#ue4-general
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click that
go to visibility
there should be option for "show workplane"
one thing I do myself is that I also change the background color to be solid
instead of that default gradient
I think mines is bit darker too, more pleasing to eyes
those settings you set there are dependent on mode you are working
yea i set mine darker too haha nivce
if you want to do global settings, you need to adjust them from System/Preferences
but I mainly use Model and UV
and Game Tools now
as it has Vertex Toolkit and engine specific exports
(there areUE4 presets)
oh right, I do use topology too, but I'm not super good at it yet
(that's for manual retopo mainly)
you know what would be awesome
if I could use .fon files as fonts in ue4
then I could use the VGA system font for header text in my UIs
the windows command prompt uses a .fon file for text
but haven't seen them used in like 10 years
it does?
I thought it used ttf nowadays
well it did up until windows 8.1
i thought they was .font
nah, it defaults to "Consolas" TTF
there's raster fonts option though
on it's properties
in win10 you can switch back to "Raster Fonts" in the command prompt settings
to get back .fon usage
yeah
yea but in windows 3.1 it was .font files i believe
lol i pulled out the windows 3.1 hahaha
yea it was my first pc with windows. before that was DOS
my first windows was windows 2.0
i perffered DOS thou
my first PC had Windows XP.
haha
I had it in '08.
I'm 14.
I used win98 almost until Vista came out :p
35 and feel old as dirt
I almost skipped XP
i liked win 95 it was more stable than win 98
yeah, 98 was really bugged
but it was still fast
and if I remember right, it multitasked bit better than 95
i did skip xp ans win 7. win 8 sucked /cry
win 8 is good once you disable all modern ui stuff and install classic shell menu
only part that is annoying is that windows settings still used the new thing
well some of them anyway
yea win 95 you could set your background to a webpage and make it animated etc. win 98 killed that sadly
there were security issues with it
it had to go
win vista also had desktop widgets
that essentially did the same thing but for limited space
i loved it thou. i had it set to an animated movie that played in a loop
I wrote myself a widget that showed me the time table for bus stop right next to my home
it highlighted the bus under 5 mins right red
so I would know to not try even to catch it
yea dreamscene became another app. i think they still have that
i forget the new name thou
I still have cube desktop. they removed that long ago when microtards baught them.
microsoft closed alot of cool apps sadly ๐ฆ
i think it is called deskscapes now
i don't remember
hi
quick question.. is there an issue with skylight in 4.13.1? i can't seem to get it do anything.. whatever i do, everything is dark
what the hell should I change in editor so my mouse cursor would be captured always, not just when Im holding buttons
meep try asking in the blueprints channel im sure you will get a quicker responce
@stark lynx try adding a skysphere^
lol im slow thankyou olento โค
cube approach works great indoors
yeah, you can put cubemap there
so that the shadows are not completly black
then use a cubemap โค
you can also capture cube with reflection cube I think
or was it some other capture tool
can the cubemap be just a white texture?
I guess
Hi
hello
thanks
My first time using discord and in this channel, nice to meet you all.
welcome to the chat. there are channels for just about everything but porn. there are no porn WHY?
j/k
yes. as long as it is not porn
no NSFW content
here is a sci-fi cinematic I did with my team: https://www.youtube.com/watch?v=dgyznqzvDYc
Thanks, making the materials took a long time.
@lyric perch we have #work-in-progress too
I don't think there's anything for finished work though
it's not 1 specific material, it's accomplished with compositing.
oh this is sick bro
Thanks, I appreciate it.
Yeah, that's some nice work here
Thanks much. Anyone here into VR?
Let me grab another pic of the ship with it's actual texture
oh that is sick
here's an "enemy" ship: http://www.exisinteractive.com/blog/wp-content/uploads/2016/02/Savager_lp.jpg
I think Robert did both of those.
wow you made these? these would sell really good in the marketplace
they are for a game...
oh no, I work on the team that made these. They belong to our client.
I run the team, so I get to do art sometimes, but not as often as I'd like. Thankfully I was able to make the cinematic myself.
i wanted them haha
glad there's a VR channel. I might post about the VR controller I made.
nice
yea
so, like if I wanted to show you the VR thing I'd still post it in the VR channel?
same people just seperated as topics
dies
Soooo, I have 4 spritesheets that are all 2048x2048 and I need them all as one flipbook
Any way to do this without manually adding frames?
