#ue4-general

1 messages ยท Page 40 of 1

cursive dirge
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well

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you see the little cogwheel icon on your viewport top right?

native tangle
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im guessing this is how you do constraints?

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yea

cursive dirge
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click that

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go to visibility

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there should be option for "show workplane"

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one thing I do myself is that I also change the background color to be solid

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instead of that default gradient

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I think mines is bit darker too, more pleasing to eyes

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those settings you set there are dependent on mode you are working

native tangle
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yea i set mine darker too haha nivce

cursive dirge
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if you want to do global settings, you need to adjust them from System/Preferences

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but I mainly use Model and UV

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and Game Tools now

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as it has Vertex Toolkit and engine specific exports

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(there areUE4 presets)

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oh right, I do use topology too, but I'm not super good at it yet

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(that's for manual retopo mainly)

random quartz
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you know what would be awesome

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if I could use .fon files as fonts in ue4

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then I could use the VGA system font for header text in my UIs

cursive dirge
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what are those even?

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never heard of .fon

random quartz
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they are DOS font files

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bitmap fonts

cursive dirge
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ah

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oh right, I thought bitmap fonts had different extension

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I remember those

random quartz
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the windows command prompt uses a .fon file for text

cursive dirge
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but haven't seen them used in like 10 years

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it does?

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I thought it used ttf nowadays

random quartz
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well it did up until windows 8.1

native tangle
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i thought they was .font

cursive dirge
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nah, it defaults to "Consolas" TTF

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there's raster fonts option though

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on it's properties

random quartz
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in win10 you can switch back to "Raster Fonts" in the command prompt settings

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to get back .fon usage

cursive dirge
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yeah

native tangle
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yea but in windows 3.1 it was .font files i believe

cursive dirge
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sure

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win 3.11 happened like 20 years ago though..

native tangle
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lol i pulled out the windows 3.1 hahaha

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yea it was my first pc with windows. before that was DOS

cursive dirge
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my first windows was windows 2.0

native tangle
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i perffered DOS thou

cursive dirge
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I only played reversi on it, or was it named othello

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can't remember which one

random quartz
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my first PC had Windows XP.

native tangle
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haha

random quartz
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I had it in '08.

native tangle
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im so old.

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omg

random quartz
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I'm 14.

cursive dirge
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I used win98 almost until Vista came out :p

native tangle
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35 and feel old as dirt

cursive dirge
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I almost skipped XP

native tangle
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i liked win 95 it was more stable than win 98

cursive dirge
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yeah, 98 was really bugged

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but it was still fast

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and if I remember right, it multitasked bit better than 95

native tangle
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i did skip xp ans win 7. win 8 sucked /cry

cursive dirge
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win 8 is good once you disable all modern ui stuff and install classic shell menu

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only part that is annoying is that windows settings still used the new thing

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well some of them anyway

native tangle
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yea win 95 you could set your background to a webpage and make it animated etc. win 98 killed that sadly

cursive dirge
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there were security issues with it

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it had to go

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win vista also had desktop widgets

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that essentially did the same thing but for limited space

native tangle
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i loved it thou. i had it set to an animated movie that played in a loop

cursive dirge
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I wrote myself a widget that showed me the time table for bus stop right next to my home

random quartz
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I wish DreamScene still existed

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I loved that

cursive dirge
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it highlighted the bus under 5 mins right red

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so I would know to not try even to catch it

native tangle
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yea dreamscene became another app. i think they still have that

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i forget the new name thou

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I still have cube desktop. they removed that long ago when microtards baught them.

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microsoft closed alot of cool apps sadly ๐Ÿ˜ฆ

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i think it is called deskscapes now

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i don't remember

stark lynx
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hi

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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

feral echo
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what the hell should I change in editor so my mouse cursor would be captured always, not just when Im holding buttons

native tangle
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meep try asking in the blueprints channel im sure you will get a quicker responce

cursive dirge
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@stark lynx you need something to reflect it with

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like skysphere

native tangle
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@stark lynx try adding a skysphere^

cursive dirge
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or.. you can use cubemap for skylight source

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instead of capture

native tangle
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lol im slow thankyou olento โค

cursive dirge
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cube approach works great indoors

stark lynx
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i'm just trying to add a bit of ambient light

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indoors

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in a dungeon

cursive dirge
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yeah, you can put cubemap there

stark lynx
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so that the shadows are not completly black

native tangle
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then use a cubemap โค

cursive dirge
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you can also capture cube with reflection cube I think

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or was it some other capture tool

stark lynx
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can the cubemap be just a white texture?

cursive dirge
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I guess

lyric perch
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Hi

native tangle
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hello

stark lynx
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thanks

lyric perch
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My first time using discord and in this channel, nice to meet you all.

native tangle
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welcome to the chat. there are channels for just about everything but porn. there are no porn WHY?

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j/k

lyric perch
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๐Ÿ˜ƒ

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posting links to artwork and so on is okay?

native tangle
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yes. as long as it is not porn

cursive dirge
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no NSFW content

lyric perch
native tangle
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oo i likes this!

