#ue4-general

1 messages ยท Page 43 of 1

ashen brook
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hehe

plush yew
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@ashen brook How was your trip back home? You stayed here for a bit no?

ashen brook
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yeah, flew home on Monday

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We visited Epic and Valve on Friday and then did a bunch of sightseeing on Saturday. Sunday was just chilling.

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The trip home was nice, because I had a free seat next to me ๐Ÿ˜„

plush yew
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Yeah I think I saw some pics from Valve ^^

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Did you see that my hands were in The Rolling Stone? :b

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And technically I am a musician, it just took a game dev career to be featured there... world is upside down.

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I'm actually glad I'm not in there by name though, the article is a bit meh.

ashen brook
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oh yeah I saw that ๐Ÿ˜„

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pretty cool man ^^

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and didn't know you make music!

plush yew
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I've been a drummer for 19 years

ashen brook
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hah

plush yew
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I used to tour half the world, that's why I'm in the US

ashen brook
plush yew
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YES

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They're awesonme

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Everything from Akai

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What DAW are you using?

ashen brook
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yeah, I went through an "I have a band" phase in school, but our ambition far outpaced our ability

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Reason

plush yew
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Sweet! I switched to reason as well

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It's like cubase but cheap

ashen brook
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hehe yeah

plush yew
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And I would almost say the gui is more intuitive...

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They've slimmed it down a bit

ashen brook
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last time I used it was a, um, "student version" of reason 4 or so

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now they're on version 9

plush yew
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Oh shit sorry I was thinking of Reaper haha

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I'm not sure how much reason is

ashen brook
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400 bucks now

plush yew
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Reaper is free evaluation and then 60$

ashen brook
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something like 70 for the lite version

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I love Reason

plush yew
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Reason is better if you want to play with synths more

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I use reaper for actual recordings

ashen brook
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Reason is great for playing around

plush yew
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So is fruity loops :b

ashen brook
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haha

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I used that at first

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Prefer Reason

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anyway... I've been playing acoustic and electric guitar for like 20 years, but never frequently enough

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got a bunch of djembes as well... I'm more of the campfire kind of musician hehe

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but I make music on the computer for fun and when I need to do something pointlessly creative

plush yew
ashen brook
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lol, love the title of the first one ๐Ÿ˜„ @plush yew

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ah, apparently the clocks have turned back 1h

mint sequoia
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if i setup some content in a binary version of the engine 4.12.5 and need them sent to someone else who is using a modified source engine of 4.12.5 where the uassets should still be valid, how do i get them to show up

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i guess i'll get him to download a binary 4.12.5 make a project and merge the content folder then do a migrate to his actual project in the source engine

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should work..

ashen brook
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same or forward compatibility should always work even with source compiled engines

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backward never seems to work

mint sequoia
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maybe he did something wrong, i'll get him to skype screen share and make sure

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thanks Jan

tiny ivy
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Anyone know how to replicate character components now? There's no "Component Replicates" tick anymore.

mint sequoia
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and it doesn't replicate?\

tiny ivy
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Events I have in it work unless I play on a dedicated server. My guess is it's not replicating

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I feel like it's something simple because I have other characters using the component and working on a dedicated server, but this certain one isn't.

But I don't know what to check

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...
Anyone know if the "Component Replicates" boolean is still in 4.13.2?

ashen brook
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replicating the entire component seems excessive

tiny ivy
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That's what I was told to do (Using JCInventory)

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Do I need to edit it to only replicate certain events

ashen brook
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I'm not familiar with JCinventory

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well basically

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you want the server to do everything authoritative, and then replicate that data to the clients

ashen brook
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i.e. replicate data, not objects ๐Ÿ˜‰

tiny ivy
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That has the time he says to do it

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Do you have a link that teaches ue4 debugging. Idk what's being called when I try to open the inventory on the server

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Like, is there any way to see links glow when they're running like in the animation graph, but in blueprints while you're playing?

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Nvm got it

shut jay
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hey there

ashen brook
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@tiny ivy yep, select the debug instance in the dropdown in the blueprint window, and right click nodes to add breakpoints

tiny ivy
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@ashen brook Thanks. Tried that and now I'm pretty much about to give up. Spent 4 hours trying to find this issue, but I can't find anything different between the working pawn and the pawn that isn't working. :/

shut jay
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just a question i asked in some other place

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is it possible to do procedural generation with only blueprints

ashen brook
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yeah

shut jay
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like generating mountains, flat fields, etc

ashen brook
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ish

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landscapes aren't generatable

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unless you roll your own

safe rose
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You might run into some performance issues vanilla BP

ashen brook
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and tbh at that point C++ is easier to maintain

safe rose
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but you can try to nativitize to C++

shut jay
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not really the best at C++

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hence the blueprints question ๐Ÿ˜›

safe rose
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Then, do it in BP and auto-convert to C++

ashen brook
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hehe

shut jay
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it's possible?

ashen brook
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here, check this out... one sec

shut jay
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to auto convert ^

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whattttttttttttttt

ashen brook
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yeah it is

safe rose
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Yes, I just said it was

ashen brook
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it's in packaging settings

safe rose
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It's called Nativitize or something

ashen brook
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happens only in packaged builds, if you check blueprint nativization in settings

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meanwhile

safe rose
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Yeah, he's awesome

ashen brook
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here's a simple approach to procedural generation out of prebuilt parts by @storm ledge

safe rose
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WHAT

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He's pubs?!

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I see

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Anyway, back to the devil

shut jay
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ue4 has a new cinematics tool right?

safe rose
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I really wish we could have done Paper2D

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for this damn 2D class

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instead of Unity

ashen brook
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@shut jay yeah, Sequencer

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it's pretty badass

shut jay
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i see

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well i really want to try a bunch of things right now in ue4 but i have to finish school work

ashen brook
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ue4 will be here when you get back ^^

shut jay
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hmm one more question, if I have no modelling knowledge, how would I go upon starting?

ashen brook
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hmm

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๐Ÿ˜‰

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no idea about any beginner tutorials

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when I first dabbled with it I was 15 or so

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just slowly picked it up over the last 15 years by pressing buttons and seeing what happens

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there are probably quite a few good tutorials out there in the wild

shut jay
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alright well I think tomorrow I will start with first person controls, health system, tree cutting, etc

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going to focus on school work

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thanks for answering my questions

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cya later

ashen brook
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good luck ๐Ÿ˜ƒ

tiny ivy
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Anyone else ever have tiny bugs that take hours to find. This one is killing me

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๐Ÿ™ƒ ๐Ÿ”ซ

tall pendant
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is nativitizeing generating c++ classes that i can edit if i want or need to?

feral dirge
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You don't want to look at it

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It's fucking ugly

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It's not human readable

tall pendant
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aw ok.

tough jungle
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anyone knows how to use Microsoft Azure to build UE4 projects?

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or similar cloud building tool

plush yew
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how's the linux editor support nowadays? is it in a usable state, or is it still experimental?

shut jay
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hi guys

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I've started some UE4 stuff

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is there a way to make a progress bar not look like a square? ;p

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or well, can I make my own custom progress bar?

floral pagoda
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Looks like blender is getting UDIM support

plush yew
foggy valley
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Hot

floral pagoda
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oh

sacred pagoda
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everytime I hit the Build button

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this pops up

plush yew
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did you let the build finish?

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what should happen is you get that message during the build, and then when it ends that message goes away

sacred pagoda
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I know it needs to be rebuilt, that's why I hit the Build button :P

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I wouldn't mind if it closed the window too

plush yew
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for sure

sacred pagoda
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I realise it's just an unfortunate side effect of it auto running a map check before build, but I wish it handled it better

plush yew
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yeah it always tricks my brain for half a sec that there is a real problem

sacred pagoda
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isn't the red writing in the viewport enough?