Right now if I select all of them, right click > create flipbook
it does 4 flipbooks
but I just want one ๐ฆ
and there doesn't seem to be an easy way of highlighting frames to copy/paste
nice cinematic @lyric perch
darkness look for a program called Texture Packer
it has a free mode, it'll do a better job of spritesheets
Thanks
18 hours sleep in 2 days!!! after 5 days no sleep. damn!
lol
i hate me sleep pattern :(\
Does anyone know where I can find the QAGame to look for coding examples?
anyone here have experience with continious integration and UE4 projects?
yeah, looking at jenkins primarily, i've gotten some references for GoCD as well though
GoCD looks like a solution to Jenkins no one asked for
I suppose... if you have multiple agents, GoCD would probably be the way to go
But if you have a 'master only' setup, imo Jenkins would be better
Is pretty easy to shove ue4 build scripts into a jenkins task
theres a blog post about it somewhere if you're not comfortable doing it all yourself
anyone know the best way to implement shields that can only block certain types of damage types? In my mind there are 2 different types of "shields". 1) Ones that actually block the projectiles/traces/etc. via collision. and 2) ones that don't actually exist in the world, but are just a response to damage. so when i take damage i check the type and if it's not something that can hurt me with this "shield" on then I diminish the damage to 0
the only thing is that I'm not sure how to do #1, the collision based shields for different damage types. Would I really have to create a new collision object type for every damage type?
there is a concept of DamageClass
in the TakeDamage code
create different DamageClasses for your different types
I assume you mean DamageType
and then in your TakeDamage() function on whatever actor has that shield, ignore damage (or reduce it) from different Classes
iirc, DamageType is a struct that holds the class but it's been over a year since I've touched that stuff
yeah that's obvious and will work fine for #2
that's what I was talking about with #2
but some shields need to actually block projectiles and things themselves
for example
like a bubble shield in halo
hmm
I'm not 100% sure how best to do that
like, if you have a shield that blocks projectiles but not lasers
different collision profiles would work just fine
I guess it depends how dynamic you want your shield
yeah it's probably going to get more complicated then that. Like a shield can only block fire projectiles. or something like that.
yeah
all of the collision response delegates don't allow for you to ignore the collision
as far as I can tell (but I've also never looked)
I've been digging into the undocumented GameplayAbilities framework today, and there are a couple of perfect use cases here for it, but I do not recommend using it because it's both undocumented and intended for larger games
Yeah I wrote my own ability system. I looked at that a while ago before I started, but decided that it would be better to write my own and understand it all.
I came upon the same decision and chose to go the other direction, but yeah
you could just tag and filter damage and stuff
as for #2, I don't have a solution, sorry
and I don't want to discourage you because I feel like there MUST be a solution in the engine somewhere
letting some projectiles through a shield is like a pretty common occourance in games
I assume you mean #1, the collision based shields. Yeah it seems like there would be a way without creating a ton of collision types
the only other thing I can think of is to make them generate overap events instead of making them blocking
yeah, and then eat the projectiles on overlap
that could work
though, if you enable substepping, you will trigger a number of overlaps during a frame
but most people don't use substepping so it's not that big of a deal
no I'm not using substepping
did they remove the console variable editor from the editor? I can't find it and it's making me crazy
it was on device profiles, I was looking at the wrong place
In regards to coding standards set by Unreal, this sentence makes it sound as if following this standard is not only recommended but mandatory for use, You can use namespaces to organize your classes, functions and variables where appropriate, as long as you follow the rules below.
Does UE4 have an equivalent to asset bundles in Unity? Someone asked my partner and neither of us really know.
Its same as content packs/addons. just different name
not the same thing
i hate unity
yes it is. assets for unit are content packs. they include models and scripts etc. I use to buy their asset bundles before
@maiden swift yeah, it has pack files
but i hate unity so now im here
you can create a "release" pack for your game
then bundle a "patch" or "dlc" pack
which is changes on top of the the release
iirc, they just autoload
but you can modify that in the engine class
Ah. I wasn't sure if pak files were the same.
the modding tutorial has some tips on how to do it
since mods are pretty much user created DLC packs
plugins are also functionally the same thing as well
if you have content in the plugin
Thanks @snow crown
I read the docs for Unity asset bundles and I was a unsure of the equivalent based on what I read.
yeah, no problem
i've been digging into the system trying to figure out how to do 'load on server join' mods
for Squad
I've also never worked on a game that required networking of any kind.
Ah nice.
I met someone from the Squad team while out for a walk a few months ago.
yeah, that was me ๐
Oh haha.
orchard park in hillsboro? ๐
Garret, right?
yeah
heh, yeah
I've just had 4.13.1 destroy every copy of a material I open, I think
it's ripping the node graph to pieces randomly
I am not a happy camper, this has a looming deadline and now it's completely broken
should be
I don't know if you can go back to 4.13 or not, but if you can, the handy thing about UE is you can just copy and paste and get a full text dump
i realize that is not ideal
might give you a clue why it's being mangled, though.
this is the first time it's happened
that's the first time I've seen anything like that.
all my other projects were ok
it seems totally random
like, usually, if there is a bad reference, there is still a proxy errored out node in its place
never seen that happen
I have a vague idea of what['s missing
some sin calculations
etc
like the nodes that are different between those two screenshots I removed manually anyway
you've started the apocalypse
bleh
it starts with nodes, it goes on to be trump
mechs are next
don't you fucking touch them.
best hide in the ceiling and start a diary
haha
@foggy valley If you really need to go back to 4.13 you can always just go on github, find an older commit, download and compile that.