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thats shader wtf how?

lyric perch
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Thanks, making the materials took a long time.

cursive dirge
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@lyric perch we have #work-in-progress too

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I don't think there's anything for finished work though

lyric perch
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it's not 1 specific material, it's accomplished with compositing.

native tangle
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oh this is sick bro

lyric perch
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Thanks, I appreciate it.

cloud cobalt
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Yeah, that's some nice work here

lyric perch
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Thanks much. Anyone here into VR?

native tangle
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the ships look sweet.

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there is a vr channel

lyric perch
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Let me grab another pic of the ship with it's actual texture

native tangle
native tangle
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oh that is sick

lyric perch
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I think Robert did both of those.

native tangle
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wow you made these? these would sell really good in the marketplace

cursive dirge
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they are for a game...

lyric perch
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oh no, I work on the team that made these. They belong to our client.

native tangle
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oh

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:/

lyric perch
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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.

native tangle
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i wanted them haha

lyric perch
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glad there's a VR channel. I might post about the VR controller I made.

native tangle
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nice

lyric perch
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so is it like the same people in all the channels?

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I'm new to discord :\

native tangle
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yea

lyric perch
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so, like if I wanted to show you the VR thing I'd still post it in the VR channel?

native tangle
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same people just seperated as topics

native tangle
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dies

earnest burrow
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Soooo, I have 4 spritesheets that are all 2048x2048 and I need them all as one flipbook

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Any way to do this without manually adding frames?

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Right now if I select all of them, right click > create flipbook

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it does 4 flipbooks

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but I just want one ๐Ÿ˜ฆ

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and there doesn't seem to be an easy way of highlighting frames to copy/paste

foggy valley
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nice cinematic @lyric perch

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darkness look for a program called Texture Packer

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it has a free mode, it'll do a better job of spritesheets

earnest burrow
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Thanks

native tangle
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18 hours sleep in 2 days!!! after 5 days no sleep. damn!

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lol

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i hate me sleep pattern :(\

daring trellis
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Does anyone know where I can find the QAGame to look for coding examples?

pure jacinth
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anyone here have experience with continious integration and UE4 projects?

earnest burrow
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you looking to use jenkins?

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@pure jacinth

pure jacinth
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yeah, looking at jenkins primarily, i've gotten some references for GoCD as well though

polar hawk
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GoCD looks like a solution to Jenkins no one asked for

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I suppose... if you have multiple agents, GoCD would probably be the way to go

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But if you have a 'master only' setup, imo Jenkins would be better

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Is pretty easy to shove ue4 build scripts into a jenkins task

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theres a blog post about it somewhere if you're not comfortable doing it all yourself

upper heart
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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

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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?

snow crown
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there is a concept of DamageClass

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in the TakeDamage code

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create different DamageClasses for your different types

upper heart
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I assume you mean DamageType

snow crown
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and then in your TakeDamage() function on whatever actor has that shield, ignore damage (or reduce it) from different Classes

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iirc, DamageType is a struct that holds the class but it's been over a year since I've touched that stuff

upper heart
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yeah that's obvious and will work fine for #2

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that's what I was talking about with #2

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but some shields need to actually block projectiles and things themselves

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for example

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like a bubble shield in halo

snow crown
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hmm

upper heart
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ahh I guess they could TakeDamage too

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since that's on Actor

snow crown
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I'm not 100% sure how best to do that

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like, if you have a shield that blocks projectiles but not lasers

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different collision profiles would work just fine

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I guess it depends how dynamic you want your shield

upper heart
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yeah it's probably going to get more complicated then that. Like a shield can only block fire projectiles. or something like that.

snow crown
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yeah

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all of the collision response delegates don't allow for you to ignore the collision

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as far as I can tell (but I've also never looked)

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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

upper heart
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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.

snow crown
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I came upon the same decision and chose to go the other direction, but yeah

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you could just tag and filter damage and stuff

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as for #2, I don't have a solution, sorry

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and I don't want to discourage you because I feel like there MUST be a solution in the engine somewhere

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letting some projectiles through a shield is like a pretty common occourance in games

upper heart
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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

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the only other thing I can think of is to make them generate overap events instead of making them blocking

snow crown
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yeah, and then eat the projectiles on overlap

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that could work

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though, if you enable substepping, you will trigger a number of overlaps during a frame

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but most people don't use substepping so it's not that big of a deal

upper heart
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no I'm not using substepping

plush yew
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did they remove the console variable editor from the editor? I can't find it and it's making me crazy

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it was on device profiles, I was looking at the wrong place

keen pine
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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.

maiden swift
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Does UE4 have an equivalent to asset bundles in Unity? Someone asked my partner and neither of us really know.

native tangle
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Its same as content packs/addons. just different name

cursive dirge
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not the same thing

native tangle
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i hate unity

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yes it is. assets for unit are content packs. they include models and scripts etc. I use to buy their asset bundles before

snow crown
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@maiden swift yeah, it has pack files

native tangle
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but i hate unity so now im here

snow crown
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you can create a "release" pack for your game