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@plush yew I'm sure you know which red writing I'm talking about :D

plush yew
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Everyone's favorite message

sacred pagoda
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shame I missed your stream :(

plush yew
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more stream events coming soon ๐Ÿ˜ฎ

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including collaboration

sacred pagoda
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looking forward to it :)

plush yew
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Something I thought of after the fact, I should have worn a Unity t-shirt. In honor of halloween.

sacred pagoda
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hah

plush yew
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will save it for april fools

sacred pagoda
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like burger king wearing Mcdonalds?

plush yew
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actually on April fools I should just open up unity and pretend like everything is normal

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nice

sacred pagoda
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that would be epic

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with some mspaint overlay covering the unity logo with ue

safe rose
sacred pagoda
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mini-jam?

safe rose
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It could be

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I will not be giving the actual task out until just before the event.

sacred pagoda
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sounds fun

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@safe rose Would you mind identifying these system tray icons? I'm worried I might be missing out on greatness. :)

safe rose
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lol, where did you see those at?

sacred pagoda
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your twitch channel

safe rose
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past stream?

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aye

sacred pagoda
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yeah

safe rose
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They are gone in the future

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But anyway

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LAUNCHY

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is definitely what everyone should have

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alt-enter and type instead of using cortana or clicking on folders/exes

sacred pagoda
safe rose
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CCleaners just cleans stuff

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ya

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Restream is for streamers

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f.lux is another thing everyone should have

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Um, looks like one of my printer icons

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TopTracker is for contract/freelance work, keeps track of hours/tasks

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Seagate backup drive is that yellow thing

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Gyazo is for screenshots/gifs

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oh and OBS for streaming

sacred pagoda
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thanks :)

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sorry to be a weirdo :P

safe rose
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no biggie, if you have something that I don't let me know

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I'm all about ease of use

sacred pagoda
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I use Lightshot for my screenies, never tried Gyazo though

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ShareX is nice too, can't remember why I returned to Lightshot though.

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oh right

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Lightshot stores your images forever

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in a nice online gallery

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everything you ever snapped

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nice to see what I was doing 2 years ago

plush yew
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safe rose
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!invite

sacred pagoda
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yeah, that Launchy is great!

safe rose
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๐Ÿ˜ƒ

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Glad you enjoy it @sacred pagoda

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Definitely one of my go-to DLs when I install a new OS

sacred pagoda
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can deffo see why

safe rose
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^retweet/like please ty

sacred pagoda
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"solving problems that other UE4 devs are having to creating simple game mechanics"

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really like the idea of that

safe rose
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Glad you do

sacred pagoda
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be really interested to see all the viewers solutions too

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The infinite monkey theorem states that a monkey hitting keys at random on a typewriter keyboard for an infinite amount of time will almost surely type a given text, such as the complete works of William Shakespeare. In fact the monkey would almost surely type every possible finite text an infinite number of times. However, the probability of a universe full of monkeys typing a complete work such as Shakespeare's Hamlet is so tiny that the chance of it occurring during a period of time hundreds of thousands...

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springs to mind

ashen brook
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f.lux is another thing everyone should have
@safe rose unless you do any art of any kind.

grand umbra
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yea it really sucks if you do art

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everything i made was blueish for a month

hard minnow
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I'm not even sure where I should adress this question, but... So, basically, ehm, how do I setup two-dimensional controls for animations? I mean when you are controling your character's hands with your two-dimensional input device like a mouse or a stick of a gamepad, for example. This concept was implemented in games like Octodad, Human Fall Flat and even surgeon simulator. I'm not asking for instructions, of course. Just... How does it even called? How do I google it? In which direction I should look for it? Any suggestions?

ashen brook
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@hard minnow Are you thinking of 2D blend spaces? Those are just animation assets that you can create for a skeletal mesh, and which let you blend two or more animations together among two axes. You can then use the animation blueprint to put values into those axes that you get from your character or input, or wherever

mint sequoia
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@safe rose i remapped my windows key to launchy, i don't even start menu, it's the future, had it setup like this for over a year now, i can press windows -> ki-tab-start of process name and it kills any process, or use it as a calculator, just so good, and the last thing i opened is right there when i press it so when maya/ue4/anything else crashes i can restart it ez

sacred pagoda
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@mint sequoia How did you enable the kill command? not recognised on my system

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ah, this Killy plugin?

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not sure how you got the Win key to work either since it's only in the modifier list, and the other can't be blank ( Edit: found out how to do it with AutoHotkey app )

thin haven
errant lintel
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@thin haven why you can't ?

thin haven
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dunno, was complaining it can't import

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worked around it by copying into Content first and reopening

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I wish those things were described in UE4 help instead of me having to google

errant lintel
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I currently download the zip to see

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yeah this is simply Texture & material asset, well simply unzip on your root project folder

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to merge the content folder with your existing content folder

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close editor before

sacred pagoda
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it is kinda weird that the editor can't import uasset files though

vale osprey
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you need to "migrate" to move them around properly

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uasset by itself can be just few kilobytes but have a lot of dependencies on other uassets, this is why "migrate" is the way to move them

sacred pagoda
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makes sense

vale osprey
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I'm trying to understand how to work with spline components properly:

  • from the editor, we have access to in and out tangents
  • from code I can see only setting of the in tangent, but not out tangent
    does editor recalculates In tangents for next point somehow when you specify Out tangent?
sharp summit
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Question... what's a good way to host a file that you think will get hit hard?

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Mega?

vale silo
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thinking about getting Intel Celeron Processor G3920 for initial upgrade from my ancient AMD Phenom x3. Is it worth it?

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(Skylake architecture)

worn granite
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Actually guys, no need to close the editor to have .uasset appear in-engine. Migrate is the better way if you're moving your own .uassets around- or if you're trying to take a specific uasset from one project to another. If you're just trying to take all .uassets from one project to another, as long as there isn't a collision (same file name) it should be find to just copy them over in windows.

humble crow
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@vale silo what do you need it for? Playing games, simulating physics... just general upgrade? For me I need more power for FX sims.

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thats a fine upgrade, but how long will it last you? I like going i7 2 below max, generally around $300

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i7 6700 is probably what I'd upgrade to right now, but budget is also huge consideration

vale silo
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@humble crow currently having AMD Phenom x3, 8Gb of DDR2 RAM, GF670GTX. UE 4.11 ran butter smooth, 4.13 runs like shit and Epic said my PC is junk (except GPU). So, I need an intermediate upgrade.

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so I am thinking Z170 mobo, Skylake Celeron, 16Gb of RAM

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and later I can upgrade to i7, 32Gb of RAM and 1060

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If I could upgrade to i7 out of the box, I wouldn't be asking about Celeron ๐Ÿ˜‰

worn granite
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C'mon man, if you aren't getting a 5820k and 4 1080s go home kappa

vale silo
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$600 vs $1200

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makes difference to me

humble crow
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well i3-6100 is $119, thats not bad

vale silo
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why on Earth would I want i3 ?! It's almost as bad as Celeron

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and Celeron costs $45

humble crow
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well modern chips have more than just speed of processor

vale silo
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so, Celeron isn't modern ?

humble crow
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I thought the celeron was $100

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is it?

vale silo
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eeh, yeah, it's Skylake arch

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same thing as i3, but cut down a bit

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beats AMD Phenom x3 for sure

worn granite
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I say go for it.

humble crow
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reading up on it...