I ended up recreating the material. No big deal in the end
Sometimes a blueprint fails to load on editor startup and I get a load error, but the class opens perfectly fine. Any idea what's up with that? It happens unreasonably often.
well this is handy http://www.kosmokleaner.de/ownsoft/UE4CVarBrowser.html
with ACTUAL DESCRIPTIONS.
would or wouldn't
Sorry, try that again./
Any idea why the actor wouldn't be generating hit results?
Collision type is Pawn.
what kind of collisions isn't it receiving?
like a physical simulaiton hit or a trace or etc.
or query
Character, from Channel
BUT
I just fixed it by changing the Trace Channel to Camera
was on visiblity
neat
Not 100% sure why, so I may have to do some reading on what that all means
You did!
Shaders, can somebody direct me how can i get the Instanced Static Mesh Index from shader code? And other translation informations / instance?
Or to update the scale / instance from a material
really liking this blog
Are there any free analytics services for desktop?
Everything I find is either for mobile or paid.
Hey all, haven't been on the channel since we switched from slack!
welcome back !
Has anyone had their virus scanner pick up a UE4 dll as a threat before?
Specifically, AVG has picked up the 4.10 version of UE4Editor-BlueprintGraph.dll as a threat
Apparently it has the virus Win32/Herz.B in it
hey does anyone know how does twitch integratyion work for unreal?
i googled but i kept getting Twitch about unreal engine instead of the twitch feature
@plush yew you should always add ue4 directiories to the whitelist
@burnt drum i assume twitch has some sort of API for that, though i haven't really done anything with twitch integration myself.
hey guys
anyone done gamepad input to umg?
basically I just want to do Press A to continue
there's a thread on this
wondering if I need to go through the pawn/controller for that or if it's possible to let the widget handle it
hanging on
Dear Community,
Epic Developer Nick Darnell recently released a project where he demoed how a gamepad could easily be used with UMG!
UE4 Forum Link
https://forums.unrealengine.com/showthread.php?86880-Example-Virtual-Analog-Cursor-in-UMG-Slate-(Destiny-Style)
This is a C++ project that can't be used by people without C++ being involved.
I've created a solution for all of you who are using BP-only projects!
if you get stuck, pull that to bits
presumably Nick Darnell uses Best Practices
๐ฆ
you probably need to use the controller anyway
I remember trying something like this and being upset that I couldn't get an event in a widget at the time. or I might have just been a nub
meh, will probably pass events through from the PC
requesting assistance in case some one knows, it's been a while unreal doesnt work
cant find out why
you need to put out better description than "doesn't work"
and nobody's going to follow that link
you gotta say what you're having a problem with and see if anyone is on who has experienced it
specific questions always work better
tbh answerhub is the right place for it
now you just have to win the do-i-get-an-answer lottery
and not just the generic userbot answers like "verify launcher, run as admin"
anyone familiar with IK setup? Im doing it for some arms and the elbows bend the wrong way, is this because i rigged poorly?
I dont know much about rigging, will rotating the bones in art software fix that?
or is it something else
ohhh wait I think I know
so thats what the joint location is for
@ashen brook when you press A to continue... are you pressing a widget or just a click anywhere thing? Either way, you can do it from both PC or UI depending on your Input mode. If it's UI Only, just capture the event in OnKeyDown (override function). If it's Game and UI, you can capture it with the PC.
the only thing to worry about is it if clicks a widget, I think the UI will take the input and handle it. In which case over-riding OnkeyDown would be better I think to avoid both actions firing (maybe)
hey guys, a user of mine is getting an error cooking content. some of my assets that he has deleted are throwing errors.
how can he clean up the references?
although it looks like they were also renamed somehow
he's deleted the entire Sample_Sharedassets directory
so the refs should be gone too
maybe he didn't delete the maps, hmm
Sometimes you just need to blow away those Saved/Intermediate and DDC folders to make sure things work
I've also had my package every once and a while seem to put old, bad assets in and doing a clean before build fixed it
@foggy valley I got that a lot too... i think the references will never go away
i do refresh my saved/intermediate at every major engine change
but i have references that are a year plus ago.
Haha good to know
can somebody help me a bit with custom shaders?
