so that the landscape "wraps around" the roads?


Cannot add key in matinee for static meshes (UE4) My problem is the following I was trying to make a sliding door based on a video tutorial, I had the static mesh, which was the door itself, and I added a Matinee for that door, so I went 'Add New Empty Group Add Movement Track', so I had the door with a movement track, but when I tried to add a key, I couldn't. This was the error message "Nothing to keyframe, or selected object can't be keyframed on this type of track." And I only get this message when I try to add keys in the movement track of a static mesh. When it's a camera, everything is fine. Any idea why this is happening, and how I can solve this? Thanks for your help


Use ramp and steps meshes as actual ramp in unreal engine 4.26 Is it possible to use a ramp mesh as an actual ramp in UE4? It seems that the system create a rectangle box around the ramp o the character does not climb the ramp, it is over it like on a box. I know that we can use landscape ramp's generator, but it's one more step that could be avoid. thanks guys!


How can I change the dimensions of collision volumes showed in UE4's physics asset tool? How can I change the dimensions of the capsule for one bone in the physics assets tool? The problem is that bones not connected by joints have overlapping collision volumes in the mannequin that comes with the starter content, which causes those body parts to apear dislocated or out of place when the simulation is running. For instance in this image the pelvis and the middle bone in the spine (Spine 2) are overlapping. So, when the simulation runs Pelvis and Spine 2 get pushed apart reducing the overlapping to a contact point.


Why is the Set new visibility doesn't resets the hair's skeletal mesh visibility to be visible? The helmet is loaded when pressed a defined key and helmet is removed automatically by setting the remove on 2s delay. The Problem when the helmet is removed, the hairs visibility doesn't sets to be visible while blueprint is set to restore the visibility. setvisibility and sethiddeningame both are tested, none of them works. How to fix it? any help appreciated.


Unreal engine project not responding to key binding changes I'm getting started with learning Unreal development, and I've created a new project based off the FPS C template. I've changed the key mappings inside the DefaultInput.ini, rebuilt the Visual Studio solution, and rebuilt the project in the Unreal editor, but none of my changes are taking effect. What step am I missing?


How can I load and store JSON data in UE Blueprints? For a college project that spans a few months, I'm working on a text adventure game in Unreal. I would like to state up front that even if I wanted to use code, I can't. For some reason my college computers don't have Visual Studio or any other IDE UE supports. I've made multiple text adventures before (in Flash and Unity) using custom frameworks that get and parse JSON data for the game. I have no idea how I can accomplish a similar task (loading and parsing JSON data) using UE4's Blueprints. Can anyone help me come up with some sort of way I could go about doing this?


Multiple errors on brand new C project I've just started a brand new project and created a created a new C Character class. However Visual Studio 2017 shows 140 errors. The project still builds fine, however the syntax highlighting and errors are very intrusive. Here are some examples of the errors on the BaseCharacter.cpp class I just created class "UObject" has no member "BeginPlay" class "UObject" has no member "Tick" class "UObject" has no member "SetUpPlayerInputComponent" on multiple '.h' files this declaration has no storage class or type specifier for all ' .generated.h' files cannot open source file " ClassName .generated.h" Is this a problem with my intellisence or the project itself? I haven't changed any of the code that was generated by Unreal.


Problem with progress bar visibility I have a code with several elements. One of these elements I would like you to initiate hidden. So I did, set for the progress bar to start hidden. It started to go wrong when and I was calling its visibility (bind) the same stopped starting hidden. I did a test with this problematic progress bar and another one created on time The progress bar that has the visibility setting function appears even if I set it to start hidden As I said, I believe that this strange behavior is due solely and exclusively to the fact that there is such a function Even though I have created a boolean variable that imposes a condition, the bar insists on appearing The variable quoted initiates by default as false I thought the blame could be on the return knot, but as you can see in the fourth image, even putting "hidden", the progress bar appears anyway.


How do I fix this "Accessed None trying to read property Save Game" error? I have create this blueprint, with a Check for an existing Save Game and load it in case of true. Else, create a new save game object. While Z is pressed, create a new Save Game, getting the Player Position. The problem is that when I try to start the game, I have two errors How can I solve those problems? This is my blueprint Thanks.


How to render this stereopanorama for VR in unreal engine4 How to render this stereopanorama for VR in unreal engine4


UE4 custom template can only start with blueprints I tried making a custom template for UE4 to help save some time during gamejams. I follow this tutorial https docs.unrealengine.com en US Engine Basics Projects CreatingTemplates index.html It works alright, even though some minor things don't work, like saving custom folder colors. But what really bothers me is this Normally, the options are Blueprint and CPP. I tried making a new template with a different config file, but nothing changes. Is there a way to fix it?


mesh gets twisted wildly when trying to use Unreal's mannequin's skeleton I have modelled a simple mannequine and made a skeleton for it in Blender. As far as I can judge, this skeleton copies the Unreal's standard mannequine's skeleton perfectly... All the hierarchy and bone names are the same, and Unreal also does not complain when I import this mesh and use Unreal's skeleton asset for it. However, when I try to play a preview animation on my mesh, it gets twisted wildly. This is a normal state ... and this happens when I play an animation on this asset I thought it was due to different joint initial transforms, so I tried exporting from Blender with varying bone axes (x axis along the bone, z axis along the bone etc.) but it did not help. There is neither imporevement nor mere difference when I change that. Can you tell me possible reasons? Please find the .fbx here https drive.google.com file d 1v1X8t7l 6lwQragO8E0mtC1chdT2p1m4 view?usp sharing


Eliminate unwanted "hills" in navmesh over a flat floor So in the image below you can see that my navmesh has these weird hills being formed in it. Any way to remove these? My AI gets stuck on them.