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yeah seems great for the price

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there's 2 one slightly faster

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2.9 GHz one

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and a 2.8

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cool, get it!

vale silo
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aye, thx folks

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btw, Win 7 Pro or Win 10 Pro ?

gloomy pollen
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Win 10 is too privacy invasive for my liking and i dont need a single extra feature it adds

vale silo
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but without Win10 there is no XBox 1 development, no DX12 and no other small things that might be important (like no way to update firmware in XB1S gamepad to use it with Android phones).

vale osprey
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It might take another 5 years for dx12 to get really important

gloomy pollen
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Im extra jaded since I worked as MSP for 4 years before breaking free into the linux and storage side of IT.

thin haven
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can someone tell me the diff between landscape splines and blueprint splines?

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and is there a tutorial to blueprint splines other than the hour+ long livestream?

vale silo
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@vale osprey that may be, but without Win10 there is no way to get into XB1

vale osprey
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yeap, if you are registered dev, not sure why would you be concerned about this anyway

vale silo
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because I want to become registered dev, since XB1 is the easiest console to get onto ๐Ÿ˜ƒ

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(and my non-VR project is well suited for consoles)

vale osprey
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sorry, I've missed the point, you are assambling a new machine ๐Ÿ˜„

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it makes sense to get 10 then, if you are fine with it and will get a registration

toxic cobalt
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Hey, general dumb question: how do I move assets up one directory level?

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Tryna organize my project better ๐Ÿ˜ƒ

thin haven
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good question, I would like to know too

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my dumb question: how do I zoom in/out in blueprint window?

toxic cobalt
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@thin haven scroll wheel?

coral folio
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Hey there ! im currently working on a project in unreal 1.12.5 where i created 3 different levels and then merged them in one persistent level.
I'm trying to use level streaming with the sequencer but having some issues; basically i would like to load each level one after another using level streaming to save processing time but i also have some camera animation for each level which have to be triggered when the respective level is loaded. so far i got the loading levels working through BP (find attached screenshot) . but i cant get the camera animations working correctly through sequencer .... at first i had each camera into each specific level, then i also tried moving all the cameras in the persistent level to see if it was changing anything but no luck ... what's going on ??
i also tried using the 'level visibility track' in the sequencer where i trigger each level one after the other but still not working....
any help would be MUCH appreciated as i'm tight on a deadline ...

THANK YOUU!

thin haven
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@toxic cobalt: no scroll wheel here, can I find this thing somewhere in editor prefs and change?

gloomy pollen
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@thin haven you can use + and - keys on keypad

thin haven
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no keypad either

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this is a laptop :{

toxic cobalt
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If it has multi touch maybe pinching/swiping with 2 fingers will do it?

thin haven
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I am asking about blueprints window not viewport

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in viewport, pressing left and right mouse button and moving cursor works

toxic cobalt
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try pressing shift + LMB?

gloomy pollen
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heh, didnt know about that one, holding RMB + LMB and moving mouse zooms in and out of BP editor for me

toxic cobalt
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oh, yeah, lmb/rmb works in the BP editor

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๐Ÿ˜„

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Anybody figure out about moving files up a directory?

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And by files I mean assets. Is that possible in the content browser?

severe timber
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I am working on a procedural housing system, so I read about Instanced Meshes. I am trying to implent this in C++, but I cant do this in the constructor it seems. This got mt wondering, should very building have its own Instanced Meshes or should there be only once instance and then share that between the buildings?

vale osprey
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@severe timber if you use hierarchical instanced static meshes then you can have just one of them for all instances

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So that would be one HISM for all instances of the same wall used in multiple houses

severe timber
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So, I should create a class that handles all the HISM that are currently used

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I am still not feeling this

wind epoch
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@severe timber try in postinitcomp override

severe timber
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@wind epoch but then every class hass its own UHierarchicalInstancedStaticMeshComponent ?

ember siren
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If anyone could answer this question that has been bugging me, I'd be forever grateful.

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When I load up my game, I have my no landscape visible, since I have to load it from the levels menu, and that's annoying, cause it takes a while - buuut if I just press play, without loading them, I can almost instantly see my landscape, as it begins to play

thin haven
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@ember siren I understand "load up my game" is outside of editor, and "press play" refers to Play-In-Editor?

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my question: how do I remove landscape splines?

ember siren
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I meant loading my game in editor

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Can't you select them by clicking?

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@thin haven

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@thin haven did you select the landscape spline tool first?

thin haven
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will try 2morrow thanks for suggestion ๐Ÿ˜ƒ

ember siren
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Haha no problem ๐Ÿ˜„

floral pagoda
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WOW

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that was funny

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The timestamped bit that is

foggy valley
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hahahahaha

violet lance
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Hey guys, does anyone mind taking a quick look at a simple lighting issue I'm having?

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Would really appreciate it, thanks.

foggy valley
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oh shit all of a sudden Hide and Seek onion cutting

feral dirge
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hahahahahaha @floral pagoda

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The whole video is good

foggy valley
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I do like the head thing at the timecode. does that actually happen?

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and who is that derogatory woman in the video?

floral pagoda
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@foggy valley TL;DR - They went into GTA 5 looking to be offened

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Atleast that is what I got out of it

foggy valley
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no kidding

tame ocean
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Hey guys, I have a question regarding books for my 3D game environment. I'm currently developing a grand archive/library where I'll have a large amount of bookshelves filled with books and piles of books laying around. My question is, what is the best/optimal way to approach this without using alpha cards. Do I use individual books? Do I combine books into a single export in Maya?

What I'm looking for is something like this: http://i.imgur.com/bhi34sf.jpg and http://i.imgur.com/vzEky0f.jpg

foggy valley
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use an atlas?

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and then use instanced geometry

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if you made each book cover an item in a flipbook it gets real easy

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then you just fit each different book style geometry to the same flipbook

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you could even randomise the flipbook choice based on world location

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or via unique object ID as a seed or something

hard minnow
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@ashen brook Thank you.

tame ocean
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Thanks @foggy valley ! I'll have to take a look at texture atlasing, it's something I've never attempted before.

foggy valley
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it's pretty easy. try the flipbook thing for sure

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that simplifies accessing the atlas so it's not geometry specific

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it's an atlas, but easier! ๐Ÿ˜„

tame ocean
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Ahh ok

foggy valley
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and if you want a tool to make a flipbook, google "Texture Packer" - it's free

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flipbooks can be any size btw. no problem with non-power-of-two due to how they work

tame ocean
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Kk, thanks again!

gloomy pollen
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anyone ever create a "net" mesh/material like a rope or fishing net?

foggy valley
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use apex

tranquil wedge
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like masked ?

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or real detailed ropes

gloomy pollen
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yeah im applying a net texture to one of the cloths right now

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double sided masked texture seems to be working ok

tranquil wedge
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pretty much

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I didnt try combo with tesselation or pom yet

gloomy pollen
foggy valley
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give it edging

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then it'll probably look good

gloomy pollen
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err im not familiar, is that in material or image editor

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nvm, yeah i just downloaded that texture off google images real quick ๐Ÿ˜„

tranquil wedge
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looks decent ๐Ÿ˜ƒ

gloomy pollen
frozen geyser
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hey, anyone know how to deal with gubp command not found?

still seal
#

Hey lads, is there any documentation on how to distribute custom ue builds to your team? I tried just using the files on a second pc but it is complaining about some missing stuff that seems to be absolutely linked to my system.

thin haven
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I'm using bp generated splines for roads. the landscape splines had that width setting. is there a way for me to set a generated spline(mesh?) width via bp?

coral folio
#

Hey guys anyone can help on this ? I'm on a tight deadline e and I don't know whats going on :/
im currently working on a project in unreal 1.12.5 where i created 3 different levels and then merged them in one persistent level.
I'm trying to use level streaming with the sequencer but having some issues; basically i would like to load each level one after another using level streaming to save processing time but i also have some camera animation for each level which have to be triggered when the respective level is loaded. so far i got the loading levels working through BP (find attached screenshot) . but i cant get the camera animations working correctly through sequencer .... at first i had each camera into each specific level, then i also tried moving all the cameras in the persistent level to see if it was changing anything but no luck ... what's going on ??
i also tried using the 'level visibility track' in the sequencer where i trigger each level one after the other but still not working....
any help would be MUCH appreciated

THANK YOUU!

midnight yoke
#

hi guys, does using ue4's sympligon still requires a license from Donya labs?

sacred pagoda
tall pendant
#

yup

midnight yoke
#

Ok, thanks guys!
The important bits from the article if anyone else is curious:

  1. Simplygon will be available as a free up-front license with a small royalty when you ship a successful game.
  2. Simplygon will automagically be enabled inside the editor once youโ€™ve got it installed. All you have to do is sign up on our website or grab the plugin from the Marketplace.
rigid kayak
#

Anyone having problems with debug text not drawing on the screen ( in the new preview version)?

