Skip to main content
Filter by
Sorted by
Tagged with
0 votes
1 answer
73 views

I was facing this issue a lot where you can't rebuild your game from unreal engine and it always comes with 1 error "SetEnv" path too long, most of you all might face this issue in the ...
MW Melvyn's user avatar
  • 127
Tooling
0 votes
0 replies
34 views

I am researching whether Unreal Engine can be reliably used for Android-based XR before starting a new project. The documentation is unclear and split between ARCore, OpenXR for Android, and vendor ...
THZ's user avatar
  • 365
-1 votes
0 answers
54 views

I'm pretty new to Unreal Engine and I've been experimenting with blueprints and tutorials to try and get a sprint script working with a smooth gradual change. I first used a recent tutorial which let ...
Liamo's user avatar
  • 1
Best practices
0 votes
0 replies
32 views

Is there a best practice to capture screenshots of an unreal app when performing a test in a gitlab ci pipeline? gemini suggest using movie render queue w a vnc session or NICE DCV to stimulate a user ...
simgineer's user avatar
  • 1,926
Best practices
2 votes
0 replies
42 views

I need an analytic solution for a 1D motion controller. Initial state: x=0, v=0. Parameters: a_acc = 50, a_dec = 30, v_max = 40. Given a target position (e.g. x=20) the object should: accelerate up ...
Spartak Aghababyan's user avatar
0 votes
0 answers
28 views

Once the ue5 uasset static mesh is imported, is there a way to know it's original path to reimport it (but rewrite over it in the same directory to not create a mess each time) ?
softyoda yoann's user avatar
0 votes
1 answer
49 views

I am in the process of making an active ragdoll character in ue5.6. I have gotten the ragdoll walking, grabbing, hanging, jumping, and all sorts of fun stuff. But I am currently stuck on how to make ...
End3r6's user avatar
  • 1
1 vote
0 answers
86 views

I have a QEF implementation like this float atA[3][3] = { 0 }; FVector atb = FVector::ZeroVector; for (const FEdgeIntersection& e : IntersectionList) { const FVector& n = e.Normal; ...
ma1169's user avatar
  • 1,257
0 votes
0 answers
67 views

I am trying to get users to be able to log in via a Cognito account and use those credentials to make calls on a backend API. To that end I have been trying to import the Cognito libraries in an ...
SaturnBowerBird's user avatar
0 votes
0 answers
213 views

I'm having a problem that I can't solve because I'm just to rookie for it, and I spent the last day trying to find a solution that it didn't work, I tried to rename it, it didn't work, I tried ...
Tex's user avatar
  • 1
0 votes
0 answers
65 views

I’m building a custom movement system for my project (kind of a physics-driven movement framework). Everything works great, except for one annoying issue with GYRO STABILIZATION. Video showcase of the ...
AwiXan's user avatar
  • 1
1 vote
0 answers
142 views

In my Unreal Project, I got an interface "FVariableBloc" that I use to stock something I call a variable, with basically just a name, a float value, and some setting information : ...
Alexandre Boucard's user avatar
3 votes
0 answers
934 views

When I try to run UE 5.6.1, or UE 5.8 (Built from Source Code), I get the following metal error: I have tried modifying the Apple_SDK.json and setting the Max versions to 26.0.0 and LLVM versions are ...
C0L.PAN1C's user avatar
  • 12.3k
0 votes
1 answer
47 views

I'm working on a Direct Input Blueprint function library for ue5 (For a number of reasons not relevant, I need to avoid the enhanced input modality of ue5). I've encountered an issue with the ...
dwilliams's user avatar
0 votes
0 answers
45 views

I'm actually trying to make a lobby system in C++ with Unreal, but actually I'm facing a huge problem. My widget is updated with replication when a player hits the ready button that toggles if the ...
Tylios's user avatar
  • 1
0 votes
0 answers
297 views

I think I have misconfigured VS 2022 (out of ignorance) but I can't build my project due to dozens of errors that I have been unable to resolve. I ran into this issue with the project I was working on,...
David Ford's user avatar
0 votes
1 answer
147 views