Cannot create EAttachmentRule variable in a Blueprint struct I'm trying to add a EAttachmentRule variable in a struct but the enum doesn't appear in the list of available types I managed to create a variable in a BP by dragging the pin from an AttachActorToComponent node and promoting it to a variable. But I can't do the same thing to create a variable in a struct


Unreal Expose Terrain Layers via a blueprint I have the below play area and I have 4 terrain materials defined in a material and attached to the terrain. What I want to achieve is a way to use a blueprint to expose the pathway layer through the entire maze while avoiding collisions. Terrain Terrain Material This is what I wanted to achieve programattically via a blueprint with the path. By collision I mean it cant go through trees, rocks, bushes or walls with colliders on them.


Tank turret animations I don't know if this question is more of Blender 3D or gamedev Unreal question, but I decided to ask here first. What I want to do is make a character, simple robot. The bottom part rides around on wheels, controlled by keyboard, while the top part is a turret that turns towards player cursor (which works as a crosshair). I made the model in blender, using only two bones, one for the bottom part and one for the turret. I created 4 poses for aiming each direction. Then, in Unreal, I created 2D aim offset (as I only need one dimension). And after some coding, it works... almost. When I aim forward, and then to the right, it transitions, nice. Then towards the back, also works. But if I then move to the left, instead of rotating extra 90 degrees, the turrent rotates back forward and then to the left. How can I fix it? Is there some settings in Unreal that I could use, or should I create the model in blender differently? Is the whole rig bones solution not gonna work? TLDR I want the turret on my robot to rotate infinitely to whatever I aim at.


Widget button hover event works but not click This is my first time making a widget and I'm trying to make a super simple one, just a button. However, when I attach the widget to an actor and try to press it, it doesn't register any click events but it does register hover events and responds to those. I have my widget blueprint which looks like this I then have the mouse events set up like so In my scene I just attached a widget component to an empty actor And lastly I added a WidgetInteraction component to my player Now when I hit play and test it out, I get the hovered message but I can never get the click message when I click on the button and I'm not sure why.


Why can't this event call its parent event? It's me... Back again... with another Unreal problem... I have an Event in my Parent Class called Overridable PreDialogueScreenEnter I have overridden the same Event in a Child Class Yet when I attempt to call the parent event from the child class, the option is greyed out. Tl Dr Why call parent event not work


UE4 Cloth collision How is collision working in UE4 Free Asset Paragon Kallari? It seems like the body of the character and the cape is somehow colliding but I wasnt able to find any physics asset or any setting. Could someone help me with this?


FBX Import Errors "Multiple roots are found in the bone hierarchy" I followed these steps I exported my character from Blender as an fbx file I went to Unreal Engine and make a new folder I paste the fbx file in that folder I put and tried to put it with a skeleton I get the following errors No smoothing group information was found in this FBX scene. Could not find the bind pose. It will use time 0 as bind pose. Multiple roots are found in the bone hierarchy. We only support single root bone. Get Import Data has failed. I think it is an issue with Blender. Specifically, I think it is a problem with the spine names. The character has a skeleton I on it in Blender.


Unable Compile Unreal Project into .Exe File I'm new to Unreal Engine and I've been looking for an answer online but I don't understand why the project I just started on is unable to compile. I only used the default blueprints. The error logs are below. UATHelper Packaging (Windows (64 bit)) Running AutomationTool... UATHelper Packaging (Windows (64 bit)) Parsing command line ScriptsForProject C Users belmo OneDrive Documents GitHub EscapeFromDarksidePenitentiary EscapeFromDarkSide EscapeFromDarkSide.uproject BuildCookRun nocompileeditor installed nop4 project C Users belmo OneDrive Documents GitHub EscapeFromDarksidePenitentiary EscapeFromDarkSide EscapeFromDa rkSide.uproject cook stage archive archivedirectory C Users belmo OneDrive Documents GitHub EscapeFromDarksidePenitentiary EscapeFromDarkSide package ue4exe quot C Program Files Epic Games UE 4.26 Engine Binaries Win64 UE4Editor Cmd.exe quot ddc InstalledDerivedDataBackendGraph pak prereqs nodebuginfo targetplatform Win64 clientconfig Development utf8 output UATHelper Packaging (Windows (64 bit)) Setting up ProjectParams for C Users belmo OneDrive Documents GitHub EscapeFromDarksidePenitentiary EscapeFromDarkSide EscapeFromDarkSide.uproject UATHelper Packaging (Windows (64 bit)) COOK COMMAND STARTED UATHelper Packaging (Windows (64 bit)) Running UE4Editor Cook for project C Users belmo OneDrive Documents GitHub EscapeFromDarksidePenitentiary EscapeFromDarkSide EscapeFromDarkSide.uproject UATHelper Packaging (Windows (64 bit)) ERROR Cook failed. UATHelper Packaging (Windows (64 bit)) (see C Users belmo AppData Roaming Unreal Engine AutomationTool Logs C Program Files Epic Games UE 4.26 Log.txt for full exception trace) PackagingResults Error Cook failed. UATHelper Packaging (Windows (64 bit)) AutomationTool exiting with ExitCode 25 (Error UnknownCookFailure) UATHelper Packaging (Windows (64 bit)) BUILD FAILED PackagingResults Error Unknown Cook Failure LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogEditorViewport Clicking on Actor (LMB) StaticMeshActor (Cube11) LogSlate Window 'Output Log' being destroyed LogSlate Window 'Output Log' being destroyed LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogD3D11RHI CreateSwapChainForHwnd failed with result 'DXGI ERROR INVALID CALL' (0x887A0001), falling back to legacy CreateSwapChain. LogEditorViewport Clicking on Actor (LMB) StaticMeshActor (Cube11)


