#ue4-general
1 messages Β· Page 42 of 1
@slim quest Gongrats
How are we supposed to handle animation sequences in UE4? I want my player to use animations I have, bend down, pickup, get up but none of these would be states, they would just be one off and I would like to make sure they match up to anything else such as animation of open a chest etc
use a sequence, I've just started looking at them myself
you can trigger an event with a sequence, which can be received in multiple actors that then play animations
@rapid pawn Thank you!
We got some great feedback from this discord channel
@foggy valley We have a meme on the wall: "If everything is under control you are going too slow"
LOL
Can each shot of a sequence be like a segment of the game mode for that level like a way point system? You use the seq. to run the player through your entire game by using multiple shots segmented in some way.
hehe
Some would be purely for cinematic, where each shot may be created and changed to fit the needs of the shot, but it returns to original player position
not sure I follow Ghostik
a good way to think of a sequence is any collection of things done at a certain times
The rest of sequences use would be for like moving a platform with or without a trigger
so you play a sequence and it's the same as doing a bunch of stuff in blueprints, except triggered by time passing
I would only use a sequence for relatively complicated things
like if you want a platform to move, you'd move the platform until it reaches some destination
the times involved probably don't matter
you'd put the logic in the platform itself
In terms of the timing for a defined shot
a sequence usually involves multiple actors synchronising somehow
I need to look at sequences more but it might be possible to attach a blueprint to one to handle the events its generating, which would be nice
So basically, sequencer is the visual tool to blueprint interfaces?
not quite
lemme try to do another example
if you want a ball to roll down a hill, you'd just do that logic in the ball, right?
but if you want a ball to roll down a hill, hit something that then goes on to hit something else, that'd be a sequence
If you start the game, with the first shot in a seq. Wouldn't it then become possessable?
sequences can be full on cut-scenes for example, or they can just be things that happen at specific times
wouldn't what become possessable?
a sequence doesn't have to BE a cutscene
it could be a complicated reload animation
or looting a chest
you could still have complete control over the pawn while it reloads for example
they're a bit like simplified animation graphs
Maybe if the scope of the sequence your editing is on the actor blueprint
a sequence could be something as simple as setting some variables at the right times and the anim blueprint feeds off of it
one thing I don't like is the UI for sequences
it's just the bottom of a drop-down menu
it must become irritating when there's too many
there seems to be no way to delete them too
also no way to import timings and events
@foggy valley can you directly tell an actor to use a specific animation and if so how does it handle animation states with that taking priority?
rearrange your logic a bit
every actor has an animation blueprint
the animation blueprint can have events and properties
the animation graph in the anim blueprint is always running but it's pre-configured
so you set up events and properties to trigger the right actions in the graph
that's nice and compartmentalised
ideally your sequence fires off specifically named events that your animation blueprints for the player and the chest they're looking listen for
I've only done events with sequences so far, there's probably more to it than that but I found that very useful
there's a variable option to "expose to cinematics" which allows you to add a track from that BP to animate in sequencer, but is it possible to auto-record these variables during gameplay?
Hi all. Does anyone know if there is a Linux version of the SwamAgent lightmass build client yet? I can't find any recent informaiton on the wiki of forums or answerhub. In 2014 someone from Epic staff said it was on the roadmap, just wondering if there's been any progress.
Is there somewhere that I can see the list of features for 4.14
You can go through the github commits, otherwise you need to wait for a preview build
From the roadmap :
- Forward shading improvements
- Mesh simplification
- Profiling tools
- Android N
I think those are the big ones
Lately the launcher is acting up for me again, constantly taking 15% of CPU and I have to end it from the task manager. Pretty annoying, especially since it launches itself whenever I open the editor
it shouldn't anymore
they fixed that
are you on 4.13?
they both fixed the CPU and memory usage of the launcher and stopped it from loading when the editor does
Hm. Maybe it only launches then when I open a project that is still on 4.12. But there should be only one version of the launcher, right? Pretty sure it was recently updated, but still (or rather again) getting the high CPU usage
yeah just one version
antidamage - Today at 1:56 AM
not sure what you mean
i meant for example, if you had a "health" value on the player that set the colour of the model, while recording live gameplay from sequencer, i would want it to be able to auto record this value
so that when the sequence is played back, the colour displays as it was in the original recording
the expose to cinematics tickbox means you can add it as a custom track, but i want that track to get automatically recorded (the object transforms are auto recorded for example, but nothing else)
I am looking into character customization. And is wondering about about work vs performance.
Would it be possible, and performance OK, to make one character mesh and change its shape to make all characters in a game? Either with bones, morphs or both.
no 4.14 pre1 today π¦
tomorrow most likely... tuesdays or thursdays...
you get get now on github and compile yourself.
Never seen on Wednesday, but that would be cool!
meh
I use pre-built stuff and I like reading nicely put announcement with pictures π
<laughs> So do I. even pre stuff is not as fun as the real release notes!
true
Question, I have a floor created in 3D Max. Petty simple shapes. It has a custom UCX (Collision) on it with several versions "UCX_Floor01_00", "UCX_Floor01_01", "UCX_Floor01_02", "UCX_Floor01_03". When I import my floor FBX into Unreal Engine, only "UCX_Floor01_03" loads correctly. The other UCX do not register at all. Any suggestion on what's causing the others to not load? They are all pretty clean in shape, and are quads.
Anyway to test an UCX shape to see if it has issues?
@pallid talon are they convex?
Check if vertices are wielded
And that they have caps on all sides
Vertices are all 100% welded. All polygon faces are facing correctly.
any weird material on them or double polygons? have you tried ResetXForm on them already?
usually this happens when they are not convex
All materials in 3d Max are removed from the UCX objects. zero double polygons. I've also done a test by using the "Selection" and selecting for any N-Gons or Triangles. Zero found. Its all quads. I'll do a "ResetXForm now and see if that makes a difference.
haven't seen any difference so far, but I rarely use max
No luck. UCX is still only working for one of the 4 UCX I've created.
Very strange.
screenshot?
I had such bugs only when they wheren't really convex, had to move couple of vertices
One sec, testing something.
Ok, problem still exist...
So this first screenshot is the actual shape of the floor with an unwrapping material applied - -
This next screenshot i is the actual UCX. I've reduced it to just three.
Unreal engine does not load the UCX for some reason.
do they overlap each other?
Nope, I have at least a 3 " space between them.
As you can you see their shape is pretty simple.
I can assure you its all capped. But I can rebuild it from a box just to test. One sec.
just don't have other ideas
Yeah, this has been a problem only when 4.13 arrived. Wasn't a problem in 4.12 or prior. Also had the same issue on another project with 4.13. I magically fixed it by moving vertices around. It was as if it didn't like the shape of my UCX. But the shape was as simple as this one. Strange.
Well I'll be damned.. Recreating the Boxes worked. wtf!
Thanks Buddy!
@vale osprey Good call man.
no idea what the deal with those things, glad you solved it
Another question. In my editor I have my "Engine Scalability Settings" under "Settings" to "Medium" My game runs fine in this mode, and rough when set to anything higher. What do I need to do so this "Medium" setting applies to my builds? Because when I create a built Win-64, the roughness returns. Telling me its not using the Medium settings I had for the editor.
