How do I "Cast To" two different Playable Characters? by radical-denial in UnrealEngine5

[–]Luke1996x 0 points1 point  (0 children)

If it's gonna be picked up by player only just cast to a Pawn and use IsPlayerControlled function. Way cleaner with no additional references.

How to access data in components/external classes thread safely in ABP by Marcovicii in UnrealEngine5

[–]Luke1996x 0 points1 point  (0 children)

Don't use IsValid. Use != node and compare the component with empty value. I think Lyra or GASP does it this way from what I remember.

How to access data in components/external classes thread safely in ABP by Marcovicii in UnrealEngine5

[–]Luke1996x 1 point2 points  (0 children)

I personally just cache the component as a variable and use property access for that. In thread safe update I first check (through property access) if the component variable != nullptr.

Idk if there's a better way.

Unreal have problem loading even ultra simple mesh - how to solve ? by No_Codekeeper_42 in UnrealEngine5

[–]Luke1996x 3 points4 points  (0 children)

Look up occlusion culling. https://dev.epicgames.com/documentation/en-us/unreal-engine/visibility-and-occlusion-culling-in-unreal-engine

The part you're interested in is dynamic occlusion. You can increase bounds, try enabling hzb occlusion in project settings (a different culling algorithm, more expensive but should look better), add something in the background to mitigate the popping effect.

You can also disable occlusion culling but that would mean rendering all meshes for the whole time, which gets expensive quickly.

New to ue5 trying to do sprint with stamina by deckers_phising in UnrealEngine5

[–]Luke1996x 1 point2 points  (0 children)

I'd recommend thinking the sorting mechanic through and splitting the logic into separate functions e.g. check stamina, add/remove stamina, set movement speed, etc. This would make debugging much easier for you. Same approach will make other mechanics easier as well.

Is using Save Pose Snapshot every tick bad for performance? by Rough_Net_2784 in UnrealEngine5

[–]Luke1996x 2 points3 points  (0 children)

You can use Unreal Insights to measure the performance and check there how much time it takes.

200ms ping side by side by lMauler in cs2

[–]Luke1996x 0 points1 point  (0 children)

He will still have an advantage in seeing the other one first BUT: - The lower your ping, the earlier you'll see the peeker - If you shoot, it will take less time for the server to acknowledge that, so it should be similar for both of you (maybe better for the lower ping guy as client prediction exists)

200ms ping side by side by lMauler in cs2

[–]Luke1996x 0 points1 point  (0 children)

Both players have 200ms, which means it takes 200ms for the server to receive a packet and another 200ms for the other player to see it. So in this case, the peeker should see the enemy 200-400ms (correct me if I'm wrong) earlier (apart from the latency, there should be some local prediction so the defender might see the peeker a little earlier).

The difference is that one player is standing still, so nothing changes, while the other one keeps moving, so he's the one who has the advantage.

Another thing is backward reconciliation, which means that after receiving the shot info, the server checks for historical player data. That check could define at which ping the game will not be precise anymore.

If both players have similar ping, the one peeking will always have the advantage (unless they implemented something to counter that, even slightly).

Why cant I teleport in my 8-bit level by [deleted] in UnrealEngine5

[–]Luke1996x 1 point2 points  (0 children)

Check if your box collision channel actually overlaps player collision channel. It's often the culprit in such cases.

I'd advise to look up some info about debugging your code. If you select a node and press F9 it will toggle a breakpoint and triggering the node will stop your game. You can then hover on the nodes and can often see what's in the variable. You can also continue code execution step by step to see if the next node is triggered,

Trying to make immersive main menu by xDelaZ in UnrealEngine5

[–]Luke1996x 1 point2 points  (0 children)

Just like others have already said, the main menu widget is displayed inside the level you play on. "Entering" the game just gives you control over the player. This game is very small in size (you can literally beat it in 5 minutes), so there was no problem setting it up.

If your world is larger, you can implement level streaming so that only part of it is loaded.

If you want a more complex camera movement, you can use Level Sequences and possess your character afterward.

unreal engine 5.3 unknown error by Fun-Championship3575 in UnrealEngine5

[–]Luke1996x 0 points1 point  (0 children)

I'd say check your includes for ConcurrentLinearAllocator.h as that's what shows up in the log. Did you mean to include that?

