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25 votes
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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 ...
Daryl's user avatar
  • 366
6 votes
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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 ...
Philipp's user avatar
  • 120k
6 votes
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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 ...
Coldsteel48's user avatar
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 ...
Philipp's user avatar
  • 120k
5 votes
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Min - Max Weapon Damage formula in video games

The short answer is: because the developers made it that way. There's no single rule that all game use to generate randomized ranges. Usually, how the randomness is implemented will depend on why the ...
Pikalek's user avatar
  • 12.4k
5 votes
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What does 'being conservative' mean in occlusion culling?

It means not throwing away objects you're not sure about, i.e. conserving objects when in doubt. Primer The concept of broad phase collision detection (or, in this case, visibility checking) is where ...
Engineer's user avatar
  • 29.9k
4 votes
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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 ...
user3797758's user avatar
  • 3,641
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: ...
Navaneeth Prathap Nair's user avatar
3 votes
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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 ...
Maxim DC's user avatar
  • 139
3 votes
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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, ...
DMGregory's user avatar
  • 135k
3 votes
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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 ...
Rotem's user avatar
  • 205
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 ...
TRUPHENA AHAWO's user avatar
3 votes
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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,...
Zenahr's user avatar
  • 146
3 votes
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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 ...
HolyBlackCat's user avatar
  • 2,035
3 votes
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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 ...
PentaKon's user avatar
  • 348
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 ...
DMGregory's user avatar
  • 135k
3 votes
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Casting from APawn* to MyCustomCharacter* ? Is this ok?

why not use the UE's Cast function? APlayerMallet* mallet=(APlayerMallet*)gamestate->PlayerArray[i]->GetPawn(); Becomes: ...
Ali's user avatar
  • 156
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. ...
Simon Suh's user avatar
  • 141
3 votes
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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.
Matt's user avatar
  • 375
2 votes

How to auto animate character movement - Unreal engine 4

Ok, lets take a look at this image: What this function does is moving your pawn in a desired direction. Just put this into your tick event, add a direction, set the target to itself, and you are done....
Maxim DC's user avatar
  • 139
2 votes

Is it possible to use the Unreal Engine as a big C++ library, without using the editor?

Starting a rough answer for this old question as I learn more about this functionality myself, yes it seems this functionality has been available since at least Unreal Engine 4.27. However, it's ...
leetNightshade's user avatar
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 ...
rajkosto's user avatar
2 votes
Accepted

Configure unreal engine to run faster

By default UE4 has many post processing effects turned on that may lower your performance, especially on low end GPUs. Go to Project Settings -> Engine -> Rendering Then disable everything under "...
kolenda's user avatar
  • 1,370
2 votes

Do we really need quaternions? In UE4 I rotate without them

I'm quite late here but maybe this helps someone... You can't get the gimbal lock this way. How it works is that the editor keeps current object orientation (as a quaternion) and when you drag-rotate ...
kolenda's user avatar
  • 1,370

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