Would this be a good place too ask about perforce integration in the editor? Specifically, at the moment I think you need to have a project file as the root....would it be possible to have the ability to use a plugin as the root for those of us working with SDK kits?
Anyone experiencing random crashes/stalls on project in 4.13?
Usually happens after Play in New Window or Standalone
Always
@pallid talon In DefaultEngine.ini you can set the engine's scalability settings. They will apply to your packaged version as well
Such as: r.SSR.MaxRoughness=0.1
Or sg.EffectsQuality=1
Have a look at the vr template documentation here: https://wiki.unrealengine.com/VR_Template
There's plenty of good information to get more performance out of your projects there
Especially the part about dynamic shadows: "However, this cost can be cut in half by enabling βSingle Sample Shadow from Stationary Lightsβ on your movable Actors. This feature makes shadow receiving on dynamic objects much cheaper at the cost of some quality. It doesnβt work for all scenarios, but is worth playing around with for your dynamic objects for potentially great performance gains. "
@safe rose yeah the 4.13 work really bad
yes @safe rose, sometimes not even doing anything. I might just open my project and by the time i get a coffee and come back it's already hung... hopefully they can get the kinks worked out soon.
any idea why my imported fbx model has this problem where the camera lines up ok in the blueprint viewport but when played it has moved quite a ways away?
Check yo' collisions
hello there person whose name i can't pronounce haha. what do i check for in my collisions? will this setup work?
also why does importing an asset that has a skeleton give me weird smoothing groups but importing an asset simply on its own as just geometry not have smoothing group problems?
@safe rose I've had editor freeze after pie or if I use debug ever since 4.11 I think, mainly on bp projects
it goes to a state where it just gets stuck to some eternal loop when you stop/pause and it'll take a while for ue4 to timeout it
only way I've solved it was by wiping the whole intermediate + saved folders and regerenate them
not sure where the issue lies but wiping the generated stuff helps for a while
if I don't do that, I get frozen editor every time
it's really frustrating and was also reason why I quit one game jam in past
because I couldn't test sh*t
I later on found about wiping the generated stuff helping on that (someone suggested that on answerhub)
but each, it's super annoying
more reasons for me to avoid blueprints altogether
PREVIEW!
A Preview of the upcoming 4.14 release is available now on the Launcher and Github. We have made this Preview available so that our developer-community can help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle. Please be aware that the preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final
How long until the first "Will Unreal 4 support Switch" thread
already there
Already seen one comment to that effect in a 4.14 thread
Funny thing is, I've heard whispers it already does
unofficially of course (the whispers)
@plush yew Thanks for this. I'll look into it. It's strange that I must modify ini files to keep these settings on a build. Are you certain its not possible to bake this information into a final build? Im not a huge fan of adjusting engine files and ini files.
@manic moss UE4 will support it
Unity too
They're publicly listed by Ninty as platform partners
This is a good day, Switch announced, 4.14 P1
anyone tried simulate mode on 4.14 p1 ?
it doesn't update anything on my projects viewport unless I keep clicking on the viewport
Question, my game keeps going FULLSCREEN, and Im not sure where the Command is being executed. Its not in my Level Blueprint. Is it possible to search all blueprints for a node? Or a way to find why its going Fullscreen?
r.SetRes via console command node
Okay, so MSAA is the most beautiful thing in the world.
@pallid talon that is how the game would go full screen
there could be console command somewhere for "FULLSCREEN"
I think you can force fullscreen from ini too
but it shouldn't be enabled unless you've done that manually
not sure about searching specifically for it, but check game mode and player controller blueprints for a console command node
or level blueprints
or game mode
where ever people might sneak that kinds of things in
although, if it's your project, you should know ;D
If you're setting resolution anywhere, check for if you have an "f" at the end of the set resolution command
@Olento yes, this is what I want to search for, to see what blueprint has the console command "FULLSCREEN" somewhere. I can't find it and curious if there is a way to search for it.
yeah, no idea
btw
I tried simulate mode on new project
same thing
it doesn't update the viewport at all unless I keep clicking on it
on 4.14 p1
it used work on 4.14 promoted
also
there's not even dynamic directional light on 4.14 forward
which is kinda bummer
@safe rose
if you install 4.14 preview
can you tell if simulate mode works for you?
yeah, that's kinda odd
but I get VR games need cinematics too
tbh, I don't mind VR editor development
it's kinda needed if VR is here to stay
Sigh
I figured out a way to beat those freezes
have to click really fast back into editor, into folders, right after launching a new window
does anyone know why UE4 Source version is slower than released one in launcher?
I mean way slower
It's hard to iterate on game development like that :(, takes 5-10 mins just to load editor vs 1 min via launcher
@leaden onyx The Source version has a lot more stuff, in terms of extra libraries etc that the binary build doesn't have.
Could be that, but could be any number of things to be honest
Thanks for an answer, guess I'll need to find out how to disable them
The first thing I would suggest is that if you don't need to source version, just don't bother with it
When you package the game, it also rebuilds the engine for example. Iteration takes fecking aaaages. If you've got a spare machine, setting up a build machine will save you a lot of time
Ah bummer. Whats the fix out of interest?
ye but build is not a problem, performance is π¦
broken spectator system
ServerViewNextPlayer() does not work
because of wrong PlayerState returned in one of the functions (refactor error by someone)
Oh fair enough, I just wrote my own spectator system for mine haha. Most of the engines netcode for spectating and stuff is a bit one-dimensional anyway
That's a pain in the ass either way though
yeah I thought to write my own too, I just iterated through all pawns and set target view, but there were problems that needed more code to work properly
so I decided to go with UE4 implementation, to avoid much complexity
I guess the thing to weigh up is, will using the source build cost you more time than doing your own spectator system
I see the point, but you can't deny the fact there will be additional fixes later on, or maybe even additions to existing functionality
better be prepared for that
Yeah that is true, you also get full flexibility with source build I guess!
yeah, so it would be great to find out how to make this difference less noticable, which I guess will try to do pretty soon
Disabling some plugins and only downloading the stuff you need for source build may help. When you download the engine / run the scripts you can specify whether to bother downloading the libs for mac, linux, android etc.
Though it's been ages since I did it so not sure what the command line args are
no problem, we'll find out
guess it would benefit everyone here, because it is a problem everyone experience
Yeah it can be a nightmare
Also, if you're distributing around a team one thing we did was have the latest engine version you've built on a server somewhere, and built as a rocket build
And we made a little system-tray tool for syncing the latest version, and artists / non-programmers can just treat it as a binary build
sounds good, not sure what is rocket build though
that one?