#

Stopped working for me when i enabled EQS

thin haven
#

need help with strange shadow artifacts

#

pic 1: see "preview" text in shadow? it's from the default texture the game had at some point, even before I added the landscape and the road

#

heelp

plush yew
#

you already rebuilt lighting?

thin haven
#

three times

#

I'm thinking of trying to switch on static lighting back and building it for the last time

#

but that's for tomorrow

#

I want to code something today ๐Ÿ˜›

gray forum
#

@thin haven: Is that floor modular?

thin haven
#

procedural spline mesh

#

on top of a landscape

gray forum
#

Have you checked that your lightmap is aligned to grid and UV islands have a decent enough margin?

wind epoch
#

4.14.0 p2 has been released

severe timber
#

Why is drawing the same static mesh on the same spot 3 times giving me red vs (f5)?

cursive dirge
#

@wind epoch yay! Let's hope simulation mode is fixed now

#

On p1, it automatically turned realtime off from viewport

wind epoch
#

I hope they fixed fbx imports from specific apps

safe rose
cursive dirge
#

yay

#

simulate now works properly on p2

#

I didn't see it on changelist though

#

but it does work now

gloomy pollen
#

Can you attach a component to two bone/socket at the same time? The second one bound seems to undo the first one for me.

midnight yoke
#

hi guys question about the Editor

#

does anyone know how I did it?

#

(and how to undo)

plush yew
#

Hello people!

I'm looking to implement a telemetry system for tracking some rudimentary usage stats. I was wondering if anyone here had any recomendations

thin haven
#

is there a way to get UE4 to read XML/JSON files?

#

just wondering

plush yew
#

I think you need a third party lib

thin haven
#

what lib would I look for and how I'd integrate it with UE4?

plush yew
#

I was using rapidjson

#

dont know if it's the best solution

#

or if it works with unreal

tepid bobcat
tall pendant
#

could be a axis issue

tranquil wedge
#

@tepid bobcat what file format and 3d app you used?

tepid bobcat
#

I use maya and exported as obj

tranquil wedge
#

are there any axis switches in exporter?

tepid bobcat
tall pendant
#

nope. for obj there is no checkbox in maya

#

have so set the axis to z-up? maya default is y-up

tranquil wedge
#

could be

#

or maybe there is some option in importer you can use

tepid bobcat
#

in unreal or maya sey it up?

tranquil wedge
#

(Im working some other stuff so cant open ue and check)

tall pendant
#

i export my stuff from maya with no problems. but i use fbx

tranquil wedge
#

same here

tall pendant
#

Mayas default is Y-up. Unreal is Z-up

#

but can change it in maya

tranquil wedge
#

except i use softimage

tall pendant
#

Preferences->Settings->World coordinates

tepid bobcat
#

ya found it

#

thx for the help

tranquil wedge
#

btw

tall pendant
#

np. hope it helps ๐Ÿ˜„

tranquil wedge
#

obj - I think it has only one UV set

#

so fbx is better option

tall pendant
#

for .obj it depends on the exporter. But yeah FBX is the better option.

tepid bobcat
#

ah ok Fbx it will be ๐Ÿ˜‰

cursive dirge
#

worth noting that for example with modo, you still need to export Y - up for unreal

#

if you change the coordinate system to z-up, things will show up sideways on unreal

#

at least with fbx

thin haven
#

does the Low Entry library really have that comparator function?

#

I can't find any listing of what it has

plush yew
#

guys, has anyone implemented flurry plugin? I have some questions

midnight yoke
#

guys, simple question, is it possible to tweak the speed of the floating pawn controlled when using Simulate (without changing the code)?

plush yew
#

@midnight yoke rightclick + mousewheel

midnight yoke
#

oh snap right, thanks @plush yew

wintry prawn
#

is that an extra service you have to subscribe to?

safe rose
vale osprey
#

@safe rose do you know if they have collections of stylized materials or it's mostly realistic?

safe rose
#

@vale osprey They've always been more to realistic than stylized

#

But I have seen some stylized stuff from them before

#

But, I can look

#

And see if there is anything currently

vale osprey
#

thanks! I should check their gallery ๐Ÿ˜ƒ

safe rose
#

fml

#

585

analog valve
#

Hey guys, I get ERROR: Visual C++ must be installed to build this target. when I try build

#

any ideas?

#

found a few vaguely similar issues, but no fix from them

cursive dirge
#

yeah

#

visual c++ needs to be installed

#

just like the error message says

#

@analog valve ^

#

it's not installed by default on VS2015

south ridge
#

For some builds of the engine, you had to have MSVS2013 in addition to MSVS2015

#

(C++ tools from both)

cursive dirge
#

if you have some ancient fork, sure

#

but 2015 has been fully supported since 4.10 I think

#

or somewhere around that

south ridge
#

Nope

#

4.13/4.14 from git repository still wanted vs2013 for building some minor junk (crash reporter I think, or something of that kind)

cursive dirge
#

hmmm

#

I haven't had vs2013 for ages on my comp and I have rebuilt the engine for 4.13 and 4.14 with it

#

haven't checked if crash reporter was included on default build though

south ridge
#

You can build the engine

#

It'll just not let you build a shipping version

#

Don't ask me I don't know ๐Ÿ˜„

analog valve
#

got it fixed, was working with 2013

#

installed 201

#

5*

bright arrow
#

Hey guys, could someone explain to me the value of cooking builds versus just packaging them? We're building a build server and I understand that cooking removes unused content but I thought packaging does that too so I'm curious as to when I would want to invoke the cook option when packaging builds vs just packaging them

south ridge
#

You need to cook content to package a shipping build

#

Cooking removes all extra data that editor needs, e.g. uncompressed copies of textures and meshes and so on

#

Leaving only compressed and optimized versions

bright arrow
#

hmm, for some reason I thought that if you packaged a build with shipping set in the package options it did this already

#

from what I understand packaging does this already.. the only reason to cook is if you want to prepare the project ahead of time for the packaging to save time when youa re ready to package

#

but if I just run package as a shipping build it should compile, cook and package right?