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then bundle a "patch" or "dlc" pack

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which is changes on top of the the release

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iirc, they just autoload

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but you can modify that in the engine class

maiden swift
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Ah. I wasn't sure if pak files were the same.

snow crown
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the modding tutorial has some tips on how to do it

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since mods are pretty much user created DLC packs

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plugins are also functionally the same thing as well

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if you have content in the plugin

maiden swift
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Thanks @snow crown

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I read the docs for Unity asset bundles and I was a unsure of the equivalent based on what I read.

snow crown
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yeah, no problem

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i've been digging into the system trying to figure out how to do 'load on server join' mods

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for Squad

maiden swift
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I've also never worked on a game that required networking of any kind.

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Ah nice.

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I met someone from the Squad team while out for a walk a few months ago.

snow crown
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yeah, that was me ๐Ÿ˜›

maiden swift
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Oh haha.

snow crown
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orchard park in hillsboro? ๐Ÿ˜›

maiden swift
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Garret, right?

snow crown
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yeah

maiden swift
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๐Ÿ˜„

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Wasn't sure with the username haha!

snow crown
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heh, yeah

foggy valley
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I've just had 4.13.1 destroy every copy of a material I open, I think

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it's ripping the node graph to pieces randomly

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I am not a happy camper, this has a looming deadline and now it's completely broken

urban salmon
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wat how

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did any paths change or anything?

foggy valley
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there's no way to go back to 4.13.0 is there?

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nah

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I even restored a backup

urban salmon
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should be

foggy valley
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preview looks fine

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open it

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destroyed

urban salmon
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can you elaborate on how it's destroyed?

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just in case anything rings a bell

foggy valley
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the big empty space in the middle there should be full of nodes

urban salmon
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wow.

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that's.... something

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but!

foggy valley
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there's a slightly earlier version, also ripped to bits

urban salmon
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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

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i realize that is not ideal

foggy valley
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oh yeah good point

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not that material XML is easy to read

urban salmon
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might give you a clue why it's being mangled, though.

foggy valley
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this is the first time it's happened

urban salmon
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that's the first time I've seen anything like that.

foggy valley
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all my other projects were ok

urban salmon
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it seems totally random

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like, usually, if there is a bad reference, there is still a proxy errored out node in its place

foggy valley
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never seen that happen

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I have a vague idea of what['s missing

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some sin calculations

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etc

urban salmon
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built-in engine nodes?

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what on earth did you do

foggy valley
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like the nodes that are different between those two screenshots I removed manually anyway

urban salmon
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you've started the apocalypse

foggy valley
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bleh

urban salmon
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it starts with nodes, it goes on to be trump

foggy valley
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mechs are next

urban salmon
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don't you fucking touch them.

foggy valley
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best hide in the ceiling and start a diary

urban salmon
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basement and it's a JOURNAL

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and the thing on my head is a tiara.

foggy valley
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haha

grim sinew
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@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.

foggy valley
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I ended up recreating the material. No big deal in the end

toxic nebula
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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.

urban salmon
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with ACTUAL DESCRIPTIONS.

brave horizon
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Hmm

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Is a Character considered an actor when it comes to Hits?

urban salmon
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yea

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a character is just a specific type of actor.

brave horizon
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Any idea why it wouldn

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it would be ignoring hits?

urban salmon
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would or wouldn't

brave horizon
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Sorry, try that again./

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Any idea why the actor wouldn't be generating hit results?

urban salmon
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could be a lot of different reasons

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object channel/trace channel

brave horizon
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Collision type is Pawn.

urban salmon
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what kind of collisions isn't it receiving?

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like a physical simulaiton hit or a trace or etc.

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or query

brave horizon
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Character, from Channel

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BUT

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I just fixed it by changing the Trace Channel to Camera

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was on visiblity

urban salmon
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neat

brave horizon
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Not 100% sure why, so I may have to do some reading on what that all means

urban salmon
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i'm glad i solved it for you

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๐Ÿ˜ƒ

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โค

brave horizon
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You did!

plush yew
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Shaders, can somebody direct me how can i get the Instanced Static Mesh Index from shader code? And other translation informations / instance?

plush yew
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Or to update the scale / instance from a material

faint horizon
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really liking this blog

hybrid scroll
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Are there any free analytics services for desktop?

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Everything I find is either for mobile or paid.

fickle dagger
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Hey all, haven't been on the channel since we switched from slack!

kindred viper
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welcome back !

plush yew
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Has anyone had their virus scanner pick up a UE4 dll as a threat before?

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Specifically, AVG has picked up the 4.10 version of UE4Editor-BlueprintGraph.dll as a threat

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Apparently it has the virus Win32/Herz.B in it

burnt drum
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hey does anyone know how does twitch integratyion work for unreal?