Basically means "launcher / precompiled" build - so when people download it, you don't have to rebuild the whole engine. ou just make the changes you want to the engine, submit it, and everybodies project treats it like a launcher build
Which means no ridiculous compile times / package times etc
It's a setting when you build the engine I believe
ah I see, thanks for letting know
np's
I would give you the tray tool but not sure I'd be allowed :p
And it only works for LAN at the mo' anyway
ye, probably NDA, or just pure morale π
its ok, knowledge matters most, writing support programs is not a problem most of the time
yeah definitely
Anyone tried exporting to HTML for shits and giggles?
I keep getting an error to do with emscripten
seems to be borked
@crisp fable to me the normal desktop apps don't work correctly, so export to other platforms will be dead

oic
@crisp fable (a bit late, sorry) I have had one project work in HTML although I think that was a blueprint only project, don't know if it works if it's a C++ project.
It did take a bunch of messing around with stuff (I can't remember what) to actually get it to build without errors however.
Anyone know how to get the editor to open via remote desktop? It just instantly crashes, so I have to use Team Viewer to start it and then switch back to remote desktop lol
Windows 10
Howdy, i'm doing some initial research on plausibilty. Looking at this: https://docs.unrealengine.com/latest/INT/Engine/UMG/UserGuide/WidgetTypeReference/WebBrowser/ I see that in the editor the native implementation can be opened for the WebBrowser in the editor (near the bottom it shows a screenshot that says "Open WebBrowser.h"
Overview of using the Web Browser widget to create in-game web browsing functionality.
My question is, is it possible as a dev to use the WebBrowser implementation, enhance it, and include that in my project?
Answer: yes
That's a great idea, I was going to do it in the launcher
but in game makes a lot of sense
You need to make a manual keyboard though, right? :/
@feral dirge Who was that last statement in response to?
You, then I realized that we're not VR but couldn't be assed to delete the last part. But yeah, cheers for the idea π
Oh, well I plan on it being for VR, so we're on the same wavelength
As for a manual keyboard, idk. Why do you bring that up? Can the physical keyboard not work?
I was thinking more for people using room-scale with no access to the keyboard
so they can login to a site or something whilst inside VR
Ah, I see. Ya I don't think my use-case would benefit from room-scale, but I have not tried it so that may be an issue to think about.
ok
so
4.14 preview 1 does this funky thing on simulate mode
it turns realtime off from viewport
at the moment you click simulate
when you stop simulate, it enables viewport realtime setting back again π
so annoying
I can manually go toggle the realtime on after clicking simulate though
Hey @everyone, I am currently having an issue where I can't force the navigation mesh to rebuild at all. I have tried the RebuildNavigation command as well as the other usual suspects like simply moving the volume etc. Has anyone got any ideas?
@manic heath you could delete your intermediate directory and reopen the map
Anyone else's Get World Delta Seconds not functioning i 4.12.5?
Anyway its functioning in 4.13 But still. Ouch..
Anyone try using the new PS4 controller wireless adapter with UE4?
DS4 drivers used to work fine but the official adapter doesn't seem to work with UE4, works fine with steam.
Hm anyone have a good way to kill GPU particles, say within a volume which would be great? using pixel depth in my rain material atm and testing that but seeing for any other options
what about df checks?
Tried a bit, I'd have to use a pretty high value which at that point it is blending them so it doesn't even look like its hitting the ground, looks a bit odd. so I have a pretty large emiter blasting GPU particles down and it all looks decent but ideally would like to kill them in a volume (car/building, etc) based on my search so far I think it'll have to be some tricky hacks and placement to make it look good/not enter instead of a outright kill volume
PixelDepth is working pretty well actually but with using Translucent the value needs to be very high to really block it from the region of the player (4096+) using Masked actually is giving me a much "sharper" falloff with a low value but course doesn't look the best haha
@worthy iris you could kill them by simple set of volumes
Like a sphere - by checking if their distance is small enough from sphere center
Pass sphere center as parameter, or multiple of them
You could do the same with a box
Inverse transform particle coordinates into a box and check if xyz are out of bounds
Haven't done that but it's simple enough to just work out of the box
Ahh I'll give it a go shorty and see what I can come up with! Thanks
Will there be any problem if i use the mobile renderer on a pc project?
I don't think you can
it's purely for previewing purposes I think
nothing stopping you from using only mobile-level features in a desktop project though
@rapid pawn ^
Found this on UE site front page
Hi everyone! Iβm Jay from High Horse Entertainment, a two-man team based out of Los Angeles. Our first project, Disc Jam, is an arcade action sport in which timing and reflexes are critical to succes, soΒ maintaining a high frame rate is largely important for the game experience.Β Here's how we hit 60 FPS on Intel Process Graphics with Unreal Engine 4.
thanks anyway @foggy valley
I dunno if that's needed anymore though
isn't the mobile path forward?
we'd be getting similar perf on new forward shading too
unless they've gimped the mobile thing even further
but desktop/VR forward doesn't have all highend options either
and probably never will as it seems it's heavily VR driven feat
if something is too heavy for VR use (but would work on desktop), I wouldn't get hopes up
@frank escarp how does one enable it?
r.simplifiedforward 1 or something like that
or simpleforward
its on the 4.13 patch notes
btw, it is very simplified
like turns off nearly everything
it needs forward shading to be active, right?
its a forward shading mode
I mean, if you just enable forward shading on editor, it needs to recompile all shaders
that wouldn't happen on console command
New: Simple forward shading path for scaling down to low end PC.
Support for a directional light in the base pass, which can be shadowed either by distance field shadowmaps or a single shadow factor from the Indirect Lighting Cache.
Binding and outputting to GBuffers is disabled when using simple forward shading, along with dependencies of the GBuffers.
Specular, normal maps and the 3rd SH band of skylighting are all hardcoded off. Materials are forced fully rough.
Enabled with "r.SimpleForwardShading 1", which can be changed at runtime.
Added "r.SupportSimpleForwardShading", which determines if the necessary shaders are compiled.
Removed "r.SimpleDynamicLighting", whose functionality (unshadowed directional light in the base pass) is a subset of simple forward shading, and was unused.
hmmm
is there like checkbox on materials to make sure they support that?
heh this thing though
Specular, normal maps and the 3rd SH band of skylighting are all hardcoded off. Materials are forced fully rough.