#

https://docs.unrealengine.com/latest/INT/Engine/Basics/Projects/Packaging/#contentcooking

This seems to suggest it is possible to cook the content without rebuilding the code or such.
So seemingly, just faster iteration to cook rather than package every time if there are only asset changes
Packaging still does the full of it though. The content cooking option just seems to be for that quick iteration of asset testing

So nevermind I just answered my own question

Packaging Unreal game projects for distribution.

south ridge
#

Yeah

#

It's part of features for making test builds for QA teams faster

pseudo ridge
#

Not sure where to ask this... But I'm trying to take a generate collision for a sprite, and modify it at run time. For example, I want to be able to cut out shapes of a sprites 2D collision... If that makes sense.

proven tulip
#

Quick poll here guys, what are you all using for large files storage? On the forum it seems most people reccomend perforce but with git lfs being fairly cheap and more robust now than a couple years ago I was wondering what your updated opinions are. This is for ideally versioning somehting like a map.

thin haven
#

I'm using git as my maps aren't good

#

I was under the impression git lfs was free?

wintry prawn
#

plasticSCM

proven tulip
#

lfs is free up to 1gb per month

#

1gb of storage and 1 gb of bandwith

#

@wintry prawn Do you use the free edition of plastic?

wintry prawn
#

no, we use full version on the project im working for

safe rose
safe rose
#

^40mins !

safe rose
cursive dirge
#

@safe rose so

safe rose
#

Yo

cursive dirge
#

who won? ๐Ÿ˜„

safe rose
#

Hmmmmmmmmm, they both did ๐Ÿ˜ƒ

cursive dirge
#

were so tempted to do shadow run for this ๐Ÿ˜„

#

also, I didn't really help @plush yew much, just coughed few times and she accidentally got some clue

plush yew
#

โค

safe rose
#

Well, audience participation is supposed to be part of it

#

I just need to figure out the right way of doing it

cursive dirge
#

yeah, but it was difficult as she didn't want to ask for the help ;D

safe rose
#

Aye, neither of them did

plush yew
#

yeah I was very stubborn

safe rose
#

It's funny, but more people tuned in towards the end of it

#

And some didn't even heard about it until the tail end

#

Guess my spamming sucks

cursive dirge
#

it was a fun idea

#

would be nice to have some bigger event some time with more participants

#

might be hard to find people who are willing to stream though

waxen vine
#

would like to see screenshot dumps of core features

#

then even non-streamers could show off some stuff

cursive dirge
#

I dunno, streaming kinda keeps things honest there ๐Ÿ˜ƒ

#

if you are off screen, you could just copy/paste all code in

waxen vine
#

i mean no one wins anything from this though :S

#

doubt anyone would actually do that

cursive dirge
#

@plush yew btw, in mario, there's a really strong gravity, you kinda went to the other direction ๐Ÿ˜ƒ

plush yew
#

yeah afterwards I saw how floaty it was

cursive dirge
#

slow gravity makes it bit floaty

plush yew
#

and how only the jump should have been adjusted

cursive dirge
#

yeah, exactly

#

it's pretty common on arcade game that gravity is multiple times what the real value should be

#

although it might be like that already on ue4 character, I haven't used them much

#

it'll just feel more responsive that way

plush yew
#

for sure, I think my mind blanked a few times under pressure ๐Ÿ˜† but still glad that aside from art we almost got it

cursive dirge
#

when you try new things, it's often trial and error anyway unless you do everything by the book ๐Ÿ˜ƒ

#

tbh I do the same, I usually try things out based on my assumptions and if it fails, I start looking around docs or do some other search

plush yew
#

yeah my normal style is just play with things until I figure out whats going on

#

I think it'll be easier

#

next time

#

pressure started to leave near the end

cursive dirge
#

easier to remember too when you learn what didn't work and later realize the reason why it didn't

#

if everything just works smoothly and you never stop thinking why, you may miss some points

#

unless, you fully understand the whole concept from the beginning and then none of this makes any sense ๐Ÿ˜„

fresh pawn
#

i thought it was pretty fun

#

enjoyed watching. thanks @safe rose @plush yew and @topaz rapids

#

have to go back and look at everything i bookmarked

safe rose
#

If anyone wants to participate, please PM me!

#

^Battle stream

mint sequoia
#

@plush yew mario movement is based on a spring, you calculate the acceleration as ((Tightness * Displacement) - (Damping * CurrentVelocity)) & platformers jump in a curve closer to a square shape than a /\

#

that's also the formula i use for all my velocity applications in my current game and most others too

#

if curious

USTRUCT(BlueprintType)
struct FSpring
{
    GENERATED_BODY()

    FSpring(float InDisplacement, float InTightness, float InDamping)
        : Displacement(InDisplacement)
        , Tightness(InTightness)
        , Damping(InDamping)
    {}

    FSpring()
        : Displacement(100.f)
        , Tightness(5.f)
        , Damping(0.1f)
    {}

    float GetAcceleration(float CurrentVelocity) const
    {
        return ((Tightness * Displacement) - (Damping * CurrentVelocity));
    }

    FVector GetVelocity(float DeltaTime, float CurrentVelocity, FVector MoveDirection) const
    {
        const float Accel = GetAcceleration(CurrentVelocity);
        return FVector(Accel) * MoveDirection * DeltaTime;
    }

    /** Rate at which acceleration is applied or how much displacement is applied to the spring. */
    UPROPERTY(EditDefaultsOnly, Category = Spring, meta = (ClampMin = "0", UIMin = "0"))
    float Displacement;

    /** How responsive the spring is. */
    UPROPERTY(EditDefaultsOnly, Category = Spring, meta = (ClampMin = "0", UIMin = "0"))
    float Tightness;

    /** Lower the overall effect of the spring. */
    UPROPERTY(EditDefaultsOnly, Category = Spring, meta = (ClampMin = "0", UIMin = "0"))
    float Damping;
};
#

try it out ๐Ÿ˜ƒ essentially Velocity += FSpring::GetVelocity(...)

thin haven
#

scratches head test running a "detect corners" algorithm http://i.imgur.com/I7sVp5c.png
for some reason the only place where it really works is the hill (straight ahead) but fails to detect the corners
the angled line my car is standing next to checks four waypoints ahead
I am betting the angle between the angled line and the yellow line is more than 10 degrees!

thin haven
#

heelp?

cloud cobalt
#

Well, what's the question ?

#

Where's the code ?

#

What are you trying to do ? Etc.

thin haven
#

I was trying to find out if it's a corner by getting an angle between vectors

#

but I was doing it wrong

#

I just realized I should get the vector from current wp to next wp, as well as from current to lookup (4 waypoints ahead), and get the angle of those two, instead of trying to only get the angle between current wp and lookup wp

#

*wp = waypoint

#

and don't mind the blue debug test, I was testing raycasts

#

... time to get the AI to react to the data presented ๐Ÿ˜›

pseudo parrot
#

is there a way to launch a standalone server from the editor?

obsidian topaz
#

Does anyone know if a project can be released commercially as 4.14 if it hasn't been officially released yet? I'm guessing not. If not, does anyone know when 4.14 should be released?

sacred pagoda
#

@obsidian topaz I don't think there is any rule prohibiting it. just not recommended.

severe timber
foggy valley
#

you'd be nuts to release a 4.14 build of anything for any reason other than "look at this in 4.14"

#

just wait three weeks and it'll be current

ancient meadow
#

hi there, ive done something stupid, whenever I hit play button in the editor now, I always start ejected from the player controller and have to possess it with the button in the top right editor window

#

anyway to reset this to the default behaviour?

#

cannot figure out how to fix it for the life of me

#

weird, i finally found it in the settings, viewport gets mouse control setting.

hollow dirge
#

is it not possible to return an array using select?

safe rose
#

@hollow dirge using select?

#

As in State?

