New answers tagged

1

As far as I am aware this is not possible, normally changing properties like this would be easily doable through the bulk edit via property matrix, but not for LODs. The LoD settings you see in the editor on the meshes is not really a property, but just a details panel customization that updates the mesh when one of the properties is changed. We had a ...


1

The binary distribution of the engine you get from the epic launcher is a Development build from the engine, so it will have the typical "release config" issues of debugging, with jumping around in execution and not having all local vars. Getting debug symbols from the launcher helps with call stacks and such but still won't let you go line by line ...


1

Sure, you could do that with e.g. C#, Java/Scala, C or Rust. But in order to run an engine at that frame rate, all of your per-frame processing - i.e. one game loop cycle - would need to consistently fit into a 1 millisecond window - this is practically impossible to achieve, even for simple games, and especially for those not familiar with optimising game ...


0

Okay so I kind of found a workaround. Firstly, I believe UE4 only allows to import sockets for static meshes and not for skeletal meshes. So what I was importing wasn't sockets, it was just adding them as bones to the rest of the skeletal tree. Still doesn't explain the weird transform inconsistency. But it turns out having them imported as bones was even ...


0

A Windows paging file is virtual memory, stored on the hard drive that Windows can use when it runs out of physical memory to perform operations. Obviously hard drive speeds are considerably slower than memory so this is never optimal but sometimes essential. To check the size of your existing paging file, you need to do the following: Right-click on This ...


Top 50 recent answers are included