no normal maps π
that's bit too simplified if you'd ask me
it's not 1999 anymore
that's odd
all materials have specular
it's generally set to 0.5 in the PBR implementation that UE4 follows
I don't think that's even meant to be PBR accurate
I could accept everything else there but no normal maps is a huge issue unless you have a art that's stylized already
I guess one could use that for some "ultra low" setting in game
but there has to be something to bridge the gap to regular low spec
it can't be that low and medium look like there's been 10 years of development between them
i mean, forward shading in general is actually a step backwards overall
but i get the VR need for it
well, we could debate on that
everyone jumped into deferred like it was something magical
"we can have tons of dynamic lightsources, yay"
when games started doing that, losing AA was a huge issue
but people kinda forgot about it
well, originally, it wasn't huge for games
and deferred didn't look any better either
it became huge a generation later
deferred also gives you constant access to the G-buffer(s), generally, though
yeah, but had they spent same time on forward, it would probably look way better now
which allows for a huge amount of debug and visual flexibility
it's so weird that break on loops is a left-side exec input
Deferred provides many other benefits, such ssao, depth based post processing for toon shading, smoothing shadow edges in screespace, refraction
You can do MSAA with deferred since ages, it just takes a lot of work
it's just non-trivial due to UE's specific architecture
yeah, access to sub-samples
without it you have issue with pretty much everything what needs to read depth
well, msaa in deferred how
in a pixel border of a depth difference
if the sample is averaged
then your depth map is at half the distance
same with the normal
so then it would work wrong
unless its something i didnt know about
just found it
its quite a flashy technique to do msaa deferred
the 4.14 msaa works awesome
in forward
its god tier for Vr
but dat double render murders me
@frank escarp that's how msaa behaves by default, since DX 10.0 you can access sub samples and decide which depth will be stores
The same with how much blending rgb will have and what to do with normal map
It was not available on OpenGL for a while, could be the reason why Epic never implemented it
yeah, but what i mean is that if you are doing msaa for your GBuffer writes
if you are on the edge of an object, one sample gives one normal, and the other subsample gives other
if they get averaged
it does odd stuff
The are averaged only on default settings
same with depth, becouse a lot of times people just save depth and normal, and world location is grabbed from camera
yeah, but if you dont average
then you dont antialias
your depth and normal gets a stairstep
you do anti-aliaze, it's a trade-off
you just need to be aware of it and threat it differently
you can get some artifacts on edges but it's not too bad overall
it's just more work
but then, when you draw your lights for shading
how do you sample the edges of the gbuffer?
upsample them
msaa only adds sampling to borders
that nvidia demo does some strange wizardry
or just go forward+, any of the different types there are
you sample them normally, there it no upsampling
you will see artifacts only when bright specular is on the edge
which gets hiddeb by bloom or tonemapping
if you want to see working example - arma 3
I've implemneted custom deferred render in another engine, more issues where from managing code as you needed passes that would work fine without MSAA if user doesn't want it
This one is very similar to how it was done in cryengine in past
https://mynameismjp.wordpress.com/2010/08/16/deferred-msaa/
Overall people rarely used it because performance and memory bandwidth
Nowadays msaa is almost free
have you tried the UE4 implementation that's floating around the UE forums?
i saw it and glanced at it a couple weeks ago
but at the time i had a team afraid to have custom builds of the engine. they are dead to me now. custom builds abound.
this might be a dumb question, but is there a name for the method of how particle systems are built in UE4? Is there a 3rd party program that works like it?
it's just node-based
well, "module" based
basically, it follows a standard component structure so you can layer complexity on effects, rather than have each effect carrying the weight of unnecessary functinoality
so is this system exclusive to UE4 or is there 3rd party program to design particle system with and import?
i actually prefer PopcornFX for effect authoring, but the particle lighting/shading integration in UE4 isn't ace
awesome π
effect authoring takes a bit longer, but you can expose all sorts of wonderful parameters during it
anyone know how to render my particle system's kill box in the world?
I could DrawDebugBox it. but it takes weird parameters. center and extent
if you show collision does it work?
So has anyone here done any leaderboard work?
Seems like you can't just get the global leaders atm.
It's there on the Steam side but not the UE4 side
Anyone know how to turn off that sound when you hit play in the editor? the ambient sounds that starts when you hit play.
Does anyone know why a linetrace would stop on collision but not register a hit?
It seems really inconsistent
For instance, I can do a trace through a leg of a mesh and it will stop the trace but not register a hit, and a second later do it again and it registers a hit
Here you can clearly see that the trace seconds apart hits the mesh in one but stops and doesn't register a hit on the other.
@proven tulip - Check your collison channels would be my guess
Yeah, Ive set up the mesh to block on both visibile and camera
set up per poly colission on the mesh
My guess would be something to do with the model
Per poly will eat your performance π¦
It was just a test
ah ok
It sucks because the majority of weapons in my game are hitscan so this needs to be flawless
Even running in single player offline there are these inconsistencies
@swift yarrow no show collision doesn't show it
are there some reasons why spheretraceforobjects wouldnt return some of the object in its trace? It seems to happen where there are a lot of actors in the trace, to test i spawn a bunch of all the same actor type
i thought maybe it was something else failing so i simplified it by spawning sphere on traced actors but still same problem http://imgur.com/a/xUe3R
apparently i switched the trace to physicsbody earlier for something and it was a bunch of unnecessary objects, it appears it maxes out at 496 objects
switching back to pawn fixed it, derp
yoohoo I found out how to build UE4 from source to be as fast as binary version provided with launcher
feels good man
just in case someone has similar issue: https://answers.unrealengine.com/questions/510757/performance-issues-compiled-ue4.html#answer-512974
erf perforce.. when you rename an asset and set the same name as an mark as delete asset, the plugin didn't revert and check out the new renamed asset :c
well you rename your asset and it's mark as delete 
does anybody know what exactly "Unknown Error" means when packaging a project?
you'll have to check the rest of the stack leading up to the unknown error
With generic errors you just have to read back through the log until you hit something that seems like it'd cause it.
I had an issue like that the other week but looking back through the messages revealed that it was some plugins causing the issue.
I do see lots of "can't find file" warnings
but I just fixed up all the redirectors
is it a good practise to make different behaviour tree for each ai character state?
It's good practice to find what you're comfortable with
YALL BETTER BE USING SOURCE CONTROL
Anyone know what could be causing my editor to crash after compiling?
It says Compile Complete but then when I click play, it crashes the editor with no errors
even better, git and mercurial both, being used inside a dropbox folder
Which is itself inside a google drive folder
does navmesh walking on charactermovement component work? i put a navmesh on my level and turned on navmesh walking on the charactermovement component, but the character still leaves the navmesh.
@plush yew back that system up with backblaze
and onedrive
one day two of them will merge as services and you'll create a loop that eventually fills the internet
Let's just build this tower straight to heaven, what could go wrong?
what's the worst that can happen? god turns out to be a sentient file replication loop?
Zipbomb.zip
God? Heaven? what is this chat turning into.
Lol was not meant to be a link
which channel to use to ask about navmesh walking?
or Allar can provide private free tutoring
I would think #gameplay-ai but here is probably fine too
Though it looks like in #gameplay-ai you'd have a good shot at having Ian respond π
i didn't want to use it for AI though. I thought you could use it for player character too.
i thought you would be up for it π
Allar can teach you how to mmo
well since this is my first game, it should be an MMO π
indeed :p
ok I guess Default Land Movement Mode is only useful for AI.
or at least the mode Navmesh Walking is only useful for AI
worth getting the vive now or is new one coming this summer?
"even better, git and mercurial both, being used inside a dropbox folder
Which is itself inside a google drive folder"
OK, I'll quit coding right away π
get it now if you want one
I doubt the new one is as close as summer
they'll release it in parts too
first the controllers, then the lighthouses
and it'll all be backwards compartible
and finally a wireless HMD maybe 2018
those toys getting super expensive π specailly outside the US, you can sometime double the cost π
ok, i got player sticking to the navmesh by setting movement mode back to navmesh walking every time i get the event OnMovementModeChanged. Seems dodgy though.
yeah I'm outside the US
the vive cost $1500NZD including shipping and duty
exchange rate is only about 70 cents to the dollar
the best way for me, is to ask someone coming from the US to bring it for me, customs in China is horrible ! last time i chicked vive, it was about 11k CNY, which is almost 2k $.