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i googled but i kept getting Twitch about unreal engine instead of the twitch feature

fiery harbor
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@plush yew you should always add ue4 directiories to the whitelist

plush yew
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@burnt drum i assume twitch has some sort of API for that, though i haven't really done anything with twitch integration myself.

ashen brook
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hey guys

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anyone done gamepad input to umg?

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basically I just want to do Press A to continue

foggy valley
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there's a thread on this

ashen brook
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wondering if I need to go through the pawn/controller for that or if it's possible to let the widget handle it

foggy valley
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it's more focused on UMG cursor control but it should cover what you need

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hang on

ashen brook
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hanging on

foggy valley
#
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if you get stuck, pull that to bits

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presumably Nick Darnell uses Best Practices

ashen brook
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thanks

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and phew

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thought for a second I would have to wade through rainbows

foggy valley
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๐Ÿฆ„

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you probably need to use the controller anyway

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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

ashen brook
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meh, will probably pass events through from the PC

foggy valley
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bumping, that is

jolly void
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requesting assistance in case some one knows, it's been a while unreal doesnt work

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cant find out why

cursive dirge
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you need to put out better description than "doesn't work"

foggy valley
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and nobody's going to follow that link

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you gotta say what you're having a problem with and see if anyone is on who has experienced it

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specific questions always work better

cursive dirge
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oh, I didn't even see the link

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no idea on media stuff

foggy valley
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tbh answerhub is the right place for it

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now you just have to win the do-i-get-an-answer lottery

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and not just the generic userbot answers like "verify launcher, run as admin"

zinc bison
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anyone familiar with IK setup? Im doing it for some arms and the elbows bend the wrong way, is this because i rigged poorly?

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I dont know much about rigging, will rotating the bones in art software fix that?

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or is it something else

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ohhh wait I think I know

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so thats what the joint location is for

foggy valley
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heh

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I was just thinking about the agony your model is going through

kindred viper
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@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.

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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)

ashen brook
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dialog system Marc

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so basically press any button to continue

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controller and kbam

foggy valley
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hey guys, a user of mine is getting an error cooking content. some of my assets that he has deleted are throwing errors.

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how can he clean up the references?

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although it looks like they were also renamed somehow

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he's deleted the entire Sample_Sharedassets directory

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so the refs should be gone too

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maybe he didn't delete the maps, hmm

knotty brook
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Sometimes you just need to blow away those Saved/Intermediate and DDC folders to make sure things work

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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
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Ok

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It happened even with a new project

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Makes me wonder if it's my asset somehow

burnt drum
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@foggy valley I got that a lot too... i think the references will never go away

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i do refresh my saved/intermediate at every major engine change

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but i have references that are a year plus ago.

foggy valley
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Haha good to know

plush yew
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can somebody help me a bit with custom shaders?

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I would like to modify some of the engine shaders

plush yew
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awh FMaterialVertexParameters

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finally got it working

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took like 2-3 hours to figure this out :B

foggy valley
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I can try

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I only took a brief look at it though

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I do a ton of programmatic material stuff thoguh

foggy valley
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one of my asset maps is majorly fucked

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I tried to move it to another folder and it goes on about "LandscapeMaterial890234289034Const" cannot be found

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whatever that is

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when I opened it after moving some materials were stripped, so I set them up again

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it didn't help at all

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this is on save

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so it won't save and if it crashes or I quit, the level disappears

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how on earth do I fix this

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I really won't want to have to build the level again

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it never finds the external packages

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`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)?`

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just for copy and paste's sake

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time to google

plush yew
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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?

foggy valley
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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.

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UE handles it REAL badly.

cloud cobalt
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Also, use versioning. Loosing work in 2016 should not be an option.

foggy valley
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me? I use it

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doesn't mean the map isn't corrupted every single time I go to move it

cloud cobalt
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Okay, wasn't sure if you were afraid of losing work, or just pissed about not beign able to move it

foggy valley
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nah just the sorry state of moving or deleting anything in the editor

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it's like it's broken as hell and had zero attention in 14 major releases

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if it's that bad, don't let the user move maps in UE

cloud cobalt
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Deleting or moving assets generally works quite well imho

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Never tried moving maps, other assets look fine

foggy valley
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ever deleted a folder?

cloud cobalt
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Yeah, all the time

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What's wrong with that ?

cursive dirge
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@foggy valley you do fix up references after delete and move?