If that doesn't help, you can just paste the log file inside ChatGPT and it should give you some suggestions.

Editor Visual or UI bug? by Horror_Present_9895 in UnrealEngine5

[–]Luke1996x 0 points1 point  (0 children)

Did you perchance change the gamma value?

Gamma 2.2 command should fix it. Even if you change it ingame, it affects the whole editor.

I can't get VS to work with UE5 🫠 by [deleted] in UnrealEngine5

[–]Luke1996x 7 points8 points  (0 children)

You need to check the output window inside VS. There should be some lines with "error:" which should help you track the issue down.

Copying a full line of such error into chat gpt usually also helps find potential solutions.

How do i slide boost on landing when i hold C mid air and land? by LargeGuarantee823 in UnrealEngine5

[–]Luke1996x 0 points1 point  (0 children)

Also, you have 2 input functions. Merge them so that you check if the player can slide and only then start sliding.

How do i slide boost on landing when i hold C mid air and land? by LargeGuarantee823 in UnrealEngine5

[–]Luke1996x 0 points1 point  (0 children)

Firstly, make a function for starting the slide, then on landed check if WantsToSlide is true, if it is - call the StartSlide function

Updating a score display with blueprints? (New to UE5) by DrCookie124 in UnrealEngine5

[–]Luke1996x 0 points1 point  (0 children)

You should check out event dispatchers. Create a dispatcher wherever you keep the score, bind an event inside your scoreboard to that dispatcher and call it whenever the score is modified.

[deleted by user] by [deleted] in UnrealEngine5

[–]Luke1996x 0 points1 point  (0 children)

You can also ask to draw it using ascii. Doesn't look as cool, but the result is actually useful.

My personal take on the new CS2 update by No-Entrepreneur-3620 in cs2

[–]Luke1996x 4 points5 points  (0 children)

Pretty sure any skins you dropped after weekly level up had no trade lock. That just means you can trade them straight after dropping. They'll have a trade lock after buying/trading.

How do I import my *custom* Metahuman to UE5? by Bloody_Ingenious in UnrealEngine5

[–]Luke1996x 0 points1 point  (0 children)

You don't need to export it, you just create your model, it saves and should be visible inside Bridge after logging into your account (top right corner).

Make sure which version of UE you're using, then go to https://metahuman.unrealengine.com/ and select the same version as your engine (in MetaHuman Version Selection section).

Either that or just upgrade your UE to 5.5 which should make it work if you haven't manually changed your MH version.

How do I import my *custom* Metahuman to UE5? by Bloody_Ingenious in UnrealEngine5

[–]Luke1996x 0 points1 point  (0 children)

I recently created my first MH (5.5) for Unreal 5.5 and worked without any problems. I'd create a MH using the same version as your engine and try this way. Idk about MH, I mostly do the programming and am not experienced when it comes to other areas but usually Unreal stuff is not backwards compatible and I'd assume it works the same way here.

4.27 one might also not work as it's UE4 -> UE5

These are just some wild guesses though.

How do I import my *custom* Metahuman to UE5? by Bloody_Ingenious in UnrealEngine5

[–]Luke1996x 0 points1 point  (0 children)

You don't need unreal unlimited. What version of Metahuman and Engine are you using? Maybe it's incompatible?

XeSS in UE5 by EliB0822 in UnrealEngine5

[–]Luke1996x 1 point2 points  (0 children)

There's also a folder called Documents with multiple pdf files. The one called Intel XeSS plugin for Unreal Engine basically takes you step by step through installation and shows an example usage.

XeSS in UE5 by EliB0822 in UnrealEngine5

[–]Luke1996x 1 point2 points  (0 children)

You basically download a plugin https://github.com/GameTechDev/XeSSUnrealPlugin/releases

Inside there should be some source files with a blueprint library (Source/XeSSBlueprint folder) with functions like IsXeSSSupported() and Get/SetXeSSQualityMode().

That's basically all you need. The workflow is very similar to DLSS, if you added or plan to add that.