Has anyone made DLC for a UE4 game?
for you the Vive ships from Taiwan, can you just buy one there in local currency?
it will still under customs, unless there is a special rule thing for Maccau or Taiwan
China is all about sucking money from people, last time i got DK2, I've to pay half of it's price as customs.
yeah you just gotta carry it back in yourself
it might be cheaper to go to taiwan and buy one from the factory than go via vive
even easier to get an oculus and touch on a grant
yeah, give me one on grant, btw i haven't made any games yet. oh...
not the epic grant
that might as well be imaginary
Oculus are open to throwing hardware around
yea, I've tried this, but guess what ?
what happened?
they've changed their tune quite a lot in the last fortnight, like they're trying a new strategy
worst!
china not included
when i reached them by email, they said what means "the are not interested in chinese develoeprs". I'm not Chinese though, and I respect China and Chinese develoeprs. But all my contest is targeting the wester market.
oculus ask for a link to most recent project... don't have one, don't think i can get free hardware π
that's fucking lame
that's such a huge market even if you were targeting China
Oculus just doesn't stop getting worse
^
Looks like I will have to go with blocking volumes all over my level instead. Can't get navmesh walking to work the way I want.
@floral pagoda @frigid kernel Just in case you guys were curious I figured out my issue. When I was doing the line trace I was passing in my end point from a line trace performed earlier used to figure out the crosshair location. The problem was that this was the location of the hit and not an infinite ray so if I moved at all from the last time the crosshair location was calculated, the ray would be too short and not hit.
Definitely my own fault for not realizing that the crosshair location was actually the point of original contact and not the end point
@proven tulip ALWAYS go deeper 
π
FB, Twitter, Googgle, Wordpress, Youtube, Blogs, Tumbler, ....
well, normal interned banned
Still got Weibo π
π worst social website ever
don't foregt we have QQ and Gov watching us
it's a plus too
π
Hey everyone, does anybody have some insights on how to get a project with the helios SDI plugin packaged? Runs fine in the Editor / VR Preview...but I just can't get it to package.
hello everyone. Can someone help me with a question about packaging a project with custom blueprint nodes?
Hey guys. Is there a way for me to operate a CameraActor in realtime in UE4 with my mobile phone or tablet? I'm looking to track the rotation and position of a device I'm holding.
Has anyone else used CoherentGT?
I need some advice on actors and components
I'm currently re-doing the old "train" actor we have in our subway train sim game
The train is made up of several complex (multi-component) pieces
For example the bogey is about 7 components
Previously I was thinking of a pretty silly straightforward way of having one actor with a ton of components, but that means that making a new train (or an unusual variation) involves managing a ton of similar-but-not-quite components and the actor ends up with hundreds if not a thousand of components
An alternative could be making some pieces of train actors and then just attaching actors to actors (which creates a single actor with merged components list anyway)
E.g. lets say I want to have a panel with 50 buttons and other components as a thing I can add or remove from the train. I could make a panel that spawns all components in runtime (then the panel would be just one component) - but lose customization in editor
Could make the panel an actor that gets attached (but then can't simply drag&drop the actor into level as it'd lack all the extra actors)
Or could make the extra panel and its components be inside train (but then I can't easily copy it into another train that isn't derived from this one)
I would recommend making anything that requires significant independent logic its own actor. You can then spawn and attach each actor as needed.
Yeah, that's pretty much what I've stopped on after talking to a bunch of people
I will make a templating component in the actor which represents a position where an actor may spawn
(a panel)
So later a specific instance of the panel can be selected and would spawn with the train (and get attached)
Or using a UChildActorComponent
Child Actor Component works great, just weird behavior and can't set a nice name for it
Do you know when their transforms are synced?
Like if you run some custom physics in child actor and it's based on Transform of parent
"Replicate Movement" didn't sync anything for me
Cause child actor is part of parent, so I guess replicate movement is disabled (as it should be)
So I think the answer is "no", your child actor will not sync position and rotation
Hey guys, i'm working on my first proj in Unreal with Kinect (using K4U Plugin) , so far i managed to get the interaction working on a Pawn Blueprint assigning kinect x coordinate to static mesh x coordinate.
now i want to animate that mesh on the y axis using sequencer but it's not working
it seems kinda buggy to me
Anyone know how I can list unique assets used in a map?
ok, never mind. statistics. of course..
Hey fam. I'm trying to think of a nice way to do engine ingition leads for Automation. We have ~1000 block/cylinder/head/valve options so the system needs to be as procedural as possible. Are there any systems that can help other than the basic spline + spline mesh component?
The main issue is the distributor (thing the wires run into) needs to move, so manually creating the leads out of it for v2/4/6/8/10/16, inline & boxers will be stupidly expensive in time and effort.
I can easily enough generate the spline start positions and end positions, but i need a nice way to generate the leads between the dizzie and the first lead clip.
manually setting up the wires is the best option
doesn't sound like they ever need to change most of the path, just curve the destination chunk a bit
@foggy valley The dizzie type & position changes drastically depending on head type. So it could be at the front, back, side or split in two.
Then that depends on the engine block type
So running those leads down the side of the engine can be done manually, and just once.
But from the end of them to the dizzie can't, or we'd still have to make a few hundred bp.
Also hello Anti. I haven't been on in a long while.
ah so it's not just random engine running movement
you need a solver
lots and lots of raycasts from around the engine to determine a path
Yeah, I was hoping there already was one.
There is actually, but it doesnt take start and end positions :/
there's probably one used for landscapes that you can adapt
--
what about a channel for console develoeprs? people with devkits always have troubles π
Unfortunately we'd have to verify the status of each person to confirm they are in the developer program, and then they would also need a seperate channel for each
yeah, it's kinda hard if it has to be done that way π¦
@agile wadi you're gonna have to place nodes everywhere where the cable could go. It's possible to find routing pathing for each situation that would only follow the nodes
This isn't gonna be anywhere light on performance - both the path search and rendering the result will be super-slow compared to just drawing static meshes
For our game we had to solve kinda similar situation - we have subway tunnels which have cables (lots of cables routed around). Most of the cabling is pre-routed and pre-generated (so there are thousands of different models with all permutations)
So, important question from the 4.14 preview thread
Is the new LOD system the same thing as the Simplygon integration they've just announced ?
it looks like not, but the timing is curious
(It's important because Simplygon adds royalties)
i asked earlier and someone said it would take 10 pages to explain difference...
@south ridge Ouch, that's a shame. Did you do all of the generation and static mesh conversion in unreal?
Noob question - everytime I click the "category" dropdown of a variable/function in blueprints, the editor crashes. Any ideas?