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in past, unless you did that, they'll get all messed up pretty quickly

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plus you get those ghost folders etc

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and get redirectors all around

#

heh, no idea if that was even related to anything you talked ๐Ÿ˜„

#

I just woke up, that's my excuse

cloud cobalt
#

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

cursive dirge
#

yeah, but if you work alone, there's no benefit of keeping them around

cloud cobalt
#

Yeah sure

cursive dirge
#

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)

cloud cobalt
#

Same here, just pointing out that it's hardly an issue with the engine

cursive dirge
#

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

cloud cobalt
#

Okay

cursive dirge
#

haven't had a single issue for 1.5 years or so though ๐Ÿ˜„

cloud cobalt
#

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

cursive dirge
#

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

cloud cobalt
#

You will see it in source control though, it's very easy to pick it up at that point

cursive dirge
#

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

cloud cobalt
#

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

cursive dirge
#

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

#

epic is aware of it

#

what's actually bit funny

#

did you know that skysphere we all use in unreal is actually a redir

foggy valley
#

@cursive dirge always. in this case it's dying DURING the move.

cursive dirge
#

someone originally made a typo there, the real asset is called SkyShere or something, well, one missing letter somewhere

foggy valley
#

I suspect it's just because it's a very, very old level

cursive dirge
#

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

foggy valley
#

might be actually

#

the path was pretty long

cursive dirge
#

yeah, just move the project dir somewhere else and test again

foggy valley
#

but also the name of the landscape material was long itself

#

I'm using a fairly deep path in dropbox :/

cursive dirge
#

well, the limit is total path + filename

foggy valley
#

I am highly averse to changing that now

#

so many external references will break

cursive dirge
#

you could try renaming the asset itself to have shorter name

foggy valley
#

I think windows needs to overcome its 255 char limitation

#

just for me

cursive dirge
#

oh

cloud cobalt
#

Windows has had a new file handler for a decade though, I hope Epic is better than that

foggy valley
#

it was an auto-generated asset

#

one of the landscape materials

#

tbh even by epic's own rules that name should be shorter

cursive dirge
#

@cloud cobalt oh?

foggy valley
#

ah well

#

it's fixed now

cursive dirge
#

I still see lots of apps breaking on that

foggy valley
#

yeah I do too

#

I guess some of it is app dependent

cursive dirge
#

and I think even their command line prompt has that limit

#

so, I dunno

foggy valley
#

I'd say epic are probably handling it OK though

#

the command line prompt sometimes has an 8+3 filename limit

cloud cobalt
#

You just need to use the Unicode version of the file API

#

And you get 32k chars

cursive dirge
#

heh, 8+3 was like in the 90's

cloud cobalt
#

Has been around since Vista, I think

foggy valley
#

the dos mode you boot into during recovery is 8+3

cursive dirge
#

@cloud cobalt

#

the limit is the file system

cloud cobalt
#

It's not.

cursive dirge
#

really?

cloud cobalt
#

Really

#

It's just the decades old Win32 API

foggy valley
#

the editor is 32 bit

cloud cobalt
#

Like I said the "new" (new in 2007) API supports 32k

#

Win32 != 32b

foggy valley
#

would that matter?

#

ok

cloud cobalt
#

Win32 = native C/C++ API

foggy valley
#

they need to get over this obsession with the number 32

cloud cobalt
#

They did

#

20years ago

#

Only Win32 is older than that

cursive dirge
#

42 would be a lot better

foggy valley
#

haha

#

now it's 10

cloud cobalt
#

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

cursive dirge
#

I dunno

cloud cobalt
#

btw, from MSDN ; " Starting in Windows 10, version 1607, MAX_PATH limitations have been removed from common Win32 file and directory functions."

cursive dirge
#

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

cloud cobalt
#

Why ?

#

Because other programs suck, you shouldn't fix yours ?

#

It's up to everyone to use the correct API

cursive dirge
#

yeah, in some idealistic world maybe ๐Ÿ˜„

#

we still need everything to function

#

and there are lots of apps that simply don't get updated for things like that

cloud cobalt
#

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

cursive dirge
#

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

cloud cobalt
#

I mean, at that point why not stay with 3Gb of RAM and Windows XP ?

cursive dirge
#

not the same thing

cloud cobalt
#

Some programs also don't support more

cursive dirge
#

you can still run those 32bit apps on 64bit systems

cloud cobalt
#

Even today most programs are 32b

#

You can

#

And you can run non-Unicode apps as well

torpid charm
#

does anybody know hot to get set gameinputonly to work?

#

it seems bugged in UE, but are there workarounds?

timber relic
#

Mornin

agile echo
#

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

obsidian topaz
#

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

faint cliff
#

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" ?

agile echo
#

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?

obsidian topaz
#

Alright thanks Martin!

neon berry
#

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.

worn merlin
#

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

foggy valley
#

oh man I hate that

#

you need to rebuild your VS project

worn merlin
#

Seems in my project settings my Source Directories say C:\

#

How do I do that?

foggy valley
#

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.

worn merlin
#

Oh

#

shit

#

that fixed it

#

Thanks man!

foggy valley
#

best thing to do may be to commit your vs project then add the sln file and all of the intermediate folder to .gitignore

worn merlin
#

God I've been tearing my hair out trying to figure it out

foggy valley
#

then re-gen on every platform, losing no previous one

#

you using git?