In my project, adding an Animation track to a character in Sequencer makes the mesh stick in a T-pose and the animation won’t play. Same workflow works fine in a brand-new 5.6 project with the default ...
James's user avatar
  • 33
0 votes
0 answers
82 views

I have very little experience with c++ or java and I want to make an Android app with Unreal Engine 5.3, which can either scan or be opened by scanning a QR Code and do something with the Information ...
Logoiuy's user avatar
  • 41
0 votes
0 answers
75 views

As we all knows, when we LoadMap in Unreal engine, the main thread will be blocked, and the UI will be stuck. So Unreal provide us FDefaultGameMoviePlayer, which uses another thread (...
pan64271's user avatar
6 votes
2 answers
580 views

Problem: When I use std::stringstream in Unreal Engine on Android, I get a crash when running the app on the phone. Note: Running the app on my Desktop does not crash. How to reproduce: Install ...
Koronis Neilos's user avatar
0 votes
0 answers
66 views

I'm using Unreal Engine 5 Blueprints and I am trying to create a door where if the object detects collision, it will move by -5 units along the X axis. Instead, it is moving -1.5 units along the Z ...
TheOnly100's user avatar
1 vote
0 answers
109 views

I’m trying to figure out how to persist the scalability settings (set via the little viewport “Settings” dropdown in the editor) between Unreal Engine sessions. Right now, whenever I set the ...
supernatural's user avatar
  • 1,237
0 votes
0 answers
50 views

I’m creating a pulsing water/portal effect using the VectorToRadialValue node in a material, but I’m getting a visible line or seam that appears across the radial distortion. The line seems to come ...
Maria Clara Okubo's user avatar
0 votes
1 answer
334 views

I just uninstalled Rider 2024.1.6 and installed the 2025.1.2 version. The old one worked perfectly fine, but this one doesn't install RiderLink. I installed Rider in D:, just like the Unreal Engine, ...
me1234's user avatar
  • 11
0 votes
0 answers
141 views

I’m experiencing a strange issue with the Unreal Engine Editor — the game itself runs smoothly, but the editor UI (such as menus, content browser, and explorer) is lagging behind the mouse movements. ...
supernatural's user avatar
  • 1,237
0 votes
1 answer
149 views

I've created an Editor Utility Widget blueprint in Unreal. This widget contains another widget blueprint that inherits Common Tab List Widget Base. This class needs OnInitialized to be called to set ...
BMac's user avatar
  • 473
0 votes
0 answers
71 views

In the source code of the MassEntity module of Unreal 5, Is the raw memory of all chunks under the same Archetype contiguous? // This is one chunk within an archetype struct FMassArchetypeChunk { ...
Sheldon Yancy's user avatar
0 votes
0 answers
52 views

I've just started learning UE5, and I immediately ran into this problem. When converting animation from Mixamo, using the program Mixamo_Converter. The resulting animation, warps the standard skeleton....
Jenis's user avatar
  • 1
1 vote
0 answers
115 views

I want to sample directional light shadowmap in material editor as a node, in a forward rendered UE5.5 game. I want this to work on both mobile and PC. Basically I need a "...
wild-ptr's user avatar
  • 110
1 vote
1 answer
191 views

I am making a new game based on the CitySample project by Epic Games in Unreal Engine 5.4.4, but when I try to package the game for Windows, the game throws an Unknown error with ExitCode=6 for ...
Betu Raja's user avatar
0 votes
1 answer
39 views

I'm trying to build a "balloon life system" (players lose balloons when damaged, then get eliminated), but I'm hitting some small errors with the events and Print formatting. Code Below: ...
Amr Mahmoud's user avatar
1 vote
1 answer
1k views

I am trying to get started with learning c++ with unreal engine but everytime I try to build it comes up with 1 error and I have looked around everywhere for a way to fix it but nothing I try works. ...
Ryan Bleeker's user avatar
1 vote
0 answers
68 views

I'm working on a VR project using Unreal Engine 5.3.2 with the Meta XR plugin targeting the Meta Quest 3. When I preview the scene in the editor using PC D3D11, everything looks great. But once I run ...
Lyes Ye's user avatar
  • 19
3 votes
0 answers
156 views