#

As in Enum?

hollow dirge
#

I have a structure array

#

I want to return the structure array, but I can only seem to choose the structure in singular format

worn granite
#

Select arrays seem to work

safe rose
#

@worn granite aye, he was trying something else

#

He wanted references of the array, instead of the values

#

and then selecting them

worn granite
#

A ref to an array instead of the literal array?

safe rose
#

Go to blueprints, I was very confused

#

#blueprints

#

hmm

#

should be renamed

#

ยฏ_(ใƒ„)_/ยฏ

worn granite
#

maybe when we start seeing enough unity people in here we can get #unity-playmaker

safe rose
#

ha

odd karma
#

hello everyone ๐Ÿ˜ƒ

#

i have a question regarding PMC after i've created a newobject mesh and created a section now i wanned to update the section with the new vertices and triangles so i thought that i dont need to recreate the mesh section but use updatesection which doesnt take triangles?

#

anyone has any advice ?

versed pawn
#

Did anyone experience UE4 unable to package on the Preview version of 4.14?

safe rose
#

Submit a bug report on answerhub @versed pawn if you can repro it

cursive dirge
#

@versed pawn also try to isolate what breaks the packaging

agile echo
#

what was 4.14 full relaese date?

#

i think epic told me nov 8 at vdc but not sure

safe rose
#

one hour game jam

fiery harbor
#

@agile echo it's definitely not Nov 8

#

a few more weeks

versed pawn
#

Unfortunately Google Play does not accept builds with 4.12 anymore because of some security issues in the libpng jar

#

4.13.2 contains these fixes but I just can't package with it, and not even with 4.14

#

If I had any type of error message, it would help a lot, but there is nothing. It just stays there, that's all.

#

I restarted the PC, I even reinstalled UE4, but still the same thing. 4.12.4 builds and packages correctly, but versions after that, just hang at the LinuxTargetPlatform line.

#

After a few tried I even disabled all other platforms, only Android remains, but still the same thing.

versed pawn
#

Nevermind, got it fixed by just copying some files from 4.13.2 to 4.12.4.

cursive dirge
#

ah, some mobile stuff

#

no idea on that

plush yew
#

Hey im looking for a way to convert numbers like 1000 to 1k and so on but i'm not even sure what to google to find an answer as the best method to do that.

thin haven
#

@plush yew: are you using blueprints or c? do you want number or string?

plush yew
#

ok... we have a monster blueprint, we select it, say duplicate and change something on the duplicated one. FPS goes to oblivion once monsters from the duplicated class are spawned. We destroy the duplicated bp, create a child class of the original, now everything works 100% fine.

#

Can anyone tell me what the fuck?

#

im using blueprints. i just need string, its purely for the interface so i just want to convert it into smaller length denominations

thin haven
#

ok, so you do that. float/float (or int/int, don't know which ones you're using), where the A number is your 1000 or 2000 or whatever and the B number is 1000 and then hook the result of this to a toString(float) [or int], and hook the result of this to Append, and write "k" in the textbox of Append

#

should do the trick

#

@plush yew

leaden onyx
#

guys, easy question I believe, how do I disable consumption of input in C++ for certain actions?

#

it is easy in BP (just a checkbox)

#

thing is I have 2 actions mapped to one button, and other action is not being called because of the first one

pallid compass
#

are non-planar face in models an issue for ue4?

grave nebula
#

@pallid compass If you are referring to non-planar polygons, then it does not matter,because they are split into triangles in any case.

pallid compass
#

thank god

rose bison
#

what are non-planar polygons?

#

aren't they planar by definition?

pallid compass
#

I dont even understand them my self, someone needs to explain

rose bison
#

oh, yeah

#

if you have quads, they get triangulated. Just split in half into 2 triangles

#

n-gons(faces with more than 4 vertices) are a problem though and should be avoided for game engines

cursive dirge
#

hmmmm

#

anyone tried the new midi plugin on 4.14 previews?

#

I figured out how to wire it up on blueprints but it can't find any connected midi devices

#

ah nevermind

#

it works

#

it's just watch value for "Find MIDIDevices" doesn't work

#

everything shows up blank

#

yeah, all working now

south ridge
#

@cursive dirge I invite you to celebrate with me

#

These are the good days

#

We came up with a name for our game

#

~2 years into the development

rose bison
#

tram simulator?

south ridge
#

Nope

rose bison
#

subway simulator

south ridge
#

Nope!

cursive dirge
#

@south ridge heh. yeah, I know it's hard

#

I have a working title on mine but I'm pretty sure I can't use it

rose bison
#

but I know the thing with names

south ridge
#

I can't actually reveal the name right now, but it's an alright name

rose bison
#

everything good is already taken and registered

south ridge
#

We came up with something short and super-specific to our game

#

Non-technical, but sounds technical

cursive dirge
#

What's the train model?

#

in game?

#

I wouldn't want spoil this but the name of the game is "On Rails - Choo Choo"

rose bison
#

actually a good name

cursive dirge
#

device name for the controller I want to use is LPD8

rose bison
#

how is 4.14 btw?

cursive dirge
#

I have other midi devices too but that's the one with knobs

#

I haven't used it much

rose bison
#

haven't seen anything interesting but the midi thing

cursive dirge
#

I gave up on 4.14 p1 right way as simulate mode immeatidly turned off viewport realtime option

#

it's fixed now on p2

#

did you watch last thursdays stream?

#

automatic lod generation is pretty great

#

for static meshes for now

#

but still

#

also more forward rendering stuff

south ridge
#

@cursive dirge the train model is 81-717

#

81-717.5, 81-717.5M, 81-717.5ะŸ

cursive dirge
#

yeah, can't twist that into name

#

eightitit

#

ateitit

rose bison
#

I wasn't even aware they didn't have automatic lod generation in UE4

#

they had it in UDK

cursive dirge
#

they had?

rose bison
#

yeah, simplygon I think

cursive dirge
#

there's been simplygon integration on ue4

#

but this is built-in

south ridge
#

@cursive dirge plus more types of trains have different names

cursive dirge
#

no simplygon needed

#

which mean also, no need for simplygon license

rose bison
#

btw how are you guys on engine optimization for a large amount of actors?

cursive dirge
#

simplygon want 1% of the revenues ๐Ÿ˜„

rose bison
#

greedy bastards ๐Ÿ˜„

cursive dirge
#

yeah, it's pretty absurd amount taken that epic wants 5 for the whole engine

#

(I'm not even joking) ๐Ÿ˜„

rose bison
#

me neither ๐Ÿ˜ƒ

#

back to some optimization things, I did some stress tests for a game idea that I will never finish but I like to work on it anyways from time to time ๐Ÿ˜„

#

kinda like total war/mount and blade battle simulation

#

any idea when DX12 will be ready for UE4 use?

cursive dirge
#

DX12 will be win10 only

rose bison
#

I know

cursive dirge
#

but then again, that might be ok by the time game gets out

#

if it's a bigger project

rose bison
#

but it potentially fixed lots of the stupid bottlenecks for large amounts of CPU to GPU stuff

cursive dirge
#

there's vulcan too

#

DX12 kinda works already but no idea how well

rose bison
#

they said they are using it for their projects already, but not yet ready for public use

cursive dirge
#

just put -dx12 on command line param or -d3d12

rose bison
#

read it on some blog

#

hm

#

does it work for editor too?

#

might just test it

cursive dirge
#

it's odd that they don't even expose the value on project setting

#

should work I think

#

like

#

there's been experimental opengl 4 for ages there

#

and vulcan is now listed too

#

hmmm

#

wonder what those unkownRHI:s are?

rose bison
#

is that a question? then no ๐Ÿ˜ƒ

cursive dirge
#

or Wolf

rose bison
#

PS4 Xbox I think

#

also I was thinking about decoupling game logic from rendering completely

cursive dirge
#

I like the way how google suggests me things

cursive dirge
#

heh

rose bison
#

k, editor in dx12 is like 10s/frame

#

not what I was hoping for ๐Ÿ˜ƒ

foggy valley
#

that wolf is horrendous

floral heart
#

Which one, the ut99 roleplay furry or the border collie rig test?

sand spear
#

Hello guys, I want to know is it possible to mask a color with post process? I made a shader to mask green screen with CaptureScene2DComponent but i want to use it for my main camera is it possible ?

south ridge
#

That wolf is... unreal!

foggy valley
#

Which do you think ๐Ÿ˜‰

frank escarp
#

the unknowns are consoles for sure

#

but Wolf?