#

all good bro

worn merlin
#

No not using a repo yet, I'm setting up SVN tomorrow

foggy valley
#

if you're not using git, that is THE way to work in different locations

#

aww man use git ๐Ÿ˜‰

#

not sure if svn can ignore a file or not

worn merlin
#

I can't - uni ๐Ÿ˜ฆ

foggy valley
#

what

worn merlin
#

You can ignore files

foggy valley
#

your uni should be burnt to the ground

#

ok, you should be good then

worn merlin
#

Haha

foggy valley
#

get the code in the repo but ignore things you don't want, especially the SLN file, and just have a local copy everywhere

worn merlin
#

How come the sln file?

foggy valley
#

maybe not the sln

#

sorry I mean vcxproj file

worn merlin
#

Ah

foggy valley
#

everything in intermediate basically

#

if you still have problems ignore the sln file too

worn merlin
#

Yeah that's what I tried to edit before to change my vcxproj file from C:\ to F:\

#

but

foggy valley
#

haha I tried that

worn merlin
#

my vcxproj file was gross

foggy valley
#

it actually worked but it was iffy

worn merlin
#

I dont know what happened to it

foggy valley
#

they're just massive tbh

#

worst paths ever

#

I fixed some nightmare relative paths up

worn merlin
#

Yeah but my directories were just ugh

#

Like I dont know how that even happened

#

.. .. .. .. .. .. ..\ should've been either C:\ or F:\ lol

foggy valley
#

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

worn merlin
#

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 ๐Ÿ˜ƒ

foggy valley
#

no worries, have fun ๐Ÿ˜„

worn merlin
#

Will do!

velvet oyster
teal tulip
#

@worn merlin cause take as reference the location of the engine exe

foggy valley
#

@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

kindred mountain
#

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

kindred mountain
#

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

green spear
#

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.

opal spindle
#

Ok, seriously

#

There's absolutely no documentation on generating chunks when packaging

#

Nobody answers answerhub either apparently

karmic thistle
#

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

velvet oyster
#

@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

frank escarp
#

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

cerulean sequoia
#

I used after effects for color correction and post processing of screenshots....whatever works

cursive dirge
#

@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

foggy valley
#

if you're going for a moonlit night then it's the right thing to do

#

as in faux lighting

cursive dirge
#

well, if there's no directional light

#

but in regular day light scenario

foggy valley
#

I am not that impressed with how the skysphere and atmosphere handle night time

karmic thistle
#

I like the results, you can see them in progress channel @cursive dirge

cursive dirge
#

ah, so it's a night scene

warm lotus
#

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.

tough berry
#

... all right rig?

#

Or something?

warm lotus
#

Oh nice yeah

#

its free?!

#

i'll play with it.

#

Published on Sep 21, 2016 Allright Rig Free Full Version Released

ruby aspen
#

main menu for the platformer game i'm making. not a serious game really, just for learning mainly ๐Ÿ˜„

cloud cobalt
#

Use #work-in-progress ๐Ÿ˜ƒ

ruby aspen
#

@cloud cobalt thx I will ๐Ÿ˜„

upper heart
#

has anyone done a decently complex shield system?

fossil socket
#

is there a way to enable EQS on the project side rather than getting everyone on the team to enable it in editor preferences?

north sphinx
#

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 ๐Ÿ˜„

eager blade
#

@north sphinx Might be possible using the reference viewer?

north sphinx
#

cannot delete them

#

@eager blade

#

already tried

eager blade
#

Hmm, don't know then... sorry ๐Ÿ˜ฆ

north sphinx
#

I fixed it re importing the mesh and replacing materials... but that's weird

upper heart
#

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.

alpine sorrel
#

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 :/

keen pine
spice moth
#

*Using a Local DDC section

alpine sorrel
#

Thanks! Didn't realize we could set that up to be shared. Even better ๐Ÿ˜ƒ

tender violet
#

Very cool, didn't know that either, looking through the doc it doesn't really specify what type of share needs to be setup

safe rose
#

@ruby aspen looks nice

pallid compass
#

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?

safe rose
#

Well, depends on you

#

There are some issues with BP Structs

#

You could also use datatables

#

which use structs

pallid compass
#

Could you educate me on them?

#

Oh?

safe rose
#

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

pallid compass
#

Im trying to avoid any issues in the future

safe rose
#

But no, no time to educate ๐Ÿ˜ƒ Busy, but do your own research, Google stuff on the forums/docs/answerhub, won't be too hard to find

pallid compass
#

alright

pallid compass
#

Anyone on? i have a question

#

About animation state machines

gloomy pollen
#

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.

pallid compass
#

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?

gloomy pollen
#

i have no clue

pallid compass
#

Guys is it hard to write to data structures?

#

Im guessing so?