Why can't UObject derived objects call BlueprintFunctionLibrary functions? My question is a very simple one. Why can't UObject derived classes (direct inheritance) call functions from Blueprint Function Libraries? Edit My question relates to Blueprints only. An Object derived Blueprint seems to be incapable of calling functions from an editor created BlueprintFunctionLibrary


How to create smoke that spreads outward in all directions? I saw many tutorials about smoke grenade but they just use volumetric smoke. I want to make something like the smoke grenade in PUBG, where the smoke spreads in all directions how to do that? The Unreal Engine 4 smoke grenade throws out smoke in a particular direction, like this But I want something more like PUBG's that spreads smoke evenly in all directions


How to make a Multicast Delegates in Blueprint? I used the Set Timer by Event, but I could not use the delegate in more than one event I've been researching about and it's possible, but I've only found results in c https docs.unrealengine.com en US Programming UnrealArchitecture Delegates index.html My code This is not at all functional. I'm using the same function twice. I could call the "second" event after the execution of the "first" event, but I would like to know a way (if any) to use the delegate in more than one event.


change widget's size through blueprints I want to change the size X of my 'Horizontal Box' widget's through blueprints but cannot figure out how to do that... the properties that I want to be able to control from blueprints are marked red below To give you some context, I need this to instantiate my widget dynamically. I first add a bunch of child widgets which works just great, but I also need to kinda resize the quad in the background to fit in size the child widgets that I am 'spawning'. Isn't there really any way to do this? Because this seems a super basic thing to do as from my point of view but can't find it anywhere...


Unreal Engine 4 AI MoveTo always fails I try to move a character with AI MoveTo, but it always fails. I tried to do this with standart ThirdPersonController and a custom one. The blueprint is simple When the event happens, it starts printing "failed". I checked many times if I have a NavMesh on the level or any other problems with it, but I don't think there are any problems with that. Any ideas?


Unreal virtual function causing unresolved external error I'm making a base gun cpp class that just has the stuff all the other guns will have. I have a virtual function called PullTrigger that doesn't do anything, I just want to have it on the base gun so i can implement it on the derived classes without recreating it. in my header file under private, I have this code virtual void PullTrigger() I tried adding override after the parantheses, but it gave me an error. As is, VS is uncomplaining, but Unreal says the function has an quot Unresolved external symbol quot . I have no clue what that is. How do i fix this?


Nonsense error in the overlap between 2 warriors and a tower I have a project where 1 warrior is generated every 5 seconds. This warrior as it is generated tries to follow a path that contains 4 target points. Between the target point 1 and the target point 2 there is a tower. Then the warrior is going to meet the target point 2, but as soon as he hits the tower, he fails to reach the target point 2 and goes to meet it until it is destroyed. The part of the code circled in pink was to be executed only after the destruction of the tower (when the life of the tower reaches 0), which does not happen, but the worst thing is that when it executes, it does not execute completely, the tower is not destroyed, but the warrior moves toward target point 2. Result in game Look that the impression occurs for the two warriors. Maybe the message log will help I decrease the delay time of the loop to 0.1 and as there is no time for the second warrior to overlap the tower along with the first warrior, everything works correctly. The problem occurs when more than one warrior reaches the tower simultaneously.