#

maybe nintendo Switch?

#

they said they were going to support it

#

or maybe something secret

fierce tulip
#

well epic games was, so it might be ue3 XD

#

the horror

frank escarp
#

i would switch to unity

fierce tulip
#

hence Nintendo Switch

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hehe

frank escarp
#

it was nintendo plan all along

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well, indies normally use unity

#

so no switch for them

fierce tulip
#

its way more convoluted nowadays than that though lol

cloud cobalt
#

Switch will be UE4

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Unity too, I guess

tall pendant
#

Unity already stated that they have full support for Switch.

#

in fact even more than UE. They probably bundle a Unity Version with DevKits again.

cloud cobalt
#

Nintendo didn't have proper Unreal support before, unless you count UE3 on WiiU

#

There is more partnership between industry actors now

zealous magnet
#

Does anyone know how I'd go for updating the game (on Steam)? I know about the DLC/Patch settings, but that doesn't help me at all, since that adds up another .pak file, and, as it says, just patches the game and doesn't "update" it completely

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For example, Dead By Daylight, has a 9GB big .pak file, but Steam only downloads an update of 140MB..

cloud cobalt
#

Steam does the delta

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You give Steam a big giant pak file and it does the diff

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(Haven't shipped on Steam yet but that's what I've heard, anyway)

coral folio
#

Hey guys

#

How do o enable collisione of objects within a statoc mesh sphere ?

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I Just want the objects to stay within the sphere and collide with it

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But currebtly when i simulate the objects inside It Just Jump right outside the sphere

zealous magnet
#

@cloud cobalt Wow, Steam does that? That's interesting, has anybody experience with this?

cloud cobalt
#

No experience yet, only what I've gleaned. UE4 does recommend building a big pak file saying that Steam handles it cleanly

zealous magnet
#

I read about "differential updating" on the internet, I always wondered how UE games handle the updating

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@coral folio That's probably because the sphere mesh has no polygons inside it

cloud cobalt
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UE doesn't do anything

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It's up to the distributor

zealous magnet
#

Yup, thats what I meant ๐Ÿ˜„

coral folio
#

@zealous magnet mmm I thought it was a vertex problem, so I inverted it and didn't work... What can i do ? :3

zealous magnet
#

Yeah, inverting them should give you collision on the inside in no collision on the outside.. Are you sure that the mesh has collisions enabled, and your player has them aswell?

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Try using "Use Complex Collision as Simple", which does the per-pixel thing

coral folio
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YES ! That worked @zealous magnet ๐ŸŒ‹ thanks a lot mane

dense hornet
plush yew
#

ive been trying to figure out how to get pixelated fonts to not look blurry in UMG, can anyone point me in the right direction to figuring out if this is possible?

stoic halo
#

So I'm trying to submit my project to the Unreal Dev Grants submission box, but the Submit button is not doing anything. :S
Tried in three different browsers to no avail. Is something supposed to happen after you click "Submit" or is there something legit broken?
I'm talking specifically about the submission form when you scroll down here:
https://www.unrealengine.com/unrealdevgrants

Epic Games has created a $5,000,000 development fund to provide financial grants to innovative projects built in and around Unreal Engine 4. Unreal Dev Grants can give you the boost you need to take your project beyond working prototype. See how to Apply.

south ridge
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@plush yew you can e-mail the submission to some address. Check the thread on the forums

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You can also e-mail them about the issue

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It happens sometimes

stoic halo
#

ok, thanks a lot! I'll check that out!

coral folio
#

Any chance you can use the spatial audio feature using an actor in the scene triggering the volume rather than the player/camera ?

#

Reason is that I'm using a kinect to drive an actor's movement, and then would like to trigger the spatial audio based on the actor, although my camera is located somewhere else in the scene...

knotty falcon
#

Anyone know if you can use Flex on AMD GPUs?

cursive dirge
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you cant

knotty falcon
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Yeah I thought so

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Someone said it uses the CPU if it's not a Nvidia card but it sounded a bit far fetched.

cursive dirge
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it uses cuda atm

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so nvidia gpu's only

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some nvidia guy said on the forums that they are working on directcompute version, like over one year ago

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I kinda doubt it's happening any time soon

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there's also no cpu fallback mode on flex as far as I know, so you need nvidia gpu

knotty falcon
#

Yeah. It's such an interesting tool and I'd love to use it but it means cutting off a good chunk of the community for such a small feature, so no real point

cursive dirge
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yup

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that's main reason why I personally never looked more into flex

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as long as it's limited to nvidia hw, it makes no sense for game use

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nice for tech demos though

knotty falcon
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Yeah. I know Tripwire used it for Killing Floor 2's blood system but its toggled between that and no simulation. But yeah, looks pretty

cursive dirge
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I'm no a huge fan of games that do that, like batman series where you can't have smoke particles with nvidia gpu

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(some older batman game)

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although I don't know how killing floor did it

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if it looks somewhat the same without the tech but has better simulation, I guess that's ok

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if it changes the overal looks/feel, it's always bad

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as people playing with different hw will not get the same experience

dim geyser
#

@stiff sage sorry for the trouble, how can i remove the original chasis/wheels without removing the whole mesh in blender?

opal spindle
#

For question 2

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Get all the voxels in place and export the whole fbx

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Then in your ue4 editor go to file and import scene

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Choose your fbx and it will import whatever you had in your fbx retaining its position

#

You have separatr voxels now and you can merge them into 1 static mesh

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What's easier to do though

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Is just have whatever you want exported as fbx and it should automatically import as 1 static mesh aslong as you have merge actors checked I n the fbx import options

vale osprey
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@limpid star plugin for Hoodini supports this kind of stuff

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so it will automaticall y make a single ISM or HISM out of your mesh instances in Hoodini

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I think this is suported in fbx format too, but I don't know if you can modify UE4 importer to use this

#

there is another option - you can group meshes in editor and you will get instanced static mesh automatically

#
#

Window-DeveloperTools->Merge tool

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dim geyser
#

@stiff sage also, what did u do to the antenna bones?

stiff sage
#

@dim geyser I don't quite follow what you meant earlier. What d'you mean by 'whole mesh'? The template has the chassis and the wheels as one single mesh. Could you be more specific on what you're tryin' here? And I just left the antenna as it is...not using it at the moment, but could be useful later.

vale osprey
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@limpid star you can copy paste whole array from one array into another

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it doesn't work correctly with structs

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so in principal you could copy an array with 3 elements, paste it into text editor to see the content of the buffer, then fudge it manually for the amount of elements you want and copy paste into editor

#

Another option is to bring data as data table by populating it from csv and then in constructor populate array

dim geyser
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@stiff sage I've just sent you the fbx file I've been working on.

coral folio
#

Hey guys any chance you can adjust the volume of an audio file in blueprint using box collision and eventuali begin overlap ?