#

I hear datatables are the way to go i guess?

gloomy pollen
#

not at all

pallid compass
#

Im struggling to think of a good effective way

#

to Store the Health, MaxHealth, armour, dmg, exp etc

#

for a char

gloomy pollen
#

i just use variables for dynamic stuff, but maybe someone else can chime in

pallid compass
#

hmm true

#

is there anything like a branch that can take in multi conditions and output depending on priority

#

If that makes sense

gloomy pollen
#

mean like AND/OR logic?

pallid compass
#

like atm

gloomy pollen
#

boolean

#

atm?

pallid compass
#

I have 4 branches that have priority order to check for condations but its abit messy

gloomy pollen
#

sequence?

pallid compass
#

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

gloomy pollen
#

maybe a switch

whole quarry
#

I dont think this is a proper way to do it

#

If the IsMeleeLocal is true, falling and moving will never be addressed

gloomy pollen
#

yeah why not use a sequence

whole quarry
#

Let me make a screenshot of my "flipbook animation bp" ๐Ÿ˜›

#

one sec

gloomy pollen
#

plus how far are you into what you want to do? if it works then great leave it alone, optimization/refactor can happen later

whole quarry
#

I used enums to finally decide which animation to play

pallid compass
#

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,

whole quarry
gloomy pollen
#

or have one set animation state that reads in from a variable that is set from the tree of branches

whole quarry
#

Only "override" is the shooting while jumping

pallid compass
#

Intresting way to do it

gloomy pollen
#

ya like i said earlier, you can use switch

whole quarry
feral dirge
#

@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

gloomy pollen
#

what are you guys using for source control/versioning?

foggy valley
#

git

gloomy pollen
#

any reason in particular you chose git? Thats what im setting up but only because I know it a bit already

feral dirge
#

P4

foggy valley
#

like you I know it already. had bad experiences with perforce. svn is junk.

upper heart
#

@gloomy pollen how many people on the team?

gloomy pollen
#

only 2 right now

pallid compass
#

btw what is source control / versioning? Iv just started studying UE4 in uni

upper heart
#

bp or c++?

gloomy pollen
#

both

upper heart
#

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

gloomy pollen
#

will it lock it when editing

upper heart
#

no

#

git does not lock anything

#

that is svn

#

so with git you just need to communicate with your team

gloomy pollen
#

i guess thats more concern with many people

foggy valley
#

locking is bad

#

amateur stuff

upper heart
#

yeah locking is gross

pallid compass
#

Whats control / versioning btw? if someone could explain

foggy valley
#

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

pallid compass
#

Ah right, for when you have teams or issues when you update you can figure out what?

foggy valley
#

you can do complicated things like merge separate branches

#

brb meeting

#

yeah

pallid compass
#

Ahh cool, okay thank you

gloomy pollen
#

do any of them allow BP merging?

#

oh you can merge in editor i guess

upper heart
#

p4

gloomy pollen
#

gonna check it out, thanks

foggy valley
#

yeah git won't do anything for blueprint merging

upper heart
#

blueprint merging sounds scary to me anyways lol

cerulean sequoia
#

never got around on setting p4 up, thus we still use gitlab

plush yew
#

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

fossil socket
#

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

foggy valley
#

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

#

cheap to run

slim quest
#

Has anyone applied for the Angel program with Unreal?

cursive dirge
#

@sswires#0737 you'd need hosting for perforce though

#

why, discord, why?

#

@fossil socket ^

#

oh, now it works

vale silo
#

does anyone know how to see, in PIE, if actors are being culled ?

vale silo
#

@feral dirge isn't there some Editor checkbox or console cmd ?

feral dirge
#

Fuck knows I'm tired

floral pagoda
#

Amazing

glass yarrow
#

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

foggy valley
#

are the object centers offset?

glass yarrow
#

yeah

foggy valley
#

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 ๐Ÿ˜„

glass yarrow
#

aww

#

i feel like there should be a hotkey to change that, rotate an object but keep its center... centered

celest sundial
#

Why does my event tick fire in the editor in my player controller without running any game? Is that normal?

cursive dirge
#

I got that on skeletal meshes too (by doing custom class that inherited skeletalmeshcomponent)

chilly geyser
#

is there a general consensus on storing item definitions in actors vs datatables or structs?

mild escarp
#

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

fossil socket
#

@foggy valley LFS is also garbage

foggy valley
#

in what way?

fossil socket
#

@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

foggy valley
#

why would artists be coding

fossil socket
#

what?

#

you use LFS for binary files

#

which artists produce

foggy valley
#

you use git for code projects

cursive dirge
#

You need vc for everything

fossil socket
#

yes so not unreal projects

#

because they contain binary assets

foggy valley
#

when you run your project and start editing it you switch to perforce

fossil socket
#

so why did you even mention lfs lmao

foggy valley
#

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

fossil socket
#

well we tried that, artists cannot get their heads around branching and merging

foggy valley
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it's a strawman to say that no artists can learn.

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and unfair to artists.

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you don't let the artists branch and merge

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you nominate someone who can to do that

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that happens even in SVN

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someone manages the repo

fossil socket
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except when you are behind the remote you have to merge if you have pending changes

foggy valley
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you get a gatekeeper

fossil socket
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we had the same problems with plastic scm which was meant to be more game friendly than git

foggy valley
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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.

