r/unrealengine • u/ConsistentAd3434 • 21d ago
Solved You might be interested if this guy stole and sells your marketplace asset as well. Copyright complain is already sent
*Update...Fab deleted the asset in question 1h after the complaint. Top !
*Update2...Actually he deleted it
My original $5 asset
https://www.fab.com/listings/04eaf243-c9c2-4ee9-bb9d-dd8521cea157
My asset for $30 (gone. Thx Fab!)
https://www.fab.com/listings/db9285bc-1204-4afe-86fa-e39d91719e18
r/unrealengine • u/Samathan_ • 5d ago
Solved How can you create a Niagara effect that is attached to one mesh, but moves relative to another?
I want to create a sword slash niagara effect by attaching a ribbon to the sword mesh. But if I do that, the emitter simulates relative to the world. So if the character moves while swinging the sword, the trail's pattern changes depending on their direction. So what I want is to attach the ribbon to the sword mesh, but for the particle to be simulated relative to the character's mesh, so the ribbon trail is always the same relative to the world.
I know that there are some nodes that let you change the simulation space, but I'm not sure how to do this with a ribbon. Is it possible?
Edit (Solution): I was able to solve this by changing how the ribbon's alignment is calculated. Every tutorial I've seen use a scratch module to set the ribbon's orientation. You can take whatever orientation you want to align your ribbon towards, represented by a unit vector (e.g. (0, 0, -1) for a vertically aligned ribbon that trails behind the emitter), and transform it by the Engine.Owner.SystemLocalToWorld
matrix to rotate the ribbon with the system. So if you rotate your system by 90 degrees, the ribbon will also rotate 90 degrees, keeping its alignment.
The problem with this is that you're rotating the ribbon relative to world space. This works if you want your ribbon in world space (like most tutorials do), but not if you want your ribbon in local space (which is what most "real" games do). If you enable local space on your ribbon emitter, you'll have a local emitter being rotated in world space, which will cause the ribbon to rotate incorrectly.
TL;DR: To fix this, instead of performing a Matrix Transform Vector
using the Engine.Owner.SystemLocalToWorld
matrix, perform a Transform Vector
on your orientation vector (the unit vector that you set to determine which direction you want your ribbon to face) with Simulation
as the source space and Local
as the destination space.
r/unrealengine • u/DragonKingZJ • Dec 09 '24
Solved Collapse Nodes VS Collapse To Function?
What’s the difference and when should I be using them? If I have an Enhanced Input Action with started and completed, should I collapse to function or collapse to graph? It won’t let me collapse to function, is this normal?
r/unrealengine • u/MrMusAddict • 6d ago
Solved Newbie C++ question: How do you get Include to work for a plugin?
Edit: Not sure what I did differently, but I tried creating the project a 5th time and it decided to work. There was maybe an errant space, or mis-spelling somewhere, even though I thought I was super careful.
Also, I was adding the Include after generated.h, so that was a separate issue that I figured out as well. But that didn't start popping up until I got my original issue fixed.
- I have downloaded, installed, and enabled Fast Noise Generator in UE 5.5.1
- I have installed VS and am able to successfully compile my project.
According to the plugin's documentation, it says:
You have to add FastNoiseGenerator and FastNoise to the public dependency modules on your projectName.Build.cs file of your project. Then, include FastNoiseWrapper.h on the files where you want to use it.
So, my Build.cs file looks like this: https://i.imgur.com/wkYQfnn.png
And, the class where I'm trying to include it says it can't open the source: https://i.imgur.com/duPvBOq.png
I'm new to C++ in general, so not sure if there some assumed knowledge I'm not privy to. Any help appreciated.
r/unrealengine • u/Flok_09 • Oct 04 '24
Solved How to make those UI widget render on top of the everything? I know that easy answer it so make it regular on screen UI, but it so much alive and dynamic when it's in the world
youtube.comr/unrealengine • u/diepepsi • May 26 '23
Solved MASSIVE UE4/5 INSTANCING OPTIMIZATION: Did you know about the UE4.22 Dynamic Runtime Instance Rendering? DISABLED by default, enabled (r.MeshDrawCommands.DynamicInstancing 1), converts all Static Meshes to ISM Instances EACH FRAME (including moving.) HUGE pre-nanite saving, Good post nanite savings.
i.redd.itr/unrealengine • u/Expert-Cupcake-8473 • 18d ago
Solved Text values behave extremely incoherently.