Setting object O2 to have the same geometric relation to P2 as O1 has to P1 I'm trying to place Object O2 with the same relation to P2 that O1 has to P1, like shown in the picture below. This is a problem that I'm facing trying to implement portals in Unreal Engine 4, where O1 is the player camera P1 is a portal O2 is a second camera, used to render the scene from the perspective of the other portal P2 is the portal linked to P1 Get the player position in relation to this portal and project it in relation to the linked portal FMatrix NewCameraWorldMatrix LinkedPortal gt GetTransform().ToMatrixWithScale() GetTransform().ToMatrixWithScale().Inverse() PlayerCamera gt GetComponentTransform().ToMatrixWithScale() FTransform NewCameraWorldTransform FTransform(NewCameraWorldMatrix) PortalCameraAnchor gt SetWorldLocationAndRotation(NewCameraWorldTransform.GetTranslation(), NewCameraWorldTransform.GetRotation()) However, the above code is not solving the problem I presented and I can't figure out why. Any ideas on what may be the issue? Note I've wrapped the PortalCamera with an Anchor since the PortalCamera must have a specific relative orientation at all times and using SetWorldLocationAndRotation directly on it would mess up its rotation. Note I have these logs (one per portal) which might be useful LogTemp Warning LogTemp Warning GetTransform().ToMatrixWithScale().Inverse() 1 2.38419e 07 0 0 2.38419e 07 1 0 0 0 0 1 0 1410 1570 420 1 LogTemp Warning LinkedPortal gt GetTransform().ToMatrixWithScale() 1 0 0 0 0 1 0 0 0 0 1 0 820 1410 420.238 1 LogTemp Warning PlayerCamera gt GetComponentTransform().ToMatrixWithScale() 0.572059 0.791792 0.214041 0 0.810578 0.585631 0 0 0.125349 0.173497 0.976825 0 372.749 65.9088 332.374 1 LogTemp Warning NewCameraWorldMatrix 0.572059 0.791793 0.214042 0 0.810578 0.585631 5.10315e 08 0 0.125349 0.173497 0.976825 0 767.052 3445.01 144.706 1 LogTemp Warning NewCameraWorldTransform.GetTranslation() X 767.052 Y 3445.011 Z 144.706 LogTemp Warning NewCameraWorldTransform.GetRotation() X 0.095848404 Y 0.048997864 Z 0.885227978 W 0.452530354 LogTemp Warning LogTemp Warning GetTransform().ToMatrixWithScale().Inverse() 1 0 0 0 0 1 0 0 0 0 1 0 820 1410 420.238 1 LogTemp Warning LinkedPortal gt GetTransform().ToMatrixWithScale() 1 2.38419e 07 0 0 2.38419e 07 1 0 0 0 0 1 0 1410 1570 420 1 LogTemp Warning PlayerCamera gt GetComponentTransform().ToMatrixWithScale() 0.572059 0.791792 0.214041 0 0.810578 0.585631 0 0 0.125349 0.173497 0.976825 0 372.749 65.9088 332.374 1 LogTemp Warning NewCameraWorldMatrix 0.572059 0.791792 0.214041 0 0.810577 0.585631 5.10314e 08 0 0.125349 0.173497 0.976825 0 767.11 3444.93 145.171 1 LogTemp Warning NewCameraWorldTransform.GetTranslation() X 767.110 Y 3444.927 Z 145.171 LogTemp Warning NewCameraWorldTransform.GetRotation() X 0.095848396 Y 0.048997886 Z 0.885228097 W 0.452530175 LogTemp Warning


How do you import submeshes on a skeletal mesh? I'm trying to help out a friend on an Unreal issue. He has a Unity scene he's trying to convert to run on Unreal, and getting the models right has been a bit of a bumpy road. Like many models, this has several sub meshes on it. Some of them are mutually exclusive and should only have one out of a group of submeshes turned on at once, so that the same basic model can be repurposed as multiple different characters with different base geometry. In Unity, this quot just works. quot Import the FBX file and you get a prefab with all of the submeshes as sub objects, and everyone's happy. In Unreal, it's a bit more complicated. A bit of searching came up with this question from 4 years ago, which is exactly the problem I'm having here, and says exactly how to deal with it unselect the quot Combine Meshes quot option in the importer. Except that this model is rigged, and for whatever reason, when you check the quot Skeletal Mesh quot option in the importer, the Combine Meshes option vanishes and everything gets lumped together in one single blob of mutually exclusive geometry! I find it difficult to believe this this would work perfectly right out of the box in Unity, while Unreal, which has been around almost a decade longer, has no support at all for such a fundamentally important operation. But at least at first glance, that appears to be the case. Are there any more experienced Unreal devs out there who know how to get sub meshes to import correctly on a skeletal mesh?


Can I remove Unreal Engine Splash Screen and put my own? In Unity, I can change the splash screen if I buy the Pro version. Can I do the same with Unreal?


How can I import a model from a Source Engine game into Unreal Engine 4? I am currently developing a game in Unreal Engine 4. This project is for personal use, and will not be exhibited or sold. Because I have no talent, I need to snatch some models from some Source Engine games. Does anyone happen to know how I would port these models into UE4? I have Blender and Crowbar already installed.


Elements of a widget blueprint do not appear if I click on simulate I made a widget that contains 2 minimaps and 2 texts related to a character's variables. When I click the play button (Selected Viewport) everything happens fine Focus where I circled in pink. It turns out that when I click the Simulate button, these two texts do not appear, but the minimaps do I did a test by first clicking the play button (Selected Viewport) and then I ejected the character (which for me is the same thing as simulating, except without closing and opening the game) and the texts appeared, so my problem is only when I'm done start simulating. I would like to know how to make these 2 texts appear even if I click on simulate instead of play.


UE4 "get" and "set" component without using an actor specific reference i'm using Unreal Engine 4 and I want to get the variable mode from some actors by referencing them but the only option that i can find in the menu is actor specific like this. So what i want is a version of the component in my image that is not "Target H1" specific. And i also need the same thing for the "set" component please. and if this is not possble can someone tell me please.


