#ue4-general
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@ashen brook How was your trip back home? You stayed here for a bit no?
yeah, flew home on Monday
We visited Epic and Valve on Friday and then did a bunch of sightseeing on Saturday. Sunday was just chilling.
The trip home was nice, because I had a free seat next to me ๐
Yeah I think I saw some pics from Valve ^^
Did you see that my hands were in The Rolling Stone? :b
And technically I am a musician, it just took a game dev career to be featured there... world is upside down.
I'm actually glad I'm not in there by name though, the article is a bit meh.
I've been a drummer for 19 years
hah
I used to tour half the world, that's why I'm in the US
I just ordered this little thing: http://www.akaipro.com/product/mpd218
yeah, I went through an "I have a band" phase in school, but our ambition far outpaced our ability
Reason
hehe yeah
last time I used it was a, um, "student version" of reason 4 or so
now they're on version 9
400 bucks now
Reaper is free evaluation and then 60$
Reason is better if you want to play with synths more
I use reaper for actual recordings
Reason is great for playing around
So is fruity loops :b
haha
I used that at first
Prefer Reason
anyway... I've been playing acoustic and electric guitar for like 20 years, but never frequently enough
got a bunch of djembes as well... I'm more of the campfire kind of musician hehe
but I make music on the computer for fun and when I need to do something pointlessly creative
I wrote, recorded and produced this album with a friend: http://dating.bandcamp.com/
And this is the band that brought me around the world: http://noomega.bandcamp.com/album/shame
lol, love the title of the first one ๐ @plush yew
ah, apparently the clocks have turned back 1h
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
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
should work..
same or forward compatibility should always work even with source compiled engines
backward never seems to work
maybe he did something wrong, i'll get him to skype screen share and make sure
thanks Jan
Anyone know how to replicate character components now? There's no "Component Replicates" tick anymore.
and it doesn't replicate?\
Events I have in it work unless I play on a dedicated server. My guess is it's not replicating
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
...
Anyone know if the "Component Replicates" boolean is still in 4.13.2?
replicating the entire component seems excessive
That's what I was told to do (Using JCInventory)
Do I need to edit it to only replicate certain events
I'm not familiar with JCinventory
well basically
you want the server to do everything authoritative, and then replicate that data to the clients
i.e. replicate data, not objects ๐
That has the time he says to do it
Do you have a link that teaches ue4 debugging. Idk what's being called when I try to open the inventory on the server
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?
Nvm got it
hey there
@tiny ivy yep, select the debug instance in the dropdown in the blueprint window, and right click nodes to add breakpoints
@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. :/
just a question i asked in some other place
is it possible to do procedural generation with only blueprints
yeah
like generating mountains, flat fields, etc
You might run into some performance issues vanilla BP
and tbh at that point C++ is easier to maintain
but you can try to nativitize to C++
Then, do it in BP and auto-convert to C++
hehe
it's possible?
here, check this out... one sec
yeah it is
Yes, I just said it was
it's in packaging settings
It's called Nativitize or something
happens only in packaged builds, if you check blueprint nativization in settings
meanwhile
Yeah, he's awesome
here's a simple approach to procedural generation out of prebuilt parts by @storm ledge
ue4 has a new cinematics tool right?
i see
well i really want to try a bunch of things right now in ue4 but i have to finish school work
ue4 will be here when you get back ^^
hmm one more question, if I have no modelling knowledge, how would I go upon starting?
hmm
hang out on the polycount.com forums a lot
๐
no idea about any beginner tutorials
when I first dabbled with it I was 15 or so
just slowly picked it up over the last 15 years by pressing buttons and seeing what happens
there are probably quite a few good tutorials out there in the wild
alright well I think tomorrow I will start with first person controls, health system, tree cutting, etc
going to focus on school work
thanks for answering my questions
cya later
good luck ๐
Anyone else ever have tiny bugs that take hours to find. This one is killing me
All I needed to do was set it as repicated in blueprints...