Since i can't put images, what i have is a Widget that is a talking character that pops up, chooses a random sentence from an array of Text values, then sets a single value Text to the randomly chosen sentence, which is then used to find that sentence in multiple arrays of Text values that are sorted by different emotions (e.g. AngryLines, HappyLines...) using the array Find node, and checks if the result of the Find none is an integer that is >=0, then changes sprite accordingly (so if the current sentence is found in AngryLines will use an angry sprite), if the integer is -1 however, we move on and check other arrays for the same thing. Now here is what i cannot wrap my head around: it finds sentences in arrays they don't exist in, resulting in a completely random sprite being chosen. i.e a sentence that is in AngrySentences is somehow found in BoredSentences and so on. It doesn't follow a pattern.
Can provide images if necessary
Any help is greatly appreciated.
r/unrealengine • u/didott5 • 19d ago
Solved Why does my character vibrate when rotating?
I've been searching but not finding any solution. Even chatgpt couldn't help :(
Thanks for helping,
r/unrealengine • u/ZurvivorLDG • Nov 24 '24
Solved AMD frame generation not working in engine or packaged
Has anyone else ran into an issue with AMD frame generation not working in editor (via standalone game) or packaged? I'll note a few of the things I've tried below.
- I have DLSS plugin also and have removed the Nvidia streamline plugins from the engine and project
- Tried enabling it with FSR turned on
- Tried showing the debug tear lines that show when frame generation is enabled, but they never show
Any help is very much appreciated.
r/unrealengine • u/TheVisualCast • Dec 06 '24
Solved pending kill "ruining" my BP logic.
so on begin play, im getting all actors with a tag, making an array and applying a constraint to all actors in the array.
then in game i have a variable that sets the linear and angular drive of the constraint in a loop to that array.
so i can essenatily have a spring like effect, and turn it on and off.
ocasiuonaly when im going from 0 drive to 1 (for example) some objects dont react, unless they are "pushed/moved".
then when i exit play i get the obect X was pending kill or garbage, menaing for some reason that object is being recognized as destroyed or whatnot, and then its being removed from the array?
but why? and how do i avoid this, thanks!!
SOLVED: I added a wake all rigid bodies and now its solved
r/unrealengine • u/Obsydie • 9h ago
Solved How do I teleport my player character at the press of a button?
I want to be able to teleport the player between two areas of the map at the press of a button, depending on if the player is above or below e.g. 3000 on the Y axis they would teleport either +3000 on the y axis or -3000 on the y axis. I've looked online and I can't find a tutorial on how to do this, does anyone have any advice?
r/unrealengine • u/BadenNorthey • Nov 26 '24
Solved I have this spherical gravity system, but I can't figure out why vehicles get pulled towards world Z. More info in comments.
youtu.ber/unrealengine • u/NoobGamerZaid • 25d ago
Solved Blender to UN 5
So my friend found this School 3D asset online, so as any sane person i opened it in blender & everything was fine then i separated it according to material & other things & now when i imported it into UE 5.5 i am facing many problems with it for example Material not working, on sided geometry & meshes not working properly etc. So if anyone know how to fix all this i would really appreciate it. We can even discuss it on a discord call if that's possible. I am very new in the game dev field right now & i don't know anything about blender also. Thanks
r/unrealengine • u/BrendavV • 2d ago
Solved Weird geometry issue when using translucent material on fbx from Blender
Hi everyone,
I am running into a peculiar problem and I don't know where to start looking for the solution because it's so strange. Whenever I apply a material with translucency to my model in UE5, the geometry gets all wonky like some kind of failed LOD.