Wow, thanks! That worked π
No problem dude
Nah in all seriousness, what engine version and usually you're supposed to type in the category, but clicking it shouldn't be crashing
4.12. I use the dropdown to add to a previously made category. Typing it in still works fine, so it's just a minor inconvenience moving forward if I can't get it figured out.
Do you have some special characters in the name or spaces? Maybe you are using reserved name
Nope none of that, the category names are the same they have been since I first set them. I was in the process of setting a variable to a previously made category when it crashed and then proceeded to repeatedly crash anytime I clicked the category dropdown.
uhh, tryed deleting Intermediate folder?
Ah that did the trick, thanks. Should I be deleting that folder for any random errors I come across?
i always do it when i change engine versions.. it rarley fixes other issues but worth a shot
another 4.13 π
hmm ok well thanks for all the help guys
I wonder in this 4.13 fixes the standalone bug
sometimes, when you have bug with objects placed in the level and deleting Intermediate doesn't help - delete object in question from the level and place it again. This solved bugs for me not just ones.
a typical scenario is when instance in the level just doesn't pick up proper default values, including cases when it tries to access values which are not valid to be used, like an empty string instead of some default value
I wonder when this is going to get absorbed back into the mainline branch
It's an additional shader model that lets you do toonshading
EDIT: now released and available on github, see page two for details :)
39605
Although UE4 is great in many ways I feel like it is lacking for stylized/non-photo real rendering. To remedy this (and to better learn how UE4's deferred shading system works internally) I have been working on a toon shading model that should allow for a greater range of visual styles while seamlessly integrating with the rest of the rendering system.
Here's a screenshot of some of the features that work
Most like won't
It's b een like 4.9 hasn't it or 4.10
that people have been begging for it in the engine?
hmm, how do I adjust tangents here?
ahhhh, you have to set type to Curve first, then tangent handles will appear
Building a game. Last builds worked but this build gives critical error and doesn't finish. I was wondering if there are some "basic ways" of trying to fix that thing before trying to understand what happened before the error. Like deleting "saved" folder or something like that perhaps? And yea, I went with "full rebuild".
@feral dirge yep I think thats about right, for some reason I thought there were talks about merging it in, but seems like it might have been dropped
And the last builds that worked always failed the first time but restarting computer made the builds complete. This time restarting didn't help.
@agile wadi no, external tool
We generate meshes externally and then automatically import them all into UE4
There's no extra work to be done, it imports LOD's and sets up materials automagically
@agile wadi btw, I just encountered same kinda requirement in my game
I need to have a lot of variations of piping & wiring routing
But right now I'm considering just making an induvidual mesh for each (placing everything manually)
Specifically the lighter pipes
There's gonna be even more of them
Looks like the inside of my PC before cable management.
Looks good btw
Oh
I know what I'll do
Just make a bunch of variations of each independant section
So I can have more variations total. Since there are distinct sections of piping which only go from point A to point B
@south ridge That was the route i was going down too. As generic as i can for reused splines then unique ends to meet the dizzie. Still going to be a bloody mission though.
Yeah, I can't really have runtime solution here since there's data being baked for the pipes
To give them nice dirt effects and scratched off paint and so on
was this here already?
Weβve all heard the phrase, βWhen you love something, set it free.β We think that the time has come for us to embrace the idea and today we can proudly announce that we are finally releasing Simplygon for free to the Unreal Engine community.
oh wow
2% revenue on "free" plan
yeah, right π
got excited already but that's just not happening
Haha
epic takes 5% sure, but it's the whole bloody engine...
not some mesh simplification
you still need to make the meshes too π
if all tool and middleware providers did this nonsense, devs wouldn't have any renenue share to themselves left
I have an offer for you, @cursive dirge, you can pay me 1% of your revenue and make the LODs yourself
π
I spent entire day today trying to figure out why none of the photos of train cabins I had matched up to schematics I had
Turns out pneumatics are almost arbitrary
As long as it's connected to correct pipe, nobody seems to care WHERE it gets connected
oh wow
23:42 < rizu> well, that evens it a bit
23:42 < rizu> why can't they put all these terms in one place
23:42 < rizu> news said only "free"
23:43 < rizu> marketplace page said "external link", external link said register, had to manually navigate their site to find with the 2%
thing and then navigate further to find the 25k / quarter thing```
quoting myself from IRC π
lol
Beats it's old price :P
does a camera rotaiton question fit here? idk what channel would be best for it
I'd better be doing some animation heavy thing with tons of skeletal meshes for that price though
I hope 4.14 lod system is not any way related to that simplygon deal
I'd be ok if I just got static mesh lod generation
@upper heart C++ or Blueprint?
Well if it's bp I can convert to c++. but my code for this is in c++ right now
it's really more math
Then you'll want the C++ channel :)
Which is just called programming
My bad
@ue-programming
no one answered there. so i felt it was too mathy, but yeah I won't post anywhere else
ty
Ahh ok, yeah I'm not in front of a PC at the moment so my answers would all be "I think but it will probably break your code"
hahah
@cursive dirge It's 2% above $25k per quarter
The $25k per quarter part is essential
yeah, I know.. now
they definitely didn't announce it clearly on their news or on the links they gave
Yup
had to manually find the deal
it's still a lot of money if you have a product that sells that well, for lod models
game better be focused on skeletal meshes in a way that there are ton of them
If you have a nice topology, might as well make LOD's manually
I want a woman with nice topology
hah, I wrote sinplygon a long email about their priceing
like so much software in the early days (maya was 17,000 for the full version if I remember correctly)
ALL THANK DAVE
π
π
but it could be everywhere part of lots of peoples workflow
but I don't know anyone who uses it b/c its so hard to get
I think it could be widely used at the right price, but I don't even want to try it b/c its learning and integrating into a pipeline which is work, only to still have a hard license
adobe was $3000 and hevily pirated until they went subscription, now everyone just pays permonth happily
yup
Does anyone know how to change the paper2d plane from xz to xy?
anyone getting random freezes in 4.13.1 or .2? running windows 10 pro x64 and unreal will randomly lock up. I hvae to end task on thje project. Happens constantly.
4.12 was solid, gonna try switching back for now.
Hi everyone. How can I make an object not collide with a specific object?
I am trying to make a topdown game, I dont need gravity. So how would I change the paper2d plane from xz to xy?
Anyone hit Assertion failed: !LandscapeActor || LandscapeActor == Landscape errors when packaging?
The assert doesnt give any info at all. Pretty stuck as to how to debug this.
Looks like your LandscapeActor isn't valid, or it isn't the same thing as "Landscape".
Iunno.
Hola boys, how's it going?