#

Sorry it's a stupid questione... But cant seem to manage... So far i tried with the fade in node and adjust volume one.. but no luck

dense hornet
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Why does the Add or Edit Script do exactly the same thing as Open Blueprint Editor? this is confusing

teal tulip
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@dense hornet what version is that one

dense hornet
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4.14 preview 2, but I think I've seen it on all the versions

teal tulip
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new version have a new system

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to create templates

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or something

dense hornet
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yea it's the same on 4.13 too I just checked

teal tulip
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without need to create childs

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then isn't that no idea

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there should be a component to do that what i say

dense hornet
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lol the OpenBlueprintEditor description is "Opens the blueprint editor for this asset", the Add or Edit Script is "Opens the blueprint editor for this asset, showing event graph"

thin haven
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๐Ÿ˜„

dense hornet
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OpenBlueprintEditor also shows event graph when opened btw

teal tulip
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probably

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is the difference when you edit one BP that is child of other actor and don't have nothing in the BP

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that you see only the parameters

dense hornet
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WHAT

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"Document" tab, new feature confirmed?

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๐Ÿ˜„

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yea, when it's left at event graph it will do the same thing, but if the blueprint hasn't been opened before, they do different things

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one opens viewport, another opens that ^

teal tulip
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@dense hornet I mean that background in your image

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one is the view where you only see that parameters

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and the other is the combo with the graph etc

brisk path
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You know what

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screw it

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this is a victory

hard minnow
#

I have a little question here. So there was that plugin for MAYA "Animation and Rigging Toolkit", is it still working for newer versions of MAYA and UE4? Is it still usable? Or should I just ignore it?

kindred marlin
#

Not really sure where to ask, but:

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How would I go about using morph targets to do facial animation? The rig is set, but I need to be able to do lipsyncing that is generated on the fly rather than following a set animation timeline. (Trying to get natural language processing and a character/AI to talk back to the player with the corerct animations)

mint sequoia
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@hard minnow i use it all the time, i don't think it works on maya2017, i use it with 2016

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@hard minnow jeremy ernst (the author) is also working on ART v2 which will be pretty fantastic, if you have access to the full version of maya ART v1 is a godsend already

wind epoch
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4.14.0 p3 released

cursive dirge
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that was quick

hazy lynx
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Hello people!

Can anyone confirm, does FileLogger analytics provider work in standalone builds?

#

I got it to work in PIE but in a packaged build I cant find any logs

hybrid scroll
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did you see that?

safe rose
urban salmon
#

so, uh

#

is there an easy way to key an animation in an animation blueprint?

mint sequoia
#

i think i need to drop multiplayer from my game until either they remake the prediction / movement component or i have plenty of spare $ to pay someone (and i'm not sure if anyone outside of epic is capable to begin with..) .. it's halted my development

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it really sucks that ue4 doesn't have viable multiplayer support

cursive dirge
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it does have viable multiplayer support

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for fps and third person characters

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as long as you play by their rules and don't try to change the hardcoded behavior :p

#

that's pretty much what's wrong with all their gameplay code

#

for examples, vehicles have tons of hardcoded values still

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and input/splitscreenmanagement is pretty hardcoded to work in single manner

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latter is something which I hoped worked like in Unity

#

I can appreciate prebuilt frameworks but I really dislike how so many things are desgined to work in a single specific way

safe rose
#

?

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Why wouldn't it have viable multiplayer support for turn-based games?

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Or actually, any other type?

cursive dirge
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he's just frustrated ๐Ÿ˜ƒ

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it doesn't have viable solution for any physics based games

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(but that's not his issue atm)

hard minnow
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@mint sequoia thanks!

mint sequoia
#

it would have saved me a lot of time if they deleted CMC ๐Ÿ˜‰

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it's existence is.. deceptive

plush yew
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looks awesome

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I hope ti wont be ruined by AI technical limitations

coral folio
#

Hey guys ! Any ideas why my movable point light doesnt show up when i Press play ? It only works when im simulating ... Thibking It Can be a baking issue, as im triggering those lights on. And off throughout gameplay...

cursive dirge
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@Adam that looks one of those games that rely on great ai but even when I initially saw the trailer, my reaction was "yeah, it's not going to play like they say it will"

bleak schooner
#

kinda same here tbh, but we'll see

#

if their AI is meant to move as players do, it has to be minimally decent

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I guess

cursive dirge
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We have seen ambitious game designs like that in past and they have NEVER delivered, I'd love to be wrong but I'm not convinced

pallid compass
#

Oh wow guys, maya has no auto rigging tools? like 3ds max CAT?

tall pendant
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well it kinda has. but not sure if its compatible with UE4 out of the box.

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also not sure how CAT works.

safe rose
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ART @pallid compass

tall pendant
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altought A.R.T doesnt works in LT. If @pallid compass uses that.

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at least afaik

thin haven
#

how are modular characters/vehicles done in UE4? components? sockets? help!

south ridge
#

Ha

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In our game

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Our vehicle is made up of many actors

#

But that's likely not the choice you want to do

#

Our modular vehicles are very large and functionality-rich, so they had to be split off into multiple actors, each of which carries a ton of functionality

thin haven
#

I would like to make it one actor

#

I already have the working wheels as the base

#

and I would like to have varying body meshes

#

that is, multiple meshes (parts voxeled separately)

#

and I'm not sure how to achieve that from engine side

safe rose
cursive dirge
#

@thin haven with built in stuff, you don't have much options

#

on 4.14 there's that simple wheeled vehicle which allows you to make more modular structure

#

but you need to implement lots of things yourself

#

like engine, drivetrain

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gearbox

wintry prawn
#

@safe rose nice man, ill tune in again

tidal lichen
#

what is the name of the component that draws flat images to the screen with a fixed orientation? like billboard but without orienting to player stuff

safe rose
tidal lichen
#

how can I get the location of an actor from another blueprint?

sharp summit
#

@real mason That game looks like - how to design a game around a single AAA character asset.

#

@tidal lichen You need to get a reference to that actor, then get its location.

#

You can get that reference through a variety of methods. Traces.

#

Actor of class search

#

Broadcast maybe.

tidal lichen
#

I am new to unreal engine and the most frustrating thing for me have been references

#

Is there a guide that tells of all the ways of obtaining references and when to use them?

#

What is the best way to just get a variable from another blueprint through references?

sharp summit
#

You'll have to google for that one. I don't know all the ways myself - although I've never done a specific search for them, just learnt them as I've come across examples of them

thin haven
#

@cursive dirge: I mean the car's meshes , not vehicle code itself

#

do I use static meshes or sockets? components? It's all supposed to be modular - probably pieced together by a construction script, with a possibility for runtime changes (garage screen)

gloomy pollen
#

@tidal lichen look at casting, BP interfaces and event dispatchers.

tidal lichen
#

how can I get the actor behind the actor I hit through the hit result?

feral echo
#

trace behind from actor that got hit by first trace

#

@tidal lichen Or! If you making some sort of penetration projectile (or something else that must penetrate) you could use a Box collision shape and make BoxSweep to get targets in some row form

#

Im not sure if you can do something like that with simple hit trace.

vale osprey
#

there is multi trace too, not sure if he means Hit as in collsion event or trace

tidal lichen
#

how can I check if the left mouse button is currently held down?

#

figured it out with get input key time down

tepid steeple
#

I'm trying to figure out how to drive the force feedback in a joystick from UE4. Anyone know if this is supported?

cursive dirge
#

yup

#

it's not supported

#

ue4 supports only xinput, steam controller + VR motion controllers (on windows)

tepid steeple
#

@cursive dirge thanks - do you know if it's on any roadmap?

fiery harbor
#
cursive dirge
#

I seriously doubt it

#

FFB and directinput are mostly older joysticks and some specific hardware

#

we've been asking for support for 2+ years but they don't seem to be willing to add it

#

so to get it

#

you need to use 3rd party plugin

fiery harbor
#

its marked as duplicate, but I dont see any info on duplicate of what

cursive dirge
#

it has wheel FFB

#

but I don't think there's like joystick FFB

tepid steeple
#

Ah ok