I have encountered an unexpected for me problem of connecting plugins to C++ project in Unreal Engine 5.4.4. I am not experienced in Unreal Engine, so the problem may be trivial but I hope for your ...
GorodOgnei's user avatar
1 vote
0 answers
59 views

I'm using AWS SDK for C++ (v1.9+) in Unreal Engine to download files from S3, but I keep getting crashes in aws_cpp_sdk_core!Aws::Utils::Stream::ResponseStream::ReleaseStream() Here's my exact code: ...
Alper Gunes's user avatar
1 vote
0 answers
156 views

So, I've a zip file that contains all the project files including Content and Config files. However, after I unzip it the file doesn't include .uproject file. I tried to unpak the .pak file and run ...
Dread Shadow's user avatar
3 votes
1 answer
259 views

I've been working on my Unreal Engine 5 CPP/Blueprint project, and I've a problem. I've this UINTERFACE "FBloc" in my "ProgrammingSystem.h" file: #include "AdditionalInfo.h&...
Alexandre Boucard's user avatar
0 votes
1 answer
78 views

Does anyone know how to stop Rider's code cleanup tool from affecting the indentation of comments? For reference whenever I use the code cleanup feature it changes this: switch (PlayerController->...
jpalmer999's user avatar
1 vote
1 answer
350 views

I'm trying to figure out why my translucent material doesn't get affected by post process material in Unreal Engine. Is there a way to override this? I've tried checking the Custom Render Depth Pass ...
Edin Mustafić's user avatar
0 votes
1 answer
91 views

I am trying to make an arch to display an object trajectory when throwing it. For that I am using Predict Projectile Path to do this, however I am having a couple of issues. One is I am having trouble ...
Bruno's user avatar
  • 73
1 vote
0 answers
46 views

This is less a code question and more of a data structure(?) question. I currently am working on a game in UE5.5. I have an airship, which has components, things like engines, weapons etc. Structure ...
Nzjeux's user avatar
  • 33
1 vote
1 answer
112 views

From an OpenCascade TopoDS_CompSolid, I'm trying to get a list of all external faces (the outer shell/envelope of the TopoDS_CompSolid) get a list of all internal faces (in the case of the screenshot ...
sandeman_13's user avatar
2 votes
0 answers
41 views

So I am trying to render a Niagara Component in a world only when a prompt a specific thing which in my case is a diagnosis - it registers in UE_Logs but doesn't show up, it only appears after the ...
Kristers Davis Gruzins's user avatar
1 vote
1 answer
79 views

Been working on a C++/BP unreal 5.3 project for about a year now and all of a sudden, any time we add a new UFUNCTION or UPROPERTY declaration, the entire build massively fails with hundreds of random ...
Reahreic's user avatar
  • 644
1 vote
1 answer
97 views

I met a problem in build a blueprint tool. I m trying to use blueprint to batch processing static mesh vertex colors with blueprint tools. I wrote a C++ blueprint function which use a static object as ...
Youan's user avatar
  • 11
1 vote
1 answer
125 views

I'm trying to implement a window-moving function using the MoveWindowTo function in a game I'm making with Unreal Engine. However, I get the following error: undefined symbols for architecture arm64: ...
Beomjun Kim's user avatar
1 vote
2 answers
210 views

This question arose when programming for Unreal Engine with TFunction<> but it is fundamentally about C++ and I believe the example is equivalent. The questions are: How to ensure that the ...
dubious's user avatar
  • 259
1 vote
1 answer
276 views

I am using Unreal Engine version 5.5. And try to understand Gameplay Ability System. But in this part of the tutorial I got a problem. I can't understand how fix the problem. I create the class, ...
Amelkai's user avatar
  • 31
2 votes
0 answers
88 views

I'm reading the sourece code of GC in Unreal Engine. Here is the implemetaion for the global gc lock: /** * Garbage Collection synchronization objects * Will not lock other threads if GC is not ...
pan64271's user avatar
0 votes
0 answers
32 views

Hi I'm trying to setup a layered shader, using the existing material library that comes with the automotive materials pack. From the tutorials I've seen this can only be done by converting all ...
giomagneto's user avatar

1
2 3 4 5
15