How to make overlap detection more accurate? I have a project where there are two types of warrior, red and blue. When they overlap, both are destroyed, or at least that is what should happen. Red Warrior Blueprint (code of destruction) This overlap is not detected. I put an impression right after the Cast To and it does not appear, so the event is not detected. Which makes me think of another question I asked, maybe I have found the answer for it (Error detecting collision with another instance of the same actor?). Capsule Collision of Warriors I had a similar problem in the collision of the red warrior with a tower, in order to have the detection of the overlap I had to greatly increase the capsule collision of tower It's practically a sphere. The correct title of the question should be How to make overlap detection more accurate without having to increase the collision box? But I do not rule out that increasing the collision box is not the best way to detect overlap, I just want you to explain why (if it is). EDIT 1 (attempt based on Stephen's comment) I put an impression when the cast fails. Red Warrior Blueprint and Blue Warrior Blueprint (respectively) Result in game Test made with capsule in size (sclae) x 1.5, y 1.5, z 1.5. EDIT 2 (Event image) Image to show how the overlay is called


High resolution VR with tethered smartphone display I have an Android SmartPhone with a fairly high resolution USB C port, a USB C to USB A cable, and a Google Cardboard headset. Is it possible to develop a VR app running on a PC game engine (such as Unreal) but stream the output to the Cardboard headset by using the phone as a display? (rather than running the app entirely on the phone). For instance, if I wanted to render using a beefy NVIDIA GPU and stream the graphics over USB. What are the options here? I'm aware of this guide, which seems reasonable https uploadvr.com budget vr 101 get pc vr streaming phone Is this a use case supported by any Game Engines like Unreal Unity?


How can I remap Unreal's Editor default movement (WASD) keys for a non QWERTY keyboard I am using a French (AZERTY) keyboard, and as such my "usual" game movment keys are ZQSD instead of WASD. I have been trying to change Unreal Editor's default keys to those I am accustomed to but I can't figure out how to do it. Using UE 4.19.1 Here are the settings I've tried so far


How can I change the dimensions of collision volumes showed in UE4's physics asset tool? How can I change the dimensions of the capsule for one bone in the physics assets tool? The problem is that bones not connected by joints have overlapping collision volumes in the mannequin that comes with the starter content, which causes those body parts to apear dislocated or out of place when the simulation is running. For instance in this image the pelvis and the middle bone in the spine (Spine 2) are overlapping. So, when the simulation runs Pelvis and Spine 2 get pushed apart reducing the overlapping to a contact point.


Calling a function from Super is getting an error I am following GameDev.tv's unreal C course, but I am getting an error that is causing my compiler to fail. I'm coding a player controller, and I think I followed all the steps right but when I call the GameHasEnded() function from Super in the playercontroller.cpp, It gets an error saying anything followed by ' ' must be followed by a class or namespace. Here is my .h file which has no known compiler errors. pragma once include quot CoreMinimal.h quot include quot GameFramework PlayerController.h quot include quot ShooterPlayerController.generated.h quot UCLASS() class SIMPLESHOOTER API AShooterPlayerController public APlayerController GENERATED BODY() public virtual void GameHasEnded(class AActor EndGameFocus nullptr, bool bIsWinner false) override Here is my .cpp file with the problem. Fill out your copyright notice in the Description page of Project Settings. include quot ShooterPlayerController.h quot void GameHasEnded(class AActor EndGameFocus, bool bIsWinner) this is the problem super Super GameHasEnded(EndGameFocus, bIsWinner) I have a lot of other scripts, but I don't think they're related to the problem. I'm using Unreal 4.26, and Visual Studio 2019. I have no idea why this is getting an error, the code is exactly the same as the instructor s code.


Get Skeletal Mesh Vertex Position in Niagara I have a custom HLSL node in a simulation stage in Niagara. One of the input variables to this node is of type Skeletal Mesh and I want to get the position and normal of a given vertex on that skeletal mesh by the index of the vertex. In other words, I want to do the equivalent of the GetSkinnedVertexDataWS node, but in HLSL. Is this possible? I couldn't find any documentation on it. I tried this code bool myBool float3 VertexPosition ParticleMesh.GetSkinnedVertexDataWS lt Attribute quot Position quot gt (i, myBool, VertexPosition) float3 VertexNormal ParticleMesh.GetSkinnedVertexDataWS lt Attribute quot Normal quot gt (i, myBool, VertexNormal) where 'i' is the index of the vertex I want (from a loop), but I get the error quot 'GetSkinnedVertexDataWS SystemParticleMesh AttributePosition' cannot convert output parameter from 'float3' to 'bool' SPH Emitter, Particle GPU Compute Script quot . I also tried a few variations to no avail. How can I solve this? Edit Picking through the USH files in quot UE 4.26 Engine Plugins FX Niagara Shaders Private quot , and looking in quot NiagaraDataInterfaceSkeletalMesh.ush quot in particular, it would seem that the call should be GetSkinnedVertexWS not GetSkinnedVertexDataWS. However, when I make this change the error I get now is Engine Generated NiagaraEmitterInstance.ush(1563,3 14) Err0r X3004 undeclared identifier 'ParticleMesh' SPH Emitter, Particle GPU Compute Script, This makes no sense to me. ParticleMesh is most definitely declared as I say, it's an input to the custom HLSL node. I don't know what the error refers to when it mentions quot NiagaraEmitterInstance.ush quot either. There's a quot NiagaraEmitterInstanceShader.usf quot but no USH file. This has been an entire weekend wasted with zero progress. It doesn't help that there's next to no documentation. Nor does it help that I have to click an arbitrary parameter on the emitter on and off to reveal the error in the Niagara Log for 0.2s, whack the print screen key and paste the screenshot into Photoshop just to examine the error log, every single time I make a change.