I would like to modify some of the engine shaders
awh FMaterialVertexParameters
finally got it working
took like 2-3 hours to figure this out :B
I can try
I only took a brief look at it though
I do a ton of programmatic material stuff thoguh
one of my asset maps is majorly fucked
I tried to move it to another folder and it goes on about "LandscapeMaterial890234289034Const" cannot be found
whatever that is
when I opened it after moving some materials were stripped, so I set them up again
it didn't help at all
this is on save
so it won't save and if it crashes or I quit, the level disappears
how on earth do I fix this
I really won't want to have to build the level again
it never finds the external packages
`Can't save D:/Dropbox/Work/Games/Projects/CelShaderClean/Saved/Autosaves/Game/CelShader/Maps/Sample_Auto1.umap: Graph is linked to private object(s) in an external package.
External Object(s):
LandscapeMaterialInstanceConstant_1393
Texture2D_1347
LandscapeMaterialInstanceConstant_1402
Texture2D_1356
LandscapeMaterialInstanceConstant_1413
...
Try to find the chain of references to that object (may take some time)?`
just for copy and paste's sake
time to google
any idea how to force the engine to not to generate new random numbers for each instance when removing an instance from the instanced static mesh component?
I fixed my problem above. if anyone else ever encounters this during a map move (which I forgot to mention) just move the map using explorer instead.
UE handles it REAL badly.
Also, use versioning. Loosing work in 2016 should not be an option.
me? I use it
doesn't mean the map isn't corrupted every single time I go to move it
Okay, wasn't sure if you were afraid of losing work, or just pissed about not beign able to move it
nah just the sorry state of moving or deleting anything in the editor
it's like it's broken as hell and had zero attention in 14 major releases
if it's that bad, don't let the user move maps in UE
Deleting or moving assets generally works quite well imho
Never tried moving maps, other assets look fine
ever deleted a folder?
@foggy valley you do fix up references after delete and move?
in past, unless you did that, they'll get all messed up pretty quickly
plus you get those ghost folders etc
and get redirectors all around
heh, no idea if that was even related to anything you talked ๐
I just woke up, that's my excuse
Redirectors are a necessary evil, in a team project you need to have a system like that avoid breaking everything
Fixing redirectors up is a good thing to do once in a while
But they do serve a purpose
yeah, but if you work alone, there's no benefit of keeping them around
Yeah sure
you just get messier directory structure
which is horrible situation for a person like me who likes to keep project files tidy and in order
(if the redirs for old directiories are still around)
Same here, just pointing out that it's hardly an issue with the engine
it used to be
I systematically fix them
so I dunno if the redir chain still breaks when you do more things
they used to be less reliable on earlier ue4 versions
just moving things in editor could break things
Okay
haven't had a single issue for 1.5 years or so though ๐
I know I move stuff around all the time and I've yet to meet any real trouble
Worse issue I have is how fixed redirectors sometime stay around as a stray 1kb file
I just wish there was some project setting to do automatic fix up after move or rename
it's really tedious IMO
for example
you import a mesh and want to change the name
nobody else has worked on that asset yet, since it's never been committed to repo
there's still redir for it
or
if you do that
and delete the mesh
redir get's left behind, you don't see anything in editor
but if you then try to import the deleted mesh again, it throws an error of file existing already
You will see it in source control though, it's very easy to pick it up at that point
yet you don't see anything
that's just tedious workflow imo, and I'd opt to force the fix up automatically if there were a choise
and I think most solo devs would too
which is probably still majority of the users
Well, it's quite far in my personal list of stuff i'd like to see change in Unreal, but fair point
Solo projects don't need redirectors
well, I can live with it
but it's been annoyance to me ever since I've used ue4
I've designed UI/UX in past and making users click buttons same way every time in specific order is always a bad thing
anyway, this has been a long time in trello already
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
epic is aware of it
what's actually bit funny
did you know that skysphere we all use in unreal is actually a redir
@cursive dirge always. in this case it's dying DURING the move.
someone originally made a typo there, the real asset is called SkyShere or something, well, one missing letter somewhere
I suspect it's just because it's a very, very old level
it's been like that ever since
@foggy valley it's not some windows path limitation issue?
like have long path to your project and 255 char limit runs out on new dir?
or whatever the limit was
I tend to put dev stuff just into C:\Dev\ProjectName to avoid that possibility, but with unreal I also use the documents\unreal projects for secondary stuff
yeah, just move the project dir somewhere else and test again
but also the name of the landscape material was long itself
I'm using a fairly deep path in dropbox :/
well, the limit is total path + filename
you could try renaming the asset itself to have shorter name
oh
Windows has had a new file handler for a decade though, I hope Epic is better than that
it was an auto-generated asset
one of the landscape materials
tbh even by epic's own rules that name should be shorter
@cloud cobalt oh?