๐ ๐ซ
is nativitizeing generating c++ classes that i can edit if i want or need to?
aw ok.
anyone knows how to use Microsoft Azure to build UE4 projects?
or similar cloud building tool
how's the linux editor support nowadays? is it in a usable state, or is it still experimental?
hi guys
I've started some UE4 stuff
is there a way to make a progress bar not look like a square? ;p
or well, can I make my own custom progress bar?
Twitch n things
https://www.twitch.tv/valkrysa
Hot
oh
did you let the build finish?
what should happen is you get that message during the build, and then when it ends that message goes away
I know it needs to be rebuilt, that's why I hit the Build button :P
I wouldn't mind if it closed the window too
for sure
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
yeah it always tricks my brain for half a sec that there is a real problem
isn't the red writing in the viewport enough?
@plush yew I'm sure you know which red writing I'm talking about :D
Everyone's favorite message
shame I missed your stream :(
looking forward to it :)
Something I thought of after the fact, I should have worn a Unity t-shirt. In honor of halloween.
hah
will save it for april fools
actually on April fools I should just open up unity and pretend like everything is normal
nice
mini-jam?
sounds fun
@safe rose Would you mind identifying these system tray icons? I'm worried I might be missing out on greatness. :)
lol, where did you see those at?
your twitch channel
yeah
They are gone in the future
But anyway
LAUNCHY
is definitely what everyone should have
alt-enter and type instead of using cortana or clicking on folders/exes
CCleaners just cleans stuff
ya
Restream is for streamers
f.lux is another thing everyone should have
Um, looks like one of my printer icons
TopTracker is for contract/freelance work, keeps track of hours/tasks
Seagate backup drive is that yellow thing
Gyazo is for screenshots/gifs
oh and OBS for streaming
I use Lightshot for my screenies, never tried Gyazo though
ShareX is nice too, can't remember why I returned to Lightshot though.
oh right
Lightshot stores your images forever
in a nice online gallery
everything you ever snapped
nice to see what I was doing 2 years ago
Unreal Slackers is a Discord community where Unreal Engine users come from all over the world to socialize, get help and share their work. All skill levels & backgrounds welcome.
!invite
yeah, that Launchy is great!
๐
Glad you enjoy it @sacred pagoda
Definitely one of my go-to DLs when I install a new OS
can deffo see why
115726
"What the freakamoley is this?" you may be asking yourself right now.
Game Dev Battles are actually quite simple, they pit UE4 Game Devs against each other to test their skills, while also being able to provide both education and entertainment value.
How many players?
^retweet/like please ty
"solving problems that other UE4 devs are having to creating simple game mechanics"
really like the idea of that
Glad you do
be really interested to see all the viewers solutions too
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...
springs to mind
f.lux is another thing everyone should have
@safe rose unless you do any art of any kind.
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?
@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
@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
@mint sequoia How did you enable the kill command? not recognised on my system
ah, this Killy plugin?
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 )
anyone on? I grabbed https://forums.unrealengine.com/showthread.php?53909-December-9-LiveStream-Track-Generator-Blueprint-Files!! but I can't copy the content into my project, help?
Here are the files you'll need if you want to follow along with today's livestream.
Just copy the Content folder into your project folder. Merge. Booyah.
https://epicgames.box.com/shared/static/2ws205gi1nct0g5vvclgkeflvbnft8l3.zip
@thin haven why you can't ?
dunno, was complaining it can't import
worked around it by copying into Content first and reopening
I wish those things were described in UE4 help instead of me having to google
I currently download the zip to see
yeah this is simply Texture & material asset, well simply unzip on your root project folder
to merge the content folder with your existing content folder
close editor before
it is kinda weird that the editor can't import uasset files though
you need to "migrate" to move them around properly
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
makes sense
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?
Question... what's a good way to host a file that you think will get hit hard?
Mega?
thinking about getting Intel Celeron Processor G3920 for initial upgrade from my ancient AMD Phenom x3. Is it worth it?