Cannot create EAttachmentRule variable in a Blueprint struct I'm trying to add a EAttachmentRule variable in a struct but the enum doesn't appear in the list of available types I managed to create a variable in a BP by dragging the pin from an AttachActorToComponent node and promoting it to a variable. But I can't do the same thing to create a variable in a struct


Dragging and dropping sword in unreal engine 4 I am developing a 2d game using unreal engine 4 in which the user drags and drops a sword.I want the sword to follow the position of my finger.At the moment, when I drag the sword, it moves at an offset from my finger.The game has been packaged to an pad and I have set up the functionality using blueprints. Pseudo code On Drag () finger position sword position on screen on drop finger position on release from screen position of sword How do I make the sword follow the position of my finger as I drag it?


Excluding geometry from a shadow casting light in deferred rendering Is it possible to exclude geometry from a particular shadow casting light in a deferred rendering pipeline? If yes, can it be done correctly or are there limitations? This is mainly to reduce the rendering cost of each shadow casting light. In UE4 this is currently not possible and one of the staff members simply replied with a rather cryptic message "Unfortunately, this is not possible with Deferred Rendering." Since we are rendering the depth map from the light's perspective, we should be able to exclude geometry from that render pass...? Are there edge cases that I am not thinking of when combining shadow casting lights with deferred rendering? Link to forum post (and screenshot to follow in case the link goes down) https forums.unrealengine.com unreal engine feedback for epic 35667 exclude object from a specific light


Using result of ProjectWorldToScreen for DeprojectScreenToWorld does not produce initial input data I am using this logic to project a point in world space into screen space. const FVector Location FVector(1, 2, 3) FIntRect Rect Rect.Max.X ViewportSize.X Rect.Max.Y ViewportSize.Y FVector2D CurrentScreenSpaceCoords const FMatrix ViewProjectionMatrix SceneView gt ViewMatrices.GetViewProjectionMatrix() SceneView gt ProjectWorldToScreen(Location, Rect, ViewProjectionMatrix, CurrentScreenSpaceCoords) I am using this code to get the initial value back FMatrix const InvViewProjMatrix ViewProjectionMatrix.Inverse() FVector WorldPosition FVector WorldDirection FSceneView DeprojectScreenToWorld(CurrentScreenSpaceCoords, Rect, InvViewProjMatrix, WorldPosition, WorldDirection) However the result of DeprojectScreenToWorld does not produce the initial input (Location). Instead of giving me the expected vector of 1, 2, whatever , it gives me X 69.8139954,3840.00073, 250.49826 Edit I am interested in X,Y. I don't need Z. Somebody knows Why this happens? How to get the initial value back from it Thanks in advance


What folders can be safely deleted after building UE4 from source? What folders, if any, can be safely deleted, after building UE4 from source? After the build, UE4 files occupy 65 GB of disk space, which is way above comfortable for me, since I only had 72 GB free. I would like to cut the folder down to size, say at least 25 GB. Are there any files that are not required to use the Unreal Engine with full functionality? Thanks


What does the update button in the Unreal Engine launcher actually update the engine to? Unreal Engine 4 seems to have a very handy way of managing different versions of the engine mainly you get to keep several copies and choose which one to launch. That said, not having used the new launcher recently I see that I am quite behind in engine versions but where previously I had to download the new version (as can be seen by my several copies of the engine) there is now an update button on the engines. My internet is really slow so I'm curious if anyone could tell me what the update button actually does? For example, in the circled one, will it update to some 4.2.x minor version or will it update to the 4.7.2 version that I can freshly install? If I can save some bandwidth by upgrading to 4.7.2 over downloading a fresh copy that would be ideal.


Deactivate VS warning "Macro in skipped region" Since the UE4 API relies heavily on macros outside of function bodies, the IntelliSense function (not the compiler!) of Visual Studio 2017 throws a lot of warnings with update 15.7, also visible in the scroll area. Is there a possibility in the Visual Studio settings to deactivate such kind of warnings? The option to deactivate IntelliSense Tools Options Text Editor C C Advanced Disable IntelliSense will disable those warnings. However I don't want to renounce IntelliSense completely. Maybe Visual Studio offers more fine grain control over IntelliSense via its GUI or some settings file to disable only those macro warnings? EDIT The Visual Studio team recommends using a .hint file to register macros as workaround. However maintaining a separate macro list is not the way to go. You can also vote there that the VS Team works on that.


Radial circle placement of meshes How to place 10 static meshes in circular pattern so they are equaly aligned from the center ?


Map with media texture not packaging I have a simple map with a Big sphere and a pawn inside it. I use media texture and media player to play 360 video on it. But when I try to package it for windows 64 it fails while it tries to cook the map. Yes all the videos are copied to Content Movies first and then imported to UEProject as asset later. This is very crucial to our project. One of our developer have already started to build the solution in Unity just in case if packaging issue does not resolve with media player in unreal. Please help!