I still see lots of apps breaking on that
I'd say epic are probably handling it OK though
the command line prompt sometimes has an 8+3 filename limit
heh, 8+3 was like in the 90's
Has been around since Vista, I think
the dos mode you boot into during recovery is 8+3
It's not.
really?
the editor is 32 bit
Win32 = native C/C++ API
they need to get over this obsession with the number 32
42 would be a lot better
They have been trying so hard to get rid of it, but no alternative has been an actual repalcement
So even very modern stuff like UE4, which uses edge-of-the-blade stuff like C++11, uses Win32
You just don't have an actual alternative for a game engine
I dunno
btw, from MSDN ; " Starting in Windows 10, version 1607, MAX_PATH limitations have been removed from common Win32 file and directory functions."
if you do super long path with unicode version, wouldn't that break the thing from all apps that still access it traditionally?
if that's the case, no wonder it's not been getting more traction
Why ?
Because other programs suck, you shouldn't fix yours ?
It's up to everyone to use the correct API
yeah, in some idealistic world maybe ๐
we still need everything to function
and there are lots of apps that simply don't get updated for things like that
There is nothing idealistic about it, if you want your program to support more than 260 chars you have to use the Unicode API
Whether other programs do it is irrelevant
well, I'd not go over that limit myself, even if it was possible
for above mentioned reasons
if you need to go back, it's not easy anymore
if you have all done on huge long directories
I mean, at that point why not stay with 3Gb of RAM and Windows XP ?
not the same thing
Some programs also don't support more
you can still run those 32bit apps on 64bit systems
Even today most programs are 32b
You can
And you can run non-Unicode apps as well
does anybody know hot to get set gameinputonly to work?
it seems bugged in UE, but are there workarounds?
Mornin
hey how do i change the default souorce control settings in UE4
always connect to a co-workers perforce
occassionally don't notice and break mouse
Does anyone have a general idea the performance difference between playing with play-in-editor and playing in a packaged game? I've heard you lose quite a few frames playing in editor compared to playing a packaged game, and I'm just trying to get an idea of how significant the performance difference is
Hello! Anyone knows what the next warning means when importing a skeletal mesh: "Mesh [Geometry have no name] in the fbx file is not reference by any hierarchy node" ?
alex that is true but i would view it more as a bonus than as something to work around in terms of the overall impact
you can see some of the interface stuff measured in the gpuvisauliser etc, it is called SLATE UI
i think?
Alright thanks Martin!
anyone know how to make compiles verbose? I see i need to add -verbose to the uat command line option, but don't seem to see where that's configured under osx.
Could anyoine help with an issue I'm having. So in university I work on UE4 on my C:\ drive but at home I work from my F:\ drive so whenever I open Visual Studio I get a bunch of errors
you can do it from inside the editor
just get the UE project loaded and regenerate the project files
it's under the file menu I think
you may have to re-create your VS solution filter structure though
but that's really only for display and navigation. won't stop you building.
best thing to do may be to commit your vs project then add the sln file and all of the intermediate folder to .gitignore
God I've been tearing my hair out trying to figure it out
then re-gen on every platform, losing no previous one
you using git?
all good bro
No not using a repo yet, I'm setting up SVN tomorrow
if you're not using git, that is THE way to work in different locations
aww man use git ๐
not sure if svn can ignore a file or not
I can't - uni ๐ฆ
what
You can ignore files
Haha
get the code in the repo but ignore things you don't want, especially the SLN file, and just have a local copy everywhere
How come the sln file?
Ah
everything in intermediate basically
if you still have problems ignore the sln file too
Yeah that's what I tried to edit before to change my vcxproj file from C:\ to F:\
but
haha I tried that
my vcxproj file was gross
it actually worked but it was iffy
I dont know what happened to it
they're just massive tbh
worst paths ever
I fixed some nightmare relative paths up
Yeah but my directories were just ugh
Like I dont know how that even happened
.. .. .. .. .. .. ..\ should've been either C:\ or F:\ lol
yeah that's how mine looked. I was going from 4.11 to 4.12, so I made it an absolute path to the new engine in the right place
mass search and replace
I didn't know about regening the project then, I thought it'd cause me too much work. I was a fool
haha
I'm glad I know about the refresh vs proj though from UE
that's pretty nifty
Anyway, back to work for me! Thanks again for your help ๐
no worries, have fun ๐
Will do!
I'm not really sure where to ask for help, but this shouldn't take long.. anyone know why this happens to my mannequin? http://puu.sh/rxdf0/d42d0bfb5e.jpg
@worn merlin cause take as reference the location of the engine exe
@velvet oyster that looks like a GPU problem
try restarting, then try checking how hot its getting. new video drivers, etc.
verify your engine install also
is there a reason why I can't bind an action to a blueprintimplementableevent?
can't get it to fire
ok binding is working but for some reason my event isn't firing in BP
hmms. Have a simple BlueprintImplementableEvent on a C++ playercontroller class. It's called on input (that's working fine)
but the event is never fired in the blueprint child of the playercontroller
Anyone had the problem that the Editor almost freezes when having Realtime and Grid on?
