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Get Points Inside Staticmesh

I am working with UE5 and want to do simulations using Lidar Point Clouds Plugin. i am building a plugin but am pretty new to C++. I want to detect points of a Pointcloudactor that overlap with Staticmeshactors and then color them. I want to build a node that allows those 2 types of inputs, but i cant get to set the input for the Pointcloudactor. Is there any possibility to see the C++ code of the UE5 plugin to use thei method?

Hope you understood my english.

Trouble getting the right Interp Speed with 'FInterp To' node

I was following this course using UE5 version 5.4.2 and building a "Handle Rotation" graph for a door that looks like this:

Handle rotation graph

I encountered this problem: setting the Interp Speed to anything but 0 makes the Return Value wrong.

I mean that, as I understand FInterp, it should eventually return the Target value, but in my case interp speed just makes the value wrong.

For example (Current = 0, Target = 90, Delta Time = World Delta Seconds, Interp Speed = 3) the return value of this is equal to 0.375.

I used event tick to set the delta time but it changes nothing.

Just setting the speed to 0 makes it work, but that is the problem, I want smooth rotation for my door.

Gpu crashed or d3d device removed

fellow StackExchange community. Probably everyone who has worked with Unreal Engine 5 has had this error.
In general, it is associated with incorrectly configured video card drivers.
But as my own experience has shown, this is not the end of the matter.
Most of the projects I work on do not have files that require serious graphics processing (complete or almost no shaders, detailed textures, and so on).
I want to ask more experienced professionals, are there any possible ideas to solve this problem? In advance, sincerely grateful for your suggestions.

For the test run, I used the default first-person shooter game.

Error and logs

Errors at Crash text file

[2023.03.24-15.39.41:398][166]LogD3D12RHI: Error: PageFault: Found 0 active heaps containing page fault address
[2023.03.24-15.39.41:398][166]LogD3D12RHI: Error: PageFault: Found 0 released resources containing the page fault address during last 100 frames
[2023.03.24-15.39.41:398][166]LogD3D12RHI: Error: [GPUBreadCrumb] Last tracked GPU operations:
[2023.03.24-15.39.41:398][166]LogD3D12RHI: Error: [GPUBreadCrumb]   3D Queue 0 - Begin: Frame 12164 - Scene - Lights - DirectLighting - UnbatchedLights - First_Level.Sunlight - ShadowProjectionOnOpaque - VirtualShadowMapProjection(RayCount:8(Adaptive),SamplesPerRay:4,Input:GBuffer)
[2023.03.24-15.39.41:402][167]LogD3D12RHI: Error: [GPUBreadCrumb]   Copy Queue 0 - No Data
[2023.03.24-15.39.41:445][167]LogD3D12RHI: Error: [GPUBreadCrumb]   Compute Queue 0 - No Data
[2023.03.24-15.39.41:475][167]LogD3D12RHI: Error: DRED: No breadcrumb head found.
[2023.03.24-15.39.41:476][167]LogD3D12RHI: Error: DRED: No PageFault data.
[2023.03.24-15.39.41:476][167]LogD3D12RHI: Error: Memory Info from frame ID 12601:
[2023.03.24-15.39.41:476][167]LogD3D12RHI: Error:   Budget: 7288.00 MB
[2023.03.24-15.39.41:476][167]LogD3D12RHI: Error:   Used:   2007.76 MB
[2023.03.24-15.39.45:481][167]LogD3D12RHI: Error: PresentInternal(SyncInterval) failed 
 at D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Viewport.cpp:639 
 with error DXGI_ERROR_DEVICE_REMOVED

[2023.03.24-15.39.45:517][167]LogWindows: Error: Error reentered: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 868] 
CurrentQueue.Device->GetDevice()->GetDeviceRemovedReason() failed 
 at D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D1

Last Fatal Error in Logs

[2023.03.24-15.39.45:517][167]LogWindows: Error: Error reentered: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp] [Line: 868] 
CurrentQueue.Device->GetDevice()->GetDeviceRemovedReason() failed 
 at D:\build\++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:910 
 with error DXGI_ERROR_DEVICE_REMOVED  