Unreal editor warns that Xcode is not installed on MacOS 10.14 I'm running MacOS 10.14.6. When I launch Unreal v4.25.0, I get the following warning Xcode was not detected on this Mac. Metal shader compilation will fall back to runtime compiled text shaders, which are slower. Please install latest version of Xcode for best performance, and make sure it's set as default using xcode select tool. When I try to install XCode, I'm told I need to upgrade to MacOS 10.15. I can't do this due to other software dependencies. Is there a way to compile Metal shaders from the previous version of XCode somehow? If I can't install Metal, does it matter?


Elements of a widget blueprint do not appear if I click on simulate I made a widget that contains 2 minimaps and 2 texts related to a character's variables. When I click the play button (Selected Viewport) everything happens fine Focus where I circled in pink. It turns out that when I click the Simulate button, these two texts do not appear, but the minimaps do I did a test by first clicking the play button (Selected Viewport) and then I ejected the character (which for me is the same thing as simulating, except without closing and opening the game) and the texts appeared, so my problem is only when I'm done start simulating. I would like to know how to make these 2 texts appear even if I click on simulate instead of play.


Extracting gamefiles from a game, modify it, then use it commercially, would it be illegal? I kinda get a chance to extract gamefiles from the game fortnite(assets, sounds, etc), and then I want to use them for my animation, would that be illegal. If it is illegal, what if I alter the assets, like modifying it to a voxel, and use it commercially, is it still illegal?


When and how often does Epic charge me royalties on my game? I want to know about that 5 royalties that Epic charges for the Unreal Engine if I sell games above 3000. What about if my game just made 300? Do I still need to pay 5 royalties to them? And how many times should I pay? For example, I made a game that was sold for above 3000 so I paid 5 royalties but do I still need to pay it again for the same game?


Displacement map to create terrain I am trying to figure out the best way to create a procedurally generated terrain at runtime in Unreal Engine 4. For the moment, my idea is to generate a heightmap and apply it to a plane as a displacement map, since it sounds a lot simpler than trying to procedurally generate a mesh. Is it how it is generally done? And if not, will I run into issues by doing it this way?


How to use X,Y, and Z instead of Pitch, Roll and Yaw I'm learning Unreal engine, and I'm rather disappointed because it uses pitch roll and yaw instead of the standard x, y, and z that I'm used to. Is there any way to convert this easily, or is there a preference, or do I have to get used to using y,z,x, instead of x,y,z.


Make a decal a physical object? Is there a way in the UE4 to make a decal such as a blood decal and give it a physical object? I want to do it so that I can add a sound affect when the player walks on the physical object, a box trigger wont work as when the player stands on it the sound will keep playing and repeating even if the player isn't moving.


Keyframe animation workflow Been digging through the animation tools in Unreal, trying to find a direct way to set keyframes and edit animation curves on a skeletal mesh. It seems far more complicated than I expected, generally requiring imported poses and animation that is then edited, mixed, etc... in blueprints. What I am wondering, is there an efficient way to take a skeleton, position and keyframe its bones in one place not with multiple bone transform nodes wired together then edit the resulting animation curves so as to set poses and create animation directly in the editor, or is the only reasonable way to keyframe and edit curves when using Unreal is in an external program? If it is practical, what editor panes, blueprint nodes, and game objects would I use?


Global PostProcess in UnrealEngine 4.10.2 I am new to UnrealEngine and following few tutorials to get started with. I am trying to find "Global PostProcess" (in World Outliner) in UnrealEngine 4.10, but I am not able to find it. Has it been changed compared to previous version of UnrealEngine? If so whats the alternative of it? Thanks. Update This is what I have And it doesn't look anything like whats there in this link (see Assigning to a Post Process Volume) https docs.unrealengine.com latest INT Engine Rendering PostProcessEffects PostProcessMaterials PostProcessDemoMaterialOverview index.html


Why can't this event call its parent event? It's me... Back again... with another Unreal problem... I have an Event in my Parent Class called Overridable PreDialogueScreenEnter I have overridden the same Event in a Child Class Yet when I attempt to call the parent event from the child class, the option is greyed out. Tl Dr Why call parent event not work


How can I realistically simulate audio for multi sensor processing? I am performing audio simulations in Unreal Engine 4. Ideally, I need realistic audio propagations. So microphones at multiple locations will experience propagation delays related to their distance from a sound source. Basically to be able to do spatial signal processing with a microphone array. I have done some experiments with the Steam Audio plugin but I don't think that the propagation delays are built in. Some research points to needing to add the propagation delays in post processing, but if the sound source is moving, then the problem becomes difficult. How can I implement this in my project?


How do you spawn a component from a class in UE4? Background I'm working on a shooter game at the moment and I'm trying to spawn an Actor Component for the weapon currently in use, in order to have less Actors to keep track of. The problem with this is that I can't easily switch out components on the fly, without making a separate function for each weapon. Question Is there currently any way to spawn a component with blueprints from a class like you would do with an Actor?