Its like, as long as I see the grid with Realtime it forcebly set my update rate to 2 sec. And the FPS(shown by the in editor) drops by 20%. from about 100 to 80. But it is still a 1-2 sec delay on each action.
Ok, seriously
There's absolutely no documentation on generating chunks when packaging
Nobody answers answerhub either apparently
Why cant I modify Sun Height? I want to set it on -1 to do a night scene
its always the same number
Solved
On Directional Light Actor i had to put none
@foggy valley it wasn't happening before, and I'm not really sure I changed anything; my temps are fine and drivers are updated, also it was a clean engine install
im doing fake pictures for marketing purposes
you know, billboard style stuff
im using sequencer to do that
that way i can time the FX to be at the exact moment i can, and same with animations
i find it funny to use a animation tool for static screenshots
I used after effects for color correction and post processing of screenshots....whatever works
@karmic thistle that's wrong solution though
if you disconnect sun and directional light, they will not match anymore
you should just rotate the directional light instead and hit that "Refresh Material" from sky sphere
if you're going for a moonlit night then it's the right thing to do
as in faux lighting
I am not that impressed with how the skysphere and atmosphere handle night time
I like the results, you can see them in progress channel @cursive dirge
ah, so it's a night scene
whats the thing I saw, aren't they implementing basically a model poser in 4.14?
IK bone manipulator
or is that already a thing.
Oh nice yeah
its free?!
i'll play with it.
Published on Sep 21, 2016 Allright Rig Free Full Version Released
main menu for the platformer game i'm making. not a serious game really, just for learning mainly ๐
Use #work-in-progress ๐
@cloud cobalt thx I will ๐
has anyone done a decently complex shield system?
is there a way to enable EQS on the project side rather than getting everyone on the team to enable it in editor preferences?
Ehi guys, one little question...
How can i clean references from an asset? every time i open my project i got a bunch of errors from assets that are searching for a not anymore existing material, even if it is already saved with other materials...
Thanks a lot ๐
@north sphinx Might be possible using the reference viewer?
Hmm, don't know then... sorry ๐ฆ
I fixed it re importing the mesh and replacing materials... but that's weird
Yeah I get odd stuff with references. Sometimes they seem to fix themselves. And other times they are a headache. I normally try to break all the connections before I delete something now lol.
Can DerivedDataCache be moved out of C: ? I put my UE4 engine installs in a different drive because my C: is only 95GB but I'm now down to 100MB free due to the 35GB of cache in that directory :/
Is there anyway to override inherited colliders to different types? http://i.imgur.com/6K3dN55.png
Overview of the Derived Data Cache and the storage of assets in formats used by UE4 and its target platforms.
*Using a Local DDC section
Thanks! Didn't realize we could set that up to be shared. Even better ๐
Very cool, didn't know that either, looking through the doc it doesn't really specify what type of share needs to be setup
@ruby aspen looks nice
Guys for a Player char, do u recon its better sto store the Stats of the char like hp, mana, energy, attack, def etc in Variables in the bp or use a struct?
Well, depends on you
There are some issues with BP Structs
You could also use datatables
which use structs
You could just have a lot of variables and organize them by categories
OR, you can do what I usually do, and make components
There are just so many ways, and it very dependent on your game
and how you want to manage everything
Im trying to avoid any issues in the future
But no, no time to educate ๐ Busy, but do your own research, Google stuff on the forums/docs/answerhub, won't be too hard to find
alright
i keep it in the BP, ive been using datatable for storing static data like list of weapons, their meshes, their damage, values, particle effects, attach socket, etc so its easy to manage from a CSV file.
I need to learn to datatable
Right now this is my animation state machine
The custom data struc stores the animation flipbook & any delay needed
But as u can see its rather messy
There must be a cleaner way to do this
Maybe creating an array?
i have no clue
figured it out! ๐
Guys is it hard to write to data structures?
Im guessing so?
I hear datatables are the way to go i guess?
not at all
Im struggling to think of a good effective way
to Store the Health, MaxHealth, armour, dmg, exp etc
for a char
i just use variables for dynamic stuff, but maybe someone else can chime in
hmm true
is there anything like a branch that can take in multi conditions and output depending on priority
If that makes sense
mean like AND/OR logic?
like atm
I have 4 branches that have priority order to check for condations but its abit messy
sequence?
oh?
