20
votes
Accepted
How does Unreal Engine 5's Nanite work?
I'm no expert, but since no one else has jumped in, I'll do my best to summarize what I gathered.
First, here are the descriptions of Nanite directly from the Unreal folks:
"A Deep Dive into ...
6
votes
Accepted
How to create a looping or spherical world?
I am not familiar with the Unreal engine, so this answer will focus solely on Unity.
Unity's game scenes are strictly euclidean and do not allow real portals. But what you can do is separate the ...
6
votes
Accepted
Unreal Engine without Blueprints
I think I am in the same mindset as you are.
Yes you can work in 100% C++.
My own project is 95% C++ I only use BPs for instantiating stuff (putting actors to the level) but every single BP of mine ...
5
votes
How to determine lowest PC requirenments for my game to run
First thing: as @ZEKE has suggested in the comments to your question, you should check: How do I determine my games minimum hardware/software requirements? Also, in the end of the day, only ...
5
votes
Do we really need quaternions? In UE4 I rotate without them
Rotating around euler-angles in world-space makes sense as long as you have a concept of a fixed horizon and a fixed "up" and "down" direction (like in a first person shooter).
But in some other ...
4
votes
What type of networking archtitecture does Unreal Engine 4 have?
I believe UE4 network architecture is roughly the same as in prior versions of Unreal Engine, perhaps with minor refinements, and goes back to the very first version of Unreal Engine.
This is a ...
4
votes
Accepted
Can I use Paragon assets store assets in other Engines besides Unreal?
I should have read the description on the assets
Licensed for use only with UE4 based products. Includes the character model, animations and skins
Other assets that Unreal didn't make themselves are ...
3
votes
Accepted
Multiple UV coordinates in Unreal Engine Procedural Mesh Component?
The only possibilty you have is to add the vertex twice, if no collision is generated, this will have almost no performance impact, if you do want collision, subclass the UProceduralmeshComponent ...
3
votes
Call a BlueprintImplementableEvent from c++ in unreal editor?
Nako Sung answer:
Without game, UE4 prevents script functions to be executed accidently. (I don't know the clear reason)
In C++ you can use FEditorScriptExecutionGuard:
...
3
votes
Unreal Engine Player Quality
I figured it out.
Window>Toolbar if you don't already have the toolbar up.
Settings>Engine Scalability Settings> Whatever scale level you like. Evidently, that dialogue set this value to Low. I ...
3
votes
Accepted
Convert global 3d coordinate system to a local one with specific direction
Construct a matrix like so, where each vector is one column of the matrix:
[ House's X+ direction | House's Y+ direction | House's Z+ direction | House's position]
The fourth row should be [0, 0, 0, ...
3
votes
Accepted
UE4 Multiplayer how to replicate Player name in lobby
The PlayerControllers for all players exist only on the server.
Each client only has its own PlayerController, but none of the others.
Calling GetController on a pawn will only work if you're on the ...
3
votes
In unreal engine, what's the difference among "set global time dilation" and "set current time dilation" and "set custom time dilation"?
Sorry im not programmer but ill explain the easiest way i can. Global Time dilation scales time for all objects in the scene that use time, custom time dilation scales time relative to the global time ...
3
votes
Accepted
How to run 'Call in Editor' Functions that are implemented in Level Blueprints?
I don't think that's possible. Direct quote from the offical docs on "
Calling Blueprints in the Editor"
The steps described below work for any Blueprint class that you can place in a Level—that is,...
3
votes
Accepted
C++ map isn't finding key even though it exists
As noted in the comments, your operator< is wrong.
For std::map to function properly, the ...
3
votes
Accepted
How mesh transformation works under the hood
You correctly describe how transformations work, you're just making a wrong assumption that the process seems slow. Graphics processing units are tailor-made to do this specific thing, i.e. linear ...
3
votes
How mesh transformation works under the hood
There's an additional detail I want to clarify here:
As far as I understand (at least I would do this), we store the original mesh, and then for every change (shift, rotation or scaling) we turn the ...
3
votes
Accepted
Casting from APawn* to MyCustomCharacter* ? Is this ok?
why not use the UE's Cast function?
APlayerMallet* mallet=(APlayerMallet*)gamestate->PlayerArray[i]->GetPawn();
Becomes:
...
3
votes
What does the 'step' node do in Unreal Engine?
Here is what the Unreal documentation has to say:
The Step Material Expression returns 0 or 1 for every value of X, depending on whether it is greater than or less than the reference value in Y.
...
3
votes
Accepted
Variable "is not blueprint visible" in function library
The issue ended up being caused by having a local variable wired to an output parameter of the same name. Changing the output parameter name resolved the issue.
2
votes
How to determine lowest PC requirenments for my game to run
The Unreal Engine documentation has a page specifying the hardware and software requirements to run the engine here (you're looking for the "running the engine" parts). Besides that, if you want to ...
2
votes
UnrealEngine how to create pirate boat tutorial
To do the same as the Unity tutorial you mention, you need to use a Pawn (not a Character!) with your boat mesh.
Then, use the SetupPlayerInputComponent function to ...
2
votes
How to reduce color space in a post-processing material in Unreal Engine 4
Figured it out:
Download the default color LUT from here. Open it in Photoshop (or equivilant) and use posterize to reduce the colors. Then take that and use it as a LUT for your post-processing ...
2
votes
What if I extend a uclass without UClass() in Unreal Engine?
You won't be able to instantiate the class without it because the UCLASS() macro above the class declaration creates the global UClass instance (a ptr to which is returned when you do GetClass() on an ...
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