unreal 4 – Are there any serious advantages for C++ compared to C?

If you want to accomplish anything in Unreal through code, then you have to use some object-oriented features. The way you implement game mechanics is by creating C++ classes which inherit from the standard classes provided by the engine and override virtual methods with your own code. And any of the engine features you want to access in your code are also accessed through objects. So you can not really use Unreal using only C features. You need a basic understanding of classes, objects and inheritance.

That being said, you don’t really need to understand that much about the finer intricacies of C++ to make use of Unreal. The engine API handles a lot of the nitty gritty details of the C++ language for you. Also, the Unreal engine got a very powerful visual scripting system (called “Blueprints”) which allows you to implement most game mechanics without writing any code at all. There are Unreal Engine games which use visual scripting for everything and do not contain a single line of code. Not that this is always a good idea, but it is certainly possible.

How to enable treat warnings as errors in Unreal Engine 4.24?

I’ve had little luck googling and it takes about an hour to build the engine (which I have to do if I’m to test if it works), so guessing is a bit time consuming.

I’ve seen advice to add the '/WX' flag to *.target.cs, as well to one if the functions in VCToolChain.cs, but I wasn’t able to make it work.

Has anyone here enabled this and knows how it works? I don’t think it matters, but I’ve been using VS2017.

unreal 4 – Unable to create a blueprint containing multiple actors

I’m having some trouble in Unreal 4.23. According to the documentation, if I select a bunch of Actors and hit the Blueprints button in the toolbar, I should get an option to “Convert Selection To Blueprint Class,” which then gives me a choice of three options of what to do with the different objects before creating the blueprint. Instead, I get “Convert Selected Components To Blueprint Class,” the dialog asking me what to do with the objects does not show up — it goes straight to the one asking where to save the blueprint — and the blueprint it generates is a mess: textures get changed, the names of the actors are lost, and all of the objects are “dropped on the ground” rather than being positioned where they had been relative to each other!

The objects in question are a character (Skeletal Mesh) and several sub-objects representing the character’s clothing (also skeletal meshes, attached to the character as sub-objects in the World Outliner hierarchy.) I basically want to do the same thing you can do in Unity: take this character and save it as a prefab so I can make copies of it easily in different maps. From researching the documentation and various forum posts, it seems like making them into a Blueprint using the Harvest Components option is the best way to do that, but that option is never showing up! This problem persists even after closing and restarting Unreal.

Anyone have any idea why the editor is not behaving as documented, and what I can do about it?

(And yes, I know about Prefabricator. This is supposed to be for Marketplace content, though, where third-party dependencies are discouraged.)

fbx – Unreal Asset export : vertex-shader

I have an Unreal asset, and we need to convert or replicate a similar visual appearance in Unity.

Initially, we started converting the Unreal asset into FBX. Used MAYA to reload the content with relative textures and maps.
As a result, the colour scheme I see on the buildings in the Unreal engine is not the same in MAYA.
Few of the known experts said that in Unreal they might have used vertex colour for the polygons.

Question:

  1. Can we apply a vertex colour in the Unreal engine? if you have a huge scene, how can we control assigning the wall colour (vertex colour)?
  2. If there is an option to add the vertex colour, How can I read that data(Information) in Unreal?
  3. Is it possible to export these properties in any form of data? so that we can load and replicate(duplicate the effect done to get a different wall colour) in MAYA?
  4. Is it possible to make the identical scene in Unity by using Unreal asset?

I am very curious to know the answers to the above questions, any answers from you can provide an insight for us to look for the solution from a different angle.

Thanks in advance for the help.

Unreal Visual Studio 2019 taking forever for tellisense

I’m using the latest unreal engine and visual studio 2019. I’m having a problem where intellisense can take way too long. This usually happens when I have just opened the project inf VS 2019, but not sometimes it happens for apparently no reason. either way, the intellisense is not very snappy. Is there a fix for this?

unreal 4 – How do you import submeshes on a skeletal mesh?