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anyway, I need to go to sleep

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2am

frozen magnet
cerulean sequoia
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@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

kindred marlin
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Anyone know how to stop the Epic Games Launcher from opening itself in front of UE4? It is really annoying.

spice moth
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@frozen magnet Ship it!

frank escarp
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ive tried using physical animations for hit reactions

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it "kinda" works

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but its super hard to get right

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best would be generic "hit" animations, and enable physics on them to make them more varied

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like have a few hit animations, and play one of them with physical animation

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here you can see my test

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that one has no extra animation at all

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the head hits look great, for other parts im not sure

foggy valley
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that looks alright

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I'd consider using the new bone motors on it

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so you can give the target location a shove and solve it with IK

frozen magnet
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@frank escarp that looks awesome!

frank escarp
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only works well on slowmo ๐Ÿ˜ฆ

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its too fast on normal gameplay

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and just adding more drag or stuff doesnt work well

frozen magnet
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just make baywatch: the game :p

frank escarp
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ive stopped experimenting with that, but the next version will be what ive explained about using actual animations

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but still keep them in physical animation so they react to bullets better than just the 100% pre canned animation

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ill return with results once i have something, i want to put that in my VR game

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wich uses the same skeletons

frozen magnet
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sounds good

humble crow
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I'm totally baffled. I have a few static meshes that can't be painted with the foliage tool

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they are on the same layer, they are visually similar to other meshes

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they have their own custom collision

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but that can't be it can it?

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tested w and w/o collisions

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its as if unreal can't see the mesh

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can't place static meshes on it with the auto snap that normally works

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so odd

humble crow
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narrowed it down to something on import. I can import objects that work, reimport them and they don't

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well importing them from scratch not from right click re-import

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4.13 seems to be broken

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tested Bug. 4.12 painting works, 4.13 broken

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reported

foggy valley
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speaking of bugs, does anyone use the custom depth scenetexture?

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I can't get it to work in 4.13

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was previously working

humble crow
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I did on a previous project but not now

keen pine
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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

foggy valley
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if you don't have a player start or a pawn with auto-possess it creates the default one

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you want to turn on auto-input for that player as well

kindred mountain
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I just have a completely empty, do nothing pawn as the default....and spawn in the game one when I'm ready

chrome plover
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Hello there
unreal editor takes ~20% while its open(edited)
how I`m keep it open but tell it also to "rest"

pallid compass
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Anyone on? i have question about flow control

thick ridge
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hi halcyon

pallid compass
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Hello

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Say i have input and when its held i want it to melee attack and take 10 energy away

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Iv got it working fine however

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U have to keep tapping the Input button non stop

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U cant just hold it down

thick ridge
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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

pallid compass
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Does not work

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I need it to loop

thick ridge
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ah ok

pallid compass
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While X is held do melee attack process until release

wicked lotus
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To make code loop you can go with Func A -> Func B -> Func C -> Func B.Both BPs and C++ allows this.

pallid compass
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I only work in blueprints

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I just want to make it so while melee button is held keep Melee attacking

wicked lotus
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You can try something like this.

pallid compass
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๐Ÿ˜ฎ

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il try noww

wicked lotus
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However you should add delay after Attack,otherwise it will run this logic at max fps. Like 60 attacks per second.

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Also IIRC there was flow gateish thing in BP.

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Gate or Multigate.

pallid compass
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Yeah iv got one in because it fucks up the animatio n haha

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I still need to tidy it up

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I removed the can melee no point in it

wicked lotus
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You should wire "Set IsMelee False" to complete loop.

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Prefably Left Mouse check branch.

pallid compass
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Sorted it forgot to say thank you dude!

ashen brook
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ahhh... the dreadful times of doing an engine upgrade on a project

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they are near

plush yew
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๐Ÿ˜›

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Anyone active here in this channel?

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Having some issues regarding a spline setup

ashen brook
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shoot

plush yew
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(will copypaste from #blueprint ๐Ÿ˜› )

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

ashen brook
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hm

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sounds annoying, but also easy to safeguard against?

plush yew
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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

ashen brook
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wait

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hang on

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you remove the point at runtime - during PIE? - and it corrupts the project?

plush yew
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Because otherwise I need to spend 30-40 minutes of re-referencing everything in the project each time it gets corrupter

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@ashen brook both in PIE and in Standalone

ashen brook
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wtf

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well, first of all... are you not using version control?

plush yew
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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)

ashen brook
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slaps Pand

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never not use version control

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because

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30-40 minutes of re-referencing EVERY TIME vs. setting up source control once for 10-15 minutes?

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how is that even something you have to think about ๐Ÿ˜‰

plush yew
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๐Ÿ˜› I know what you mean, but my third option is already done and took only 5 minutes xD

ashen brook
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then the first and foremost rule holds true still: never not use version control ๐Ÿ˜‰

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anyway, sounds like you solved it?

plush yew
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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

ashen brook
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hmhm

plush yew
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Yeal well removing doesn't crash anymore but causes some strange issues xD

worn merlin
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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

plush yew
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@worn merlin Please stop using BSPs from today, not sayign BSPs are bad in every situation but they require much more performance cost