Unreal Engine 5 Error Image

enter image description here

Unreal Engine Process Error

enter image description here

Computer components and software

Unreal Engine versions that I used: 4.27, 5.0, 5.1
Graphics card: Nvidia RTX 3050
RAM: Kingston KF2666C16D4/16G (4 items)
Processor: Intel12th Gen Intel(R) Core(TM) i5-12500, 2995 MHz

Solutions

The solutions I used:

1) Reinstalling drivers via GeForce Experience  
2) Reinstalling drivers manually in Safe Mode.  
3) Reinstalling drivers using Display Driver Uninstaller.  
4) Older drivers installation.  
5) Uninstalling conflicting software (ASUS CRATE ARMOURY).  
6) Entering the following commands into the console:  
dism.exe /online /cleanup-image /scanhealth  
dismount.exe /online /cleanup-image /restorehealth  
dism.exe /online /cleanup-image /startcomponentcleanup  
sfc /scannow  
chkdsk /f  
7) Checking your computer components for performance (including memory sticks).  
8) Using programs to adjust graphics card performance (like MSI Afterburner).  
9) Automatically installing Windows own drivers.  
10) Updating Windows.  
11) Set the power consumption in Nvidia Control Panel to the maximum performance.  
12) Reinstalling Unreal Engine.  
13) Hard reset of the system disc. I tried to reinstall the system.  
14) Disabling Intel UHD Graphics integrated graphics drivers.  
15) Disabling MSI Afterburner.  
16) Changing display settings in Unreal Engine.r.ScreenPercentage.  
17) Changing Unreal Engine graphics settings ( Cinematic, Ultra, High, etc.)  
18) Enabling Virtual Texting.  
19) Changing Directx12 on Directx11 and vice versa.  
20) To change the values in TDRDelay and TDRDGIDelay in Registers Editor.  
21) Uninstalling the Rivatunner statistics server
22) Switching from studio to game drivers and vice versa.
23) Undercloaking GPU (postponed an error but hasn't solved it).
24) Overclocking GPU (system freeze).

How to put animation correctly from one character into another in Unreal Engine 5 using retargeting? Root problem

So I imported animation from Maximo into Unreal Engine 5 but my character is not moving properly in running slide animation. I used retarget Root option and now my character's animation is good but I had to retarget Root on character pelvis to make it work. Right now the problem is that when character is finished with slide animation he is going back to his root position while I want him to stay on the place where animation is over. Here are the pictures to make it easier for you:

The animation is good but root is staying

The animation is not good but root is following the animation and character

How to code realistic fire in Unreal Engine 5.3

Right now, I am trying to code a survival game. The game needs a explosion fire effect that happens when the player fires a rocket from a rocket launcher and I am trying to code it. The fire is a illuminating object. Any recommendations to make it realistic?

I want a method to code a realistic engine plumes that behaves similar to the BE-3s or any solid rocket motor that has a gradient from transparent to blue and to yellow with the cool fluttering effect.

Limited git provider and large assets

I am facing a problem with my UE5 project: I am hitting the maximum amount of space my current account allows for git, including LFS.

Some assets are very large, so I cannot use anymore my git provider, unless I ramp up my account pricing tier... which I am unable to afford at the moment.

So, how could I still manage large assets so that they reside outside of the repo?

The target is still be able to collaborate through git... I am dreaming of Unreal, upon cloning/pulling asking "You have assets that need to be downloaded", but my hopes are not high.

A manual solution would also be ok, but I am wary of putting asset names in the README and adding them, I am afraid this would generate conflicts. A related question does not actually answer this, but it's a good start.

How do I code Engine plumes in blueprints in Unreal Engine 5.3.2

I am currently building a game called Realistic Spaceflight 3D which is a 3D game like KSP2 just with realism overhaul. In this game, I want the engines to have the realistic engine plume just like the KSP RO plumes.

I want a logic for how the game should render the same plume texture file at different altitudes to give the plume expansion effect as well as logic which changes the opacity based on altitude. Thanks in advance.

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