Quick one for u.. Is there a way to see a billboard trough an actor but not trough walls? (billboard placed inside actor)
Thanks a lot π
question of the week
actually there kind of is a way
I have a billboard attached to an actor that has to never be occluded. I threw it in an empty object and offset it, then I spin the empty object to face the camera
but you can ALSO do PDO in the material of your actor
if you set PDO to be +100 for the whole actor, it will draw behind anything up to 100 units behind it in real coordinates
it won't appear to move, it just biases the z sort order
so +100 = move back 100
but your actors feet will probably draw below the ground
so it's best to do it selectively
other than that the question doesn't make a lot of sense unless you have a billboard attached to an actor
and PDO can never be negative BTW. you can't bring things forward.
that makes it tricky to use
@north sphinx ^
Thanks @foggy valley much appreciated, i placed a patch disabling the depth test and making the billboard fade over a certain distance, as soon as possibile ill test this π
GL π
Is there anywhere you can download the content examples maps? https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/
Example assets that demonstrate a specific concept or technique with corresponding documentation.
Open Launcher, Learn Tab > In the Engine Feature Samples category @odd peak
hello!
I have a level with perisistent and multiple streaming levels. As it is now it seems when I call OpenLevel, it seems that the game loads persistent level, runs BeginPlay and then loads streaming levels (I begin with a black screen and then layer by layer appear).
Is there a way to make the game load everything at once before calling BeginPlay?
@feral dirge Thanks, I see it's licensed for only use with unreal engine based products. Does that mean I can use assets from there to a open source plugin?
Depends what the plugin is for and how you distribute it
I distribute it on github under free use
Then no to my knowledge
There are specific things you have to do with UE4 plugins, where they're a child of the UE4 branch
so people have to accept the TOS before use
To my knowledge
I'd make an Answerhub post, directed at legal to get confirmation
first time to notice, the launcher still showing the "Verify" option, even after veryfying. And even more weird, that you can verify again, and again, and again π
Try the area where the floppy disc is
Anyone know when 4.14 is supposed to be released?
Well preview 1 just hit the road
So I'm not sure we have any good way to know 4.14's release yet
There's a feature regarding cable component collision that I could REALLY use in my project, but I don't think its a good idea to update my project to the preview version haha
@plush yew
For sure, I know a lot of people jump right into preview versions but I'm too cautious π prefer to wait until a version hits full release
@plush yew I might just backup my project and do a thorough inspection of everything before I actually get to work
The cable component collision is what I've been waiting for for a long time now hah
Where can I even download it anyways?
@plush yew Ah yup I found it
yep "+ Add Versions"
At the very least I'll just mess around with the new features. I wonder if it would be possible to port over the new cable component back into 4.13
You could just test if it's enough for you and then migrate only when final 4.14 released
You could do physical cable with constraints, just don't do it natively aka connecting only pair of segments
Physics rope usually uses multiple connections per segment, as in connect a pair next to each other and then another connector over one
@vale osprey Hmm, why do you mean a "physical cable with constraints"? Do you mean a skeletal mesh phys rope as a placeholder?
what*
yeap
Ah I see, I'm just going to continue using the ye-old cables and proto the functionality in 4.14, then port it when 4.14 is released
Morning All, getting a missing receipt when trying to build a test build?
Live
Anyone know where I could find a text-to-speech where I could use the recordings in my commercial project without any potential legality issues?
Hi everyone. How can I make a simple laser sight draw where my weapon is facing?
Do a line trace from the tip of your weapon down its' forward vector, and draw your laser whereever it hits
qq - Are Player State variables persistent between levels like Game Instance?
No
Thanks
Hi everyone, need help on this... getting a missing receipt error when building
roject.Cook: ** COOK COMMAND COMPLETED **
Project.CopyBuildToStagingDirectory: ** STAGE COMMAND STARTED **
Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Stage Failed. Missing receipt 'Toonami.target'. Check that this target has been built.
at Project.CreateDeploymentContext(ProjectParams Params, Boolean InDedicatedServer, Boolean DoCleanStage)
at Project.CopyBuildToStagingDirectory(ProjectParams Params)
at BuildCookRun.DoBuildCookRun(ProjectParams Params)
at AutomationTool.BuildCommand.Execute()
at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)
at AutomationTool.Automation.Process(String[] Arguments)
at AutomationTool.Program.MainProc(Object Param)
at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)
at AutomationTool.Program.Main()
Program.Main: AutomationTool exiting with ExitCode=103 (Error_MissingExecutable)
BUILD FAILED
why does your cook output look so much nicer than mine?
Why do some blueprint actors invert their static mesh components when scaled by -1? I can't figure out why its inconsistent between actors.
The pipe and flange have negative scales on y axis. Why is the flange inside out? π°
anyone try 4.14 yet? really want to use Nvidia Ansel 360 image capture
@agile wadi try a two-sided material
if that fails, use a worldspace normal map on it
the latter might break it more though
2 Sided is a crude workaround tho.
how do I attach a fireball effect to a ball projectile when it is flying?
Turns out its caused by ordering. You have to set scales before you set the child actor class of a child actor component or it flips the normals.
Wtf, has anim recording been removed in 4.14?!
here is an example of a flaming ball effect using particles: https://www.youtube.com/watch?v=RAGWz2gsFWE
How would I debug a UI blueprint that calls out to the C++ side of my player pawn? I've tried setting a breakpoint on the function, but it's never called.
Calls out to
"Hello, C++ side! HELLO! CAN YOU HEAR ME??!!!"
"..."
"Oh, the phone's unplugged."
So a few things I'd check: 1. The ref to player is valid. 2. The function you call isn't overridden in BP - and if it is, add a call to parent. 3. The actual call to your player is executed.
You can just use the visual debugger in 3, but printing a string can also work.
Yeah, turned out I missed a link. I'm more used to C++ only engines like Source. >_<
Yeah. I tried it out, and it basically jumped from my breakpoint to the end without doing anything interesting - and then I realized I was missing a link between the setter for my player ref and the setter for the variable I was trying to fetch, so execution flow stalling out at my cast node made perfect sense.
There's also a trace that you can watch without needing breakpoints.
It doesn't always work (you can often see gaps), but it's kinda cool.
:nod: anyway, thanks for pointing that out. Still wrapping my head around BP; I haven't done much with it yet.
Lots of cool guys around on the server, so don't be scared to ask (except maybe Minimpoun lol).
hi
ahoyy
I wonder where people recruit for game projects these days
UE forum sorta seems quiet
?
I have a situation where I want to use the Perception Neuron plugin for UE, but apparently it works only with 4.12 at the moment. How much do projects change between versions, is it similar to Unity where there is no backwards compatibility? ( ie a project created in 4.13 will not open in 4.12 ? )
I dont think it is backwards compatible, but you can try
All righty
@covert socket There's a job channel in the server, but if you find out where all the job offers are, I'd like a link π
in here @silver reef
they're all awesome
it's amazing how much you can learn and how fast using them
they get those core concepts across
yes they do
class blueprints = awesome
It doesnt seem theres any good collison assets for vehicles. Is there anything people know about them?
not sure what you mean
do you mean vehicle destruction?
someone was talking about that the other day here
brb. firing up the bbq
i talked in marketplace about it
ah ok
didnt if anyone else knew of something
Does anyone know about a way to model damage/collision models?
uh, new here. I'm thinking of picking up ue4 to make a simple 3d car racer. no graphical pizzazz, just to explore what I can do using both blueprints and c++
the problem is my specs: Win7 64 bit, 8 GB RAM, Radeon 6630M
will ue4 run on it?
the specs page in the wiki says 'DX11 compatible card' and I'm sure the card is DX11 compatible
also found something about running in DX9 mode, too, or OpenGL
as I said, not interested in top-of-the-line graphics
processor?
i5 dual-core at 2.30 Ghz
I'm mostly worried about gfx card
and I'd like to know if it will run or not before I download 10 GB π
Well it all comes together.