(Skylake architecture)
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.
@vale silo what do you need it for? Playing games, simulating physics... just general upgrade? For me I need more power for FX sims.
thats a fine upgrade, but how long will it last you? I like going i7 2 below max, generally around $300
http://www.logicalincrements.com/ is a helpful site for computer building
i7 6700 is probably what I'd upgrade to right now, but budget is also huge consideration
@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.
so I am thinking Z170 mobo, Skylake Celeron, 16Gb of RAM
and later I can upgrade to i7, 32Gb of RAM and 1060
If I could upgrade to i7 out of the box, I wouldn't be asking about Celeron ๐
C'mon man, if you aren't getting a 5820k and 4 1080s go home 
well i3-6100 is $119, thats not bad
well modern chips have more than just speed of processor
so, Celeron isn't modern ?
eeh, yeah, it's Skylake arch
same thing as i3, but cut down a bit
beats AMD Phenom x3 for sure
I say go for it.
reading up on it...
yeah seems great for the price
there's 2 one slightly faster
2.9 GHz one
and a 2.8
cool, get it!
Win 10 is too privacy invasive for my liking and i dont need a single extra feature it adds
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).
It might take another 5 years for dx12 to get really important
Im extra jaded since I worked as MSP for 4 years before breaking free into the linux and storage side of IT.
can someone tell me the diff between landscape splines and blueprint splines?
and is there a tutorial to blueprint splines other than the hour+ long livestream?
@vale osprey that may be, but without Win10 there is no way to get into XB1
yeap, if you are registered dev, not sure why would you be concerned about this anyway
because I want to become registered dev, since XB1 is the easiest console to get onto ๐
(and my non-VR project is well suited for consoles)
sorry, I've missed the point, you are assambling a new machine ๐
it makes sense to get 10 then, if you are fine with it and will get a registration
Hey, general dumb question: how do I move assets up one directory level?
Tryna organize my project better ๐
good question, I would like to know too
my dumb question: how do I zoom in/out in blueprint window?
@thin haven scroll wheel?
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!
@toxic cobalt: no scroll wheel here, can I find this thing somewhere in editor prefs and change?
@thin haven you can use + and - keys on keypad
If it has multi touch maybe pinching/swiping with 2 fingers will do it?
Learn about the various control schemes for the editor's viewports.
I am asking about blueprints window not viewport
in viewport, pressing left and right mouse button and moving cursor works
try pressing shift + LMB?
heh, didnt know about that one, holding RMB + LMB and moving mouse zooms in and out of BP editor for me
oh, yeah, lmb/rmb works in the BP editor
๐
Anybody figure out about moving files up a directory?
And by files I mean assets. Is that possible in the content browser?
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?
@severe timber if you use hierarchical instanced static meshes then you can have just one of them for all instances
So that would be one HISM for all instances of the same wall used in multiple houses
So, I should create a class that handles all the HISM that are currently used
I am still not feeling this
@severe timber try in postinitcomp override
@wind epoch but then every class hass its own UHierarchicalInstancedStaticMeshComponent ?
If anyone could answer this question that has been bugging me, I'd be forever grateful.
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
@ember siren I understand "load up my game" is outside of editor, and "press play" refers to Play-In-Editor?
my question: how do I remove landscape splines?
I meant loading my game in editor
Can't you select them by clicking?
@thin haven
@thin haven did you select the landscape spline tool first?
will try 2morrow thanks for suggestion ๐
Haha no problem ๐
hahahahaha
Hey guys, does anyone mind taking a quick look at a simple lighting issue I'm having?
Would really appreciate it, thanks.
oh shit all of a sudden Hide and Seek onion cutting
I do like the head thing at the timecode. does that actually happen?
and who is that derogatory woman in the video?
@foggy valley TL;DR - They went into GTA 5 looking to be offened
Atleast that is what I got out of it
no kidding
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
use an atlas?
and then use instanced geometry
if you made each book cover an item in a flipbook it gets real easy
then you just fit each different book style geometry to the same flipbook
you could even randomise the flipbook choice based on world location
or via unique object ID as a seed or something
@ashen brook Thank you.