Needs to be conditional
Is there anything like a branch but with more than 1 condition
See what i mean, it does 1 then another then another then another
the more i add the messier it gets
maybe a switch
I dont think this is a proper way to do it
If the IsMeleeLocal is true, falling and moving will never be addressed
yeah why not use a sequence
plus how far are you into what you want to do? if it works then great leave it alone, optimization/refactor can happen later
I used enums to finally decide which animation to play
Thats the point amsanity, if melee is true, needs to override other animation u dont want to be pressing the swing button in the air and having the jump animation overide it
I use enum system too,
or have one set animation state that reads in from a variable that is set from the tree of branches
Only "override" is the shooting while jumping
Intresting way to do it
ya like i said earlier, you can use switch
I almost forgot about this ๐
@pallid compass "Is there anything like a branch but with more than 1 condition"
Yes
you can use AND, OR and = nodes connected to the branch
They are boolean operations
what are you guys using for source control/versioning?
git
any reason in particular you chose git? Thats what im setting up but only because I know it a bit already
P4
like you I know it already. had bad experiences with perforce. svn is junk.
@gloomy pollen how many people on the team?
only 2 right now
btw what is source control / versioning? Iv just started studying UE4 in uni
bp or c++?
both
we use git. git obviously doesn't parse binary files tho. so you can easily step on toes with assets/bps/etc
because it can't merge them
will it lock it when editing
no
git does not lock anything
that is svn
so with git you just need to communicate with your team
i guess thats more concern with many people
yeah locking is gross
Whats control / versioning btw? if someone could explain
it's where you write code and upload it to a server
each time you upload you attach a note about what you edited
the server can send you any previous version
also, if someone else edits the same code, it can merge the changes
Ah right, for when you have teams or issues when you update you can figure out what?
Ahh cool, okay thank you
p4
gonna check it out, thanks
yeah git won't do anything for blueprint merging
blueprint merging sounds scary to me anyways lol
never got around on setting p4 up, thus we still use gitlab
If you end up having files that break github's max file size limit you can always use https://www.visualstudio.com/team-services/
It's compatible with all the existing git tools, and has no limits on file sizes/repo sizes/repo number.
And free as long as the number of coders on your team is 5 or less
i would recommend against using git for anything dealing with large binary files
i think perforce still has its 20/20 free license
ah it's 5 users now
just use LFS
for code/content projects git is easily the best choice
not sure if perforce handles blueprint merging or if all it does is lock the file
gitlab is easy to deploy on digitalocean.com as well
cheap to run
Has anyone applied for the Angel program with Unreal?
@sswires#0737 you'd need hosting for perforce though
why, discord, why?
@fossil socket ^
oh, now it works
does anyone know how to see, in PIE, if actors are being culled ?
@feral dirge isn't there some Editor checkbox or console cmd ?
Fuck knows I'm tired
Vanduul Bomber property of CIG , part of Star Citizen and Squadron 42.Custom materials, emissives. Couldnโt get the texture working properly so i had a bit of fun and put some flashy emissives.In mood for flashy colors? https://www.youtube.com/watch?v=L93-7vRfxNs You better be!
Amazing
how does one rotate an object but the object doesnt move? I want to rotate objects 180 degrees without having to move them again just to bring them back to the original position
are the object centers offset?
yeah
that is a nice bomber
um, if the centers are off-center then you can't do anything about it
make better geometry in the future ๐
aww
i feel like there should be a hotkey to change that, rotate an object but keep its center... centered
Why does my event tick fire in the editor in my player controller without running any game? Is that normal?
I got that on skeletal meshes too (by doing custom class that inherited skeletalmeshcomponent)
is there a general consensus on storing item definitions in actors vs datatables or structs?
hi, anybody has the UE4 codes of the well famous game that called "LUDO" or "Parcheesi". I have finish the construction script beside to other thing in the graph script but I thing I need some help on it
Any other board game like ladders and sneaks will be helpful too.
I found this and I really benefit of it
@foggy valley LFS is also garbage
in what way?
@cursive dirge sure, but hosting it is easy
the fact it's still git and artists don't understand git
plus it's just text pointers for files
why would artists be coding
you use git for code projects
You need vc for everything
when you run your project and start editing it you switch to perforce
so why did you even mention lfs lmao
neither solution is as good as both of them combined in the right way
because you still have content in your code project
anyway, LFS is fine
artists CAN use git if you decide to use it all the way
nobody can use git without learning how to use it
and anyone can learn to use it
well we tried that, artists cannot get their heads around branching and merging
it's a strawman to say that no artists can learn.
and unfair to artists.
you don't let the artists branch and merge
you nominate someone who can to do that
that happens even in SVN
someone manages the repo
except when you are behind the remote you have to merge if you have pending changes
you get a gatekeeper
we had the same problems with plastic scm which was meant to be more game friendly than git
again, artists aren't going to be modifying code, so they accept their version of their assets and the remote for everything else. and there's plenty of visual tools for git.
anyway, I need to go to sleep
2am
The hit reactions are working perfectly! https://i.gyazo.com/d8928d73c41ed73c3b558f11a8099045.gif
@glass yarrow not sure if you're still looking for a way to rotate around a center, but you can drag a scene component into your editor and parent the model to it, rotate the scene component and then unparent. same in the bp editor
Anyone know how to stop the Epic Games Launcher from opening itself in front of UE4? It is really annoying.