You'll be able to run the editor though.
Not going to give you an FPS, but you should be able to get it running.
And there are settings you can change too.
'able to get it running' doesn't sound good
I'm running on an i5 2.3 as well, but in a laptop with 4GB Ram and a GT870M.
It's a little sluggish on some stuff, but it works.
I don't mind 'a little sluggish' π
currently I plan for: a default vehicle + some boxes for buildings + scripting π
reading through the license agreements... I know the GPL is not compatible, but the MIT is, so I could make the game open-source if I used the MIT license?
Hi all,
I've read the EULA license and I have known that a game created with UE4 can't be published as open source because this engine is closed-source.
I suppose that my game project will be made up of .cpp and .h files.
Can I publish only .cpp files so the headers that contain the engine classes won't be distributed?
If I can do this, users won't be able to build my game but they will be able to explore my code. This would also advertise UE because users will need this engine to modify my
Game code only, in other words.
good to know
looking at download options, yay, smaller than I thought if I exclude stuff I'm not gonna use
... editor debugging symbols ~10 GB? uh, skipping that. any code I'll do, I'll do in VS, which has its own debugger functionality... I'll be able to debug c++ in vs without them, right?
Pretty sure if you get a crash, the reporter will just say you don't have the debugging symbols.
So if you care about that, I'd get those files.
But you won't need them to simply debug your C++ or BP.
That's fair, but the editor has crashed from things as simple as entering text before.
That no longer happens (AFAICT) but it's not as if the debugging symbols would help you.
At least, not with that.
why the launcher shows me 4.13 if the main page says 4.14 preview is available?
@worn granite thanks for being such a huuge patient help β€
which do you think is better to go with for a first time user? is "preview" like "beta"?
Yeah, I would definitely stay with the latest stable release.
In fact, I would wait to upgrade past 4.13 until you get pretty comfortable.
Unless something you specifically want to use is in a later version.
And if you have a serious project, keep it on the major version it's on.
So 4.13.1 projects can be updated to 4.13.2, but I'd avoid migrating the project to 4.14.1
Perhaps just me being paranoid.
ok, 4.13.x it is, removed all platforms except HTML5 as it's not that big, skipped debugging symbols, 3,5 GB to download... half an hour, the launcher says
when i run the editor. the launcher opens, is it normal?
what version of the editor?
I have the same thing, the launcher keeps opening when I open the editor without it to save some RAM
4.13.2
hmm, what good is the little preview cam I get after clicking on something with an AI if it doesn't update?
4.13.2 is bugged like a mofo
if your shit worked just fine in 4.13.1 and you don't need those "hotfixes", don't get "hotbugged"
@safe rose I got frame rate boost from it lol
but it got me disconneted from git π
Ha
Yeah, you roll the dice when people touch engine versions to "fix bugs"
Which is why it would be nice for another stability release like 4.10
@arctic flicker any word on when such a release would likely take place in the future?
They actually talked about a new feature release / stabilized release cycle in a stream long time ago. so far it didnt happend. i assume this idea is on ice now. which is sub-optimal imo.
If there was word @safe rose - You'd hear about it π
Also, leave the poor man alone - he's on his vacation
two questions from a poor beginner - 1) if I made a project based on a template and then make changes to it, it doesn't change the template, does it? and 2) can UE4 draw a debug (wireframe) sphere out of the box? via blueprints or code?
thanks β€
i need to add a skeleton to a 3d model. what program is going to be the easiest to do so?
there are tons of tools for it. Blender is free and has a option for pretty much auto rig your mesh.
@plush yew
Quick question about the packaging options, in the package settings you have a build config option and then in the main file menu under package, there is a build configuration drop down.. If they are different from one another, which one does it use?
hmm, any tips on how to avoid having to scrap the entire project because of silly mistakes?
using blueprints, not c++ so far
are there any big open source projects in unreal?
unreal tournament?
other than that π
I wanted to look at structure and organization of things in bigger projects.
Creating individual systems is one thing, making them work together when there is a lot of them is another.
@thin haven define silly mistakes
push when door says pull
#define true false
Is anyone using the top down sci-fi pack for their game? https://www.unrealengine.com/marketplace/top-down-sci-fi
Comprehensive set of modules to build interior scenes in the sci-fi style: corridors, laboratories, warehouses, spaceships.
I've worked on a project which did use it
I looked on google, but couldn't find it anywhere. How can I make decals appear after an explosion? I know about spawn decal, but is there any guide on how to set up the material and spawn it in the right place with the right orientation?
@dawn prawn ive been using this so far for bullet decal with ok results http://imgur.com/a/TaOCA
should be able to do something similar for explosion
@gloomy pollen reroute nodes are cheap!
where do I find the content examples? https://docs.unrealengine.com/latest/INT/Resources/ContentExamples/Blueprints/index.html
Overview of the samples provided in the Blueprint Content Examples.
why doesn't it say so in the webpage I linked π’
they should mention it, yeah
(bit late) Yeah, reroute nodes are for people who actually want to read their artists BP!
how does one edit car performance in 4.13? the tutorial I found is waay older...
also, is there any way to have a way to reverse breaking changes if you're using blueprints? sorta like I got used to source control as a way to control changes
So does anyone know if it is at all possible for me to port over the new cable component in 4.14 backwards into my project in 4.13? I don't want to transfer my whole project into the 4.14 preview for obvious stability reasons, but I can't see how (if it was possible) porting over JUST the cable component would offset my project stability
any idea why a mesh would only show wile ejected in PIE but not when possessed ?
@bright arrow They're the same no? I always saw the "Package Settings" that you get right below "Package Game" as a shortcut to the options in project settings
I generally use both of them at different moments and I haven't had any issues so I'm pretty sure they're just two GUIs for the same config
@obsidian topaz No they added new features to the cable component in 4.14
Or did you mean port as in the source?
@plush yew I mean as in the source
Ah! Well yeah it's a plugin so you might be able to compile it for 4.13, but I have no idea
I wouldn't bother and just wait, 4.14 will hit stable build soon
Innovative and exciting Video Game Projects for the Xbox 360, Windows 8/RT and Windows Phone 8.
I couldn't actually get collision to work with the default cable actor
@ashen brook Hey! I've been good we're finishing up a short little halloween demo for The Wake
nice π
Forward shading is beautiful for our little scene
BUT steamvr isn't properly returning the chaperone params in a packaged build :/
bah
And I'm not really sure how to debug it
It's a zombie project we started on last year, never finished
There's a steam page for it
So we thought that we could at least release a small demo for halloween
Because some people were excited
We're not zombie fans we just happened to enjoy poking ragdolls, and that turned into a melee zombie hack n slash