==SOLVED==
Ok the issue was indeed nanite. Putting this comment here for others to see. I thought it was not nanite because turning it off on the model did not work, neither did reimporting after disabling nanite. But disallowing nanite completely garbled up the model as well so I decided to completely remove the models from my project and imported them again whilst turning off 'build nanite'. This fixed the problem for me.
r/unrealengine • u/stcifttm • Dec 05 '24
Solved Line Trace Component hitting parent instead of component
I have a line trace component block being called every tick to highlight a component when you're looking at it. When this line trace is called though, it doesn't highlight when hitting the component, but it does when hitting the parent. The trace is following the right path, just not hitting the component
r/unrealengine • u/A_K_I_M_B_O • 23d ago
Solved Player Character freezes/disappears/teleports after moving a certain distance in World Partition level
I'm trying to make a world partitioned level, but I've noticed that the player character starts breaking down once I move a certain distance. The landscape is made from an imported heightmap. The character often teleports, freezes (but retains some control), and disappears. All of these happen in the video! This only happens on world partition, I've tried the same map without wp and this doesn't happen.
SOLVED: Fixed it. Very dumb issue. In world settings there's a setting that overrides game mode. If you enable it you don't need to place a player character in the world, because the game mode will automatically spawn one wherever your lever editor location is. If you place one and set it as player 0 you will spawn two characters, but the world partition will be built around the one you aren't controlling. Therefore if you move too far away from the "zombie" character you will enter unloaded areas and disappear.
r/unrealengine • u/BeanjaminBuxbaum • 18d ago
Solved Third party library (source-code) in custom plugin
Hello everyone,
I am new to Unreal Engine and C++ in particular - and since 2-3 days I am struggling to integrate a third-party library into a custom plugin (blueprint library) that I want to add. Here's the gist of it:
So I've set up a Project in Unreal Engine 5.3. Basically it'll be a text adventure. In this project, I figured that I want to use some c++ libraries - mainly "liboai". Therefore, I decided to create a new Plugin, that I could maybe release to fab in the future. I downloaded and installed Visual Studio 2022 + the unreal tools and then I selected "Edit -> Plugins -> Add" to create a new Plugin in my Project.
I downloaded "liboai" from github and put it into the MyGame/Plugins/MyPlugin/Source/liboai. Then I added the folder to my PublicIncludePaths with "Path.Combine(ModuleDirectory, "../liboai/include/")".
Here comes the issue I am currently facing:
liboai itself uses curl and nlohmann-json. I downloaded and installed vcpkg executed "vcpkg integrate install", and ran "vcpkg install curl" and "vcpkg install nlohmann-json". I added the vcpkg.json and the vcpkg-configuration.json file to the Plugins root folder listing the dependencies to curl and nlohmann-json.
I did a right-click on my MyGame Project File and selected "Create Visual Studio Project Files" and re-started visual studio. But still, when I try to rebuild my solution it fails because it can not find curl. Navigating into liboai.h, I can also see the #include statement marked with a red line, and I can not ctrl+click to navigate to "curl/curl.h".
I then added the vcpkg folders to my PublicIncludePaths and to PublicAdditionalLibraries.
string sVcpkgIncludePath = "C:/Users/Moe/Documents/GitHub/vcpkg/installed/x64-windows/include";
string sVcpkgLibraryPath = "C:/Users/Moe/Documents/GitHub/vcpkg/installed/x64-windows/lib";
[...]
PublicIncludePaths.AddRange( new string[] {
[...]
sVcpkgIncludePath });
[...]
PublicAdditionalLibraries.Add(Path.Combine(sVcpkgLibraryPath, "libcurl.lib"));
In a new Console Application, I can do #include "curl/curl.h" without a problem. I can then ctrl+click in visual studio on the include name and it navigates me to the include file. I can also build a console application with curl.
So my question is: what am I doing wrong? I find this whole thing so complicated, I can not wrap my head around why it's working in a new console application, but not in my unreal plugin. I've tried so many things with environment variables, rebuilding solution, cleanin the solution, creating a new plugin all over, trying to find different settings in both visual studio and unreal... I feel very lost and could need some guidance.