@frozen magnet Ship it!
ive tried using physical animations for hit reactions
it "kinda" works
but its super hard to get right
best would be generic "hit" animations, and enable physics on them to make them more varied
like have a few hit animations, and play one of them with physical animation
here you can see my test
that one has no extra animation at all
the head hits look great, for other parts im not sure
that looks alright
I'd consider using the new bone motors on it
so you can give the target location a shove and solve it with IK
@frank escarp that looks awesome!
only works well on slowmo ๐ฆ
its too fast on normal gameplay
and just adding more drag or stuff doesnt work well
just make baywatch: the game :p
ive stopped experimenting with that, but the next version will be what ive explained about using actual animations
but still keep them in physical animation so they react to bullets better than just the 100% pre canned animation
ill return with results once i have something, i want to put that in my VR game
wich uses the same skeletons
sounds good
I'm totally baffled. I have a few static meshes that can't be painted with the foliage tool
they are on the same layer, they are visually similar to other meshes
they have their own custom collision
but that can't be it can it?
tested w and w/o collisions
its as if unreal can't see the mesh
can't place static meshes on it with the auto snap that normally works
so odd
narrowed it down to something on import. I can import objects that work, reimport them and they don't
well importing them from scratch not from right click re-import
4.13 seems to be broken
tested Bug. 4.12 painting works, 4.13 broken
reported
speaking of bugs, does anyone use the custom depth scenetexture?
I can't get it to work in 4.13
was previously working
I did on a previous project but not now
What part of UE4 automatically spawns the gamemode selected pawn/character? I've made custom everything but I can't find how to switch it off so I can use my homemade spawn point
if you don't have a player start or a pawn with auto-possess it creates the default one
you want to turn on auto-input for that player as well
I just have a completely empty, do nothing pawn as the default....and spawn in the game one when I'm ready
Hello there
unreal editor takes ~20% while its open(edited)
how I`m keep it open but tell it also to "rest"
Anyone on? i have question about flow control
hi halcyon
Hello
Say i have input and when its held i want it to melee attack and take 10 energy away
Iv got it working fine however
U have to keep tapping the Input button non stop
U cant just hold it down
Could you set a boolean when pressed and unset it on release. Then do a check if the boolean is set. If set take energy away
ah ok
While X is held do melee attack process until release
To make code loop you can go with Func A -> Func B -> Func C -> Func B.Both BPs and C++ allows this.
I only work in blueprints
I just want to make it so while melee button is held keep Melee attacking
However you should add delay after Attack,otherwise it will run this logic at max fps. Like 60 attacks per second.
Also IIRC there was flow gateish thing in BP.
Gate or Multigate.
Yeah iv got one in because it fucks up the animatio n haha
How does this look?
I still need to tidy it up
I removed the can melee no point in it
You should wire "Set IsMelee False" to complete loop.
Prefably Left Mouse check branch.
Sorted it forgot to say thank you dude!
๐
Anyone active here in this channel?
Having some issues regarding a spline setup
shoot
(will copypaste from #blueprint ๐ )
I am having an issue which corrupts my whole BP and I am sick of having to get the backup an re-referencing the whole BP and it's communications with other BPs.
Removing Splinepoint 0 during runtime chrashes the damn editor and corrupts the BP forever
Well my idea is now to create about 20 clones of the original Porject, and in each clone try to fix it, so if a clone breaks I'll just remove it and test on another
wait
hang on
you remove the point at runtime - during PIE? - and it corrupts the project?
Because otherwise I need to spend 30-40 minutes of re-referencing everything in the project each time it gets corrupter
@ashen brook both in PIE and in Standalone
No in this particular project no, and now I am too lazy to set it up (even though it would only take 10-15 minutes)
slaps Pand
never not use version control
because
30-40 minutes of re-referencing EVERY TIME vs. setting up source control once for 10-15 minutes?
how is that even something you have to think about ๐
๐ I know what you mean, but my third option is already done and took only 5 minutes xD
then the first and foremost rule holds true still: never not use version control ๐
anyway, sounds like you solved it?
no the actual issue still persists, but now I don't have to hassle with a bunch of re-referencing if my trials end up in breaking the bps
hmhm
Yeal well removing doesn't crash anymore but causes some strange issues xD
Is it possible to make BSP blocks update live? So when you scale or move a BSP Box Brush it'll do it as though it's just a static mesh. At the minute I have to guess
@worn merlin Please stop using BSPs from today, not sayign BSPs are bad in every situation but they require much more performance cost