How to call an event of level blueprint from NPC blueprint? I have the following situation 1 NPC that follows a path containing 3 parts. Target Point 1, Tower and Target Point 2. It turns out that the first NPC that passes through the tower destroys it. This destruction is not instantaneous. The tower has 100 hit points and while in contact with the NPC, it loses 10 life points every second. With this, the next NPCs will only have to go to Target Point 1 and finally to Target Point 2. I created a boolean variable for target control (varTowerDestroyed). So if it is false, the second target becomes the tower, otherwise it becomes the target point 2. Blueprint showing the variable (varTowerDestroyed) being set to true, right after the tower's destruction Display of the control in the target definition It turns out that each NPC has its own variables, so there's no use in defining the value of the variable of just one of them. I would need a variable that would control all at the same time. I thought of doing the verification based on a variable of the own tower, but as the tower will be destroyed, I imagine the variable will disappear. Impossible to verify At the Level Bueprint I created an event that will be called soon after the tower's destruction. This event will set the Boolean variable to true, setting all Boolean variables of the NPCs that are created and still generated to be true I would calmly call an event if the event was in the blueprint of the tower, but being on the blueprint level I was unsuccessful. I thought about using the sleep function. I also thought about creating an actor who was sort of an actor manager (I still want to, but only when I start using HUD). I also thought about doing a check of the existence of tower actors, but this I do not know how to do. Links from places I searched https answers.unrealengine.com questions 78622 how can i call an event in my level blueprint from.html https answers.unrealengine.com questions 702964 how can i call a event from actor blueprint in lev.html EDIT 1 (Attempt made based on 2 videos I've seen) Link of videos https www.youtube.com watch?v k MAALv3P Y https www.youtube.com watch?v IbiocEDwosw I tried to use the Event Dispatcher. I created an Event Dispatcher called Disp, in the NPC blueprint. Soon after I set it on the Level Blueprint. Level Blueprint Nothing happens, nor the impression.


Create a instance of a C class within a blueprint I'd like to create an instance of a C class in a blueprint. That's my current approach, but the instance is None. Why?


Unreal Engine Linux Support I use multiple game Engines, but havn't used Unreal engine for quite a while, Now with the recent changes in Unreal Engine there are quite some interesting features which would be interesting to use in games. However I also recently heard that UE4 recently dropped build support for Linux. So my main 2 questions are 1. Did UE4 truly drop Linux build support? and if so 2. Is there a way to get Linux build support in the latest version of UE4? I can check the first question myself but due to the large engine size and my slow network connection this would take very long, so I figured it would save a lot of time if someone who already has the newest version installed knew the answer.


Why does Forge not find my texture for my custom background? I am creating a minecraft mod that improves the main menu for my minecraft server. At first I wanted to create the background, but somehow when I try to start minecraft it closes and I get a nullpointerexception because minecraft didn't find my background. public class ThundrialMenu extends GuiScreen Override public void initGui() Override public void drawScreen(int mouseX, int mouseY, float partialTicks) Random rnd new Random() int background rnd.nextInt(3) 1 String backgroundLocation " assets thundrial gui Background" background ".png" this.drawBackground(mc.renderEngine.getTexture(new ResourceLocation(backgroundLocation)).getGlTextureId()) super.drawScreen(mouseX, mouseY, partialTicks) Override public void updateScreen() super.updateScreen() This is the folder where the pictures are located Why does Minecraft not find those pictures?


How can I model a "weapon overheating" mechanic? I want to create a weapon overheating system very similar to the plasma rifle in Halo. You can watch a video of the plasma rifle firing. What I want to do is to create a flexible logic that can be used for multiple weapons for different in game feelings. Here is my proposed system Create a bar that is split from 0 100. Each bullet has a heat value as an integer. Every bullet adds this value to the bar. The bar has a cooldown set as some value per second. If the bar goes over 100 with any bullet fire the bullet still shoots but then the weapon is deactivated for a period defined as it's "cooldown." Now this system is very simple but visually it will be very linear, with a simple growth and decay. I wanted to try to create a more exponential system that would mean the bar would jump quickly to the middle then remain and hover near the top hot bit of the bar for a long period to create a sense of anticipation just before it overheats. What would be a good formula to achieve that result?


screen space or pixel space for a GUI? I want to design a very simple GUI for my game using OpenGL. So far, every GUI implementation I have seen uses pixel space coordinates ( x range 0.0 to screen width and y 0.0 to screen height) Why aren't they simply using screen space coordinates ? ( x and y range 1 to 1) With screen space coordinates we would'nt have any issue with screen resizing, plus we won't have to transform coordinates for OpenGL since we use same space. So why every GUI engine uses pixel space ?


How to display Render Target live to HUD widget in UE4 I'm making a security camera system in Unreal Engine 4. It allows the player to 'activate' the monitor, which should display the Render Target texture or the material made from it on the HUD. However, that just doesn't work. There's just no image when I try to play it. Nothing appears on the screen. I'm using blueprints btw, not C . And yes, I did check and make sure that it's not the part that displays the HUD that's going wrong, it's the displaying of the render target to the UI widget. To display it, i've tried using the image component in the UI widget. Can anyone help?


Does a successful attempt count as an attempt? I'm writing a video game and I'd like to know if I should include the "successful" attempt in the count of "total attempts". For instance, in a clay shooting game, if the player needs four shots before they hit the target bullet one miss bullet two miss bullet three miss bullet four hit Does it equate to three attempts, or four attempts? What text do I need to write at the end of the round? You needed three attempts to hit the target! or You needed four attempts to hit the target!