Maybe I have a wrong understanding of how to include 3rd party libraries in my Plugin. I am coming from Python, so I am used to a very abstract package management where I can just expect the user to "pip install libraryXYZ" and everything works. I think I dont want to create a custom module for curl and all the other stuff that liboai uses. I feel like that defeats the whole purpose of including packages. But maybe thats just my bad understanding.
I think my Unreal Engine and Visual Studio are using MSBuild, because I did not change it to Cmake explicitly. I would appreciate any help. Let me know if you need more information!
Thanks everyone
r/unrealengine • u/Hoboayoyo • Nov 24 '24
Solved Prevent projectile fireballs from turning around.
I have a fireball projectile a character fires that I want slight homing properties on the target.
I want the projectile to home in, but only to a certain extent.
The issue im having is...
1: I don't want the projectile to even try to home in if you are arn't facing the target propperly (the target being at 90 degrees or more)
2: I don't want the projectile to slow down, or even try to turn around like in my example video. If you are looking away it will try to correct itself.
Any idea how to fix? If its complicated and possible, please show a screen shot example.
Below is what somebody else suggested but I found that it dosen't change anything about the projectile homing properties. I also am not away of what the rotation of the projectile is at the time.
r/unrealengine • u/Magi_Bag • 6h ago
Solved Help needed with blueprint interface - UE5
Hello,
Recently I decided to try and make a game of my own for the first time, choosing UE5 as my first engine due to blueprint coding. After a bit of a break I came back to my little project and tried adding an item pick-up/drop system. I'm currently having an issue with my BPI_ItemPickUp interface. I'm trying to get it to send item mesh to my player controller, but I encountered a little obstacle in form of interface target reference (screenshots below). My interaction system basically calculates a vector line from camera, when it hits a compontent it checks whether is it interactable or not. Interaction itself works fine, but after the break I tried sending interacted item's mesh to player controller so they can hold it, the issue is when I called in for my function that I can't exactly select it's Target as Hit Actor, any suggestions as to how could I fix it?
I'm incredibly new to coding so I apologize in advance if my ramblings aren't as precise as they should be
My blueprints thus far
https://imgur.com/a/pfwhK3g
r/unrealengine • u/MortgageOk2351 • 8d ago
Solved How could I make a blob-like character?
I would like to make a blob-like character that sloshes around, sort of like honey. I’ve been doing research but I haven’t found anything that can work for me. Can anyone help me out?
r/unrealengine • u/Azuron96 • Oct 06 '24
Solved Today I had a major disaster and UE kept crashing while loading a level due to "2 memory leaks" so I almost uninstalled UE after 8 hours of trying. Then this l'il guy saved my butt.
"My_ProjectSavedAutosaves"
Error faced:
AddReference Objects( SoundCue /Game/Third Person/CaveStage1.CaveStage1:PersistentLevel.AmbientSound_0.AmbientSounds SoundCueAddReference Objects( SoundCue /Game/Third Person/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.AmbientSound_0.AmbientSounds SoundCue)
^ UnknownFunction []
^ UnknownFunction []
The ambient sound actor that I added yesterday had some issue but I couldn't figure out how to remove the actor without being able to open the level. Finally found the backup map and was able to load it!
Had to roll back map by a day but did nothing much in the map except maybe 5 mins of work.
From now on, for every major milestone of the map - I am gonna keep a backup.
r/unrealengine • u/Shqn2 • 6d ago
Solved quixel sample stuck at 95% not loading
how do you fix this? its just stuck at 95% not doing anything, i've tried to reinstall the sample and restarting my pc but nothing worked. i've got a 4070 ryzen 7 5800x3d and 32 gb of ram.
r/unrealengine • u/Hoboayoyo • 12d ago
Solved Damage popup widget help.
-My video showing the example.
I have a widget popup when an enemy is hit displaying the damage. I want it to appear, than fade our the the right, relative to the camera.
With the way widgets are set up, I can have it follow the screen, which wont work. Or have it be relative to the player / enemy,Which also wont work. I think I need it to spawn, be relative to the camera, but not effected by it's location. If that makes any sense. I'll post screen shots below.