I’m trying to help out a friend on an Unreal issue. He has a Unity scene he’s trying to convert to run on Unreal, and getting the models right has been a bit of a bumpy road.

Like many models, this has several sub-meshes on it. Some of them are mutually exclusive and should only have one out of a group of submeshes turned on at once, so that the same basic model can be repurposed as multiple different characters with different base geometry. In Unity, this “just works.” Import the FBX file and you get a prefab with all of the submeshes as sub-objects, and everyone’s happy.

In Unreal, it’s a bit more complicated. A bit of searching came up with this question from 4 years ago, which is exactly the problem I’m having here, and says exactly how to deal with it: unselect the “Combine Meshes” option in the importer. Except that this model is rigged, and for whatever reason, when you check the “Skeletal Mesh” option in the importer, the Combine Meshes option vanishes and everything gets lumped together in one single blob of mutually exclusive geometry!

I find it difficult to believe this this would work perfectly right out of the box in Unity, while Unreal, which has been around almost a decade longer, has no support at all for such a fundamentally important operation. But at least at first glance, that appears to be the case. Are there any more experienced Unreal devs out there who know how to get sub-meshes to import correctly on a skeletal mesh?

unreal 4 – Is there a way to reimport an asset with new import options?

I’m trying to help out a friend with an Unreal issue. He has a character model that’s been imported and used in a map. A bunch of work has already gone into setting up the scene before anyone noticed that the model was imported without morph targets, because for some bizarre reason Unreal’s FBX importer has morph target import turned off by default and hides the option behind an “advanced options” section so you don’t even notice it.

UE4 does offer the ability to reimport an asset, or even to reimport the asset with a new file, in the asset’s right-click context menu, but neither of these actually fixes the problem because they don’t pull up the import options dialog box that you get when importing a new model! This makes it impossible to reimport the model with the morph targets turned on.

I could import the FBX as a new asset, which would give the import options box, but the existing asset is already in use, in multiple different places, and there doesn’t appear to be any easy way to tell it “replace all instances of this model with that model.”

Is there any good way to fix this that doesn’t involve tearing everything down and rebuilding it from the ground up?

unreal 4 – How to use X,Y, and Z instead of Pitch, Roll and Yaw

I’m learning Unreal engine, and I’m rather disappointed because it uses pitch roll and yaw instead of the standard x, y, and z that I’m used to. Is there any way to convert this easily, or is there a preference, or do I have to get used to using y,z,x, instead of x,y,z.

unreal 4 – Real-time fluid simulation?

I’d like to create a system in Unreal Engine 4 with glob-like fluids which interact with the environment, like the gel in Portal 2. Here’s a GIF of the gel from that:

https://www.google.com/search?q=Portal+2+Gel+Gif&client=firefox-b-d&sxsrf=ALeKk03lNIj9WBH9Jm2aSIqdfLvBT9PfvQ:1609429352230&source=lnms&tbm=isch&sa=X&ved=2ahUKEwi9mtLGx_jtAhWqF1kFHTWFBr4Q_AUoAXoECBIQAw&biw=2144&bih=1047#imgrc=w-Z-fLV9CGwBiM

I was wondering how it might be possible to do something like this? An in-depth guide would be nice as I have a mostly basic understanding of blueprints in UE4, although I know it’s a lot to ask for. If you know how I can achieve this, please let me know. Thank you! :]

P.S: The “fluid” stains don’t need to give effects such as speed like you saw in the GIF, but I would still like the liquids to stain wherever they hit. :]

unreal 4 – Visual Studio not adding the header file to the Solution explorer

I’m having trouble with my Unreal Visual Studio 2019 project. I created a new header file, and saved it in the same folder my other ones are in. (I didn’t add these, they were in the starter project of the video course I’m following.) For some reason, the file is not showing in the solution explorer, and IntelliSense isn’t working in the particular file. How do i fix this? sorry if it’s obvious, I’m not an expert at Visual Studio.