Thanks @foggy valley ! I'll have to take a look at texture atlasing, it's something I've never attempted before.
it's pretty easy. try the flipbook thing for sure
that simplifies accessing the atlas so it's not geometry specific
it's an atlas, but easier! ๐
Ahh ok
and if you want a tool to make a flipbook, google "Texture Packer" - it's free
flipbooks can be any size btw. no problem with non-power-of-two due to how they work
Kk, thanks again!
anyone ever create a "net" mesh/material like a rope or fishing net?
use apex
yeah im applying a net texture to one of the cloths right now
double sided masked texture seems to be working ok
looks ok for just hacking it together real quick http://i.imgur.com/XkSB7yI.jpg
err im not familiar, is that in material or image editor
nvm, yeah i just downloaded that texture off google images real quick ๐
looks decent ๐
saw this net gun earlier https://cdn.instructables.com/F22/LUDT/IJUAHFHF/F22LUDTIJUAHFHF.ANIMATED.MEDIUM.gif
hey, anyone know how to deal with gubp command not found?
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.
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?
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!
hi guys, does using ue4's sympligon still requires a license from Donya labs?
@midnight yoke https://www.unrealengine.com/blog/simplygon-introduces-free-indie-license-and-ships-with-ue4-installer
Weโve all heard the phrase, โWhen you love something, set it free.โ 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.
yup
Ok, thanks guys!
The important bits from the article if anyone else is curious:
- Simplygon will be available as a free up-front license with a small royalty when you ship a successful game.
- Simplygon will automagically be enabled inside the editor once youโve got it installed. All you have to do is sign up on our website or grab the plugin from the Marketplace.
Anyone having problems with debug text not drawing on the screen ( in the new preview version)?
Stopped working for me when i enabled EQS
need help with strange shadow artifacts
how do I fix the shadows? http://i.imgur.com/PFlq408.gif settings http://i.imgur.com/DQiBUM5.gif http://i.imgur.com/6NwBUCR.gif
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
you already rebuilt lighting?
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 ๐
@thin haven: Is that floor modular?
Have you checked that your lightmap is aligned to grid and UV islands have a decent enough margin?
4.14.0 p2 has been released
Why is drawing the same static mesh on the same spot 3 times giving me red vs (f5)?
@wind epoch yay! Let's hope simulation mode is fixed now
On p1, it automatically turned realtime off from viewport
I hope they fixed fbx imports from specific apps
https://www.twitch.tv/victorburgos_ Doing some UE4 work
yay
simulate now works properly on p2
I didn't see it on changelist though
but it does work now
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.
hi guys question about the Editor
first time in 1 year that I see this black outline around a folder
does anyone know how I did it?
(and how to undo)
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
I think you need a third party lib
what lib would I look for and how I'd integrate it with UE4?
I was using rapidjson
dont know if it's the best solution
or if it works with unreal
can anyone explain to me why it imports it 90 degree turned? or how I can fix this?
could be a axis issue
@tepid bobcat what file format and 3d app you used?
I use maya and exported as obj
are there any axis switches in exporter?
nope. for obj there is no checkbox in maya
have so set the axis to z-up? maya default is y-up
in unreal or maya sey it up?
(Im working some other stuff so cant open ue and check)
i export my stuff from maya with no problems. but i use fbx
same here
except i use softimage
Preferences->Settings->World coordinates
btw
np. hope it helps ๐
for .obj it depends on the exporter. But yeah FBX is the better option.
ah ok Fbx it will be ๐
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
does the Low Entry library really have that comparator function?
I can't find any listing of what it has
guys, has anyone implemented flurry plugin? I have some questions
guys, simple question, is it possible to tweak the speed of the floating pawn controlled when using Simulate (without changing the code)?
@midnight yoke rightclick + mousewheel
oh snap right, thanks @plush yew
is that an extra service you have to subscribe to?
@safe rose do you know if they have collections of stylized materials or it's mostly realistic?
@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
thanks! I should check their gallery ๐
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
yeah
visual c++ needs to be installed
just like the error message says
@analog valve ^
it's not installed by default on VS2015
For some builds of the engine, you had to have MSVS2013 in addition to MSVS2015
(C++ tools from both)
if you have some ancient fork, sure
but 2015 has been fully supported since 4.10 I think
or somewhere around that
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)
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
You can build the engine
It'll just not let you build a shipping version
Don't ask me I don't know ๐
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
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
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.
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.
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.
plasticSCM
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?
no, we use full version on the project im working for
For all those who can attend: UE4 Game Dev Battle, tonight
^40mins !
@safe rose so
Yo
who won? ๐
Hmmmmmmmmm, they both did ๐
were so tempted to do shadow run for this ๐
also, I didn't really help @plush yew much, just coughed few times and she accidentally got some clue
โค
Well, audience participation is supposed to be part of it
I just need to figure out the right way of doing it
yeah, but it was difficult as she didn't want to ask for the help ;D
Aye, neither of them did
yeah I was very stubborn
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
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
would like to see screenshot dumps of core features
then even non-streamers could show off some stuff
I dunno, streaming kinda keeps things honest there ๐
if you are off screen, you could just copy/paste all code in
@plush yew btw, in mario, there's a really strong gravity, you kinda went to the other direction ๐
yeah afterwards I saw how floaty it was
slow gravity makes it bit floaty
and how only the jump should have been adjusted
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
for sure, I think my mind blanked a few times under pressure ๐ but still glad that aside from art we almost got it
when you try new things, it's often trial and error anyway unless you do everything by the book ๐
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
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
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 ๐
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
@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 ๐ essentially Velocity += FSpring::GetVelocity(...)
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!
heelp?
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
seems to work now http://i.imgur.com/RP84LGE.png
and don't mind the blue debug test, I was testing raycasts
... time to get the AI to react to the data presented ๐
is there a way to launch a standalone server from the editor?
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?
@obsidian topaz I don't think there is any rule prohibiting it. just not recommended.
http://recordit.co/7LfYMp4xMB thats a start right?
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
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.
is it not possible to return an array using select?
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 aye, he was trying something else
He wanted references of the array, instead of the values
and then selecting them
A ref to an array instead of the literal array?
Go to blueprints, I was very confused
#blueprints
hmm
should be renamed
ยฏ_(ใ)_/ยฏ
maybe when we start seeing enough unity people in here we can get #unity-playmaker
ha
hello everyone ๐
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 ?
Did anyone experience UE4 unable to package on the Preview version of 4.14?
Submit a bug report on answerhub @versed pawn if you can repro it
@versed pawn also try to isolate what breaks the packaging
@cursive dirge nothing breaks the packaging It just stays here: https://gyazo.com/8668b30861565cbef20a4513854e90fc
. It occurs even on the latest 4.13.2 too. BUT for 4.12 works just fine!
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.
Nevermind, got it fixed by just copying some files from 4.13.2 to 4.12.4.
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.
@plush yew: are you using blueprints or c? do you want number or string?
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
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
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
are non-planar face in models an issue for ue4?
@pallid compass If you are referring to non-planar polygons, then it does not matter,because they are split into triangles in any case.
thank god
I dont even understand them my self, someone needs to explain
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
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
@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
tram simulator?
Nope
subway simulator
Nope!
@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
but I know the thing with names
I can't actually reveal the name right now, but it's an alright name
everything good is already taken and registered
We came up with something short and super-specific to our game
Non-technical, but sounds technical
What's the train model?
in game?
I wouldn't want spoil this but the name of the game is "On Rails - Choo Choo"
actually a good name
for the record, it wasn't more complicated than this (the midi thing):
device name for the controller I want to use is LPD8
how is 4.14 btw?
I have other midi devices too but that's the one with knobs
I haven't used it much
haven't seen anything interesting but the midi thing
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
I wasn't even aware they didn't have automatic lod generation in UE4
they had it in UDK
they had?
yeah, simplygon I think
@cursive dirge plus more types of trains have different names
btw how are you guys on engine optimization for a large amount of actors?
simplygon want 1% of the revenues ๐
greedy bastards ๐
yeah, it's pretty absurd amount taken that epic wants 5 for the whole engine
(I'm not even joking) ๐
me neither ๐
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 ๐
kinda like total war/mount and blade battle simulation
any idea when DX12 will be ready for UE4 use?
DX12 will be win10 only
I know
but then again, that might be ok by the time game gets out
if it's a bigger project
but it potentially fixed lots of the stupid bottlenecks for large amounts of CPU to GPU stuff
they said they are using it for their projects already, but not yet ready for public use
just put -dx12 on command line param or -d3d12
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?
is that a question? then no ๐
PS4 Xbox I think
also I was thinking about decoupling game logic from rendering completely
heh
that wolf is horrendous
Which one, the ut99 roleplay furry or the border collie rig test?
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 ?
That wolf is... unreal!
Which do you think ๐
the unknowns are consoles for sure
but Wolf?
maybe nintendo Switch?
they said they were going to support it
or maybe something secret
i would switch to unity
it was nintendo plan all along
well, indies normally use unity
so no switch for them
its way more convoluted nowadays than that though lol
Switch will be UE4
We're thrilled to partner with Nintendo to help Unreal Engine 4 developers bring their games to Nintendo Switch! https://t.co/MWL29xhb90
Unity too, I guess
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.
Nintendo didn't have proper Unreal support before, unless you count UE3 on WiiU
There is more partnership between industry actors now
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
For example, Dead By Daylight, has a 9GB big .pak file, but Steam only downloads an update of 140MB..
Steam does the delta
You give Steam a big giant pak file and it does the diff
(Haven't shipped on Steam yet but that's what I've heard, anyway)
Hey guys
How do o enable collisione of objects within a statoc mesh sphere ?
I Just want the objects to stay within the sphere and collide with it
But currebtly when i simulate the objects inside It Just Jump right outside the sphere
@cloud cobalt Wow, Steam does that? That's interesting, has anybody experience with this?
No experience yet, only what I've gleaned. UE4 does recommend building a big pak file saying that Steam handles it cleanly
I read about "differential updating" on the internet, I always wondered how UE games handle the updating
@coral folio That's probably because the sphere mesh has no polygons inside it
Yup, thats what I meant ๐
@zealous magnet mmm I thought it was a vertex problem, so I inverted it and didn't work... What can i do ? :3
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?
Try using "Use Complex Collision as Simple", which does the per-pixel thing
YES ! That worked @zealous magnet ๐ thanks a lot mane
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?
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.
@plush yew you can e-mail the submission to some address. Check the thread on the forums
You can also e-mail them about the issue
It happens sometimes
ok, thanks a lot! I'll check that out!
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...
Anyone know if you can use Flex on AMD GPUs?
you cant
Yeah I thought so
Someone said it uses the CPU if it's not a Nvidia card but it sounded a bit far fetched.
it uses cuda atm
so nvidia gpu's only
some nvidia guy said on the forums that they are working on directcompute version, like over one year ago
I kinda doubt it's happening any time soon
there's also no cpu fallback mode on flex as far as I know, so you need nvidia gpu
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
yup
that's main reason why I personally never looked more into flex
as long as it's limited to nvidia hw, it makes no sense for game use
nice for tech demos though
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
I'm no a huge fan of games that do that, like batman series where you can't have smoke particles with nvidia gpu
(some older batman game)
although I don't know how killing floor did it
if it looks somewhat the same without the tech but has better simulation, I guess that's ok
if it changes the overal looks/feel, it's always bad
as people playing with different hw will not get the same experience
@stiff sage sorry for the trouble, how can i remove the original chasis/wheels without removing the whole mesh in blender?
For question 2
Get all the voxels in place and export the whole fbx
Then in your ue4 editor go to file and import scene
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
What's easier to do though
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
@limpid star plugin for Hoodini supports this kind of stuff
so it will automaticall y make a single ISM or HISM out of your mesh instances in Hoodini
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
this was added to the engine already as far as I know:
https://forums.unrealengine.com/showthread.php?62361-New-Tool-Rama-s-Instanced-Static-Mesh-Editor-Feature-(pull-request)
Rama's Instanced Static Mesh Editor
You Can Support Editor Integration!
Dear Community,
I've submitted my Instanced Static Mesh Editor Feature to Epic! You can support it if you would like it added to the engine!
Watch my fps go from 9 back to 120 after I convert all the static mesh actors in the scene into one instanced static mesh with a single key press!
Window-DeveloperTools->Merge tool
example of how to use it:
https://forums.unrealengine.com/showthread.php?125126-Use-Physics-Simulation-to-Save-Time-Level-Building
You want a crate full of apples in your level, but your artist has only created an open wooden crate and a static mesh apple. Generally you have two options to solve this problem. Ask your artist to create a crate full of apples and send you an additional asset or you could manually place each apple with unique rotations to fill the crate. Fortunately we can use physics simulations to create this for you very quickly.
Add multiple box collisions to allow objects to fit inside of the crate:
@stiff sage also, what did u do to the antenna bones?
@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.
@limpid star you can copy paste whole array from one array into another
it doesn't work correctly with structs
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
@stiff sage I've just sent you the fbx file I've been working on.
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
Why does the Add or Edit Script do exactly the same thing as Open Blueprint Editor? this is confusing
@dense hornet what version is that one
4.14 preview 2, but I think I've seen it on all the versions
yea it's the same on 4.13 too I just checked
without need to create childs
then isn't that no idea
there should be a component to do that what i say
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"
๐
OpenBlueprintEditor also shows event graph when opened btw
probably
is the difference when you edit one BP that is child of other actor and don't have nothing in the BP
that you see only the parameters
WHAT
"Document" tab, new feature confirmed?
๐
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
one opens viewport, another opens that ^
@dense hornet I mean that background in your image
one is the view where you only see that parameters
and the other is the combo with the graph etc
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?
Not really sure where to ask, but:
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)
@hard minnow i use it all the time, i don't think it works on maya2017, i use it with 2016
@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
4.14.0 p3 released
that was quick
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
did you see that?
https://www.twitch.tv/victorburgos_ UE4 Dev Work
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
it really sucks that ue4 doesn't have viable multiplayer support
it does have viable multiplayer support
for fps and third person characters
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
and input/splitscreenmanagement is pretty hardcoded to work in single manner
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
?
Why wouldn't it have viable multiplayer support for turn-based games?
Or actually, any other type?
he's just frustrated ๐
it doesn't have viable solution for any physics based games
(but that's not his issue atm)
@mint sequoia thanks!
it would have saved me a lot of time if they deleted CMC ๐
it's existence is.. deceptive
have you guys seen dis https://youtu.be/2iz3XdVJbek
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...
@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"
kinda same here tbh, but we'll see
if their AI is meant to move as players do, it has to be minimally decent
I guess
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
Oh wow guys, maya has no auto rigging tools? like 3ds max CAT?
well it kinda has. but not sure if its compatible with UE4 out of the box.
also not sure how CAT works.
ART @pallid compass
how are modular characters/vehicles done in UE4? components? sockets? help!
Ha
In our game
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
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
Retweet this whenever you can, thanks! https://twitter.com/victorburgosG3/status/796440370347442179
@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
gearbox
@safe rose nice man, ill tune in again
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
https://www.twitch.tv/victorburgos_ Game Dev Battle #2
how can I get the location of an actor from another blueprint?
@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.
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?
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
@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)
@tidal lichen look at casting, BP interfaces and event dispatchers.
reposting for great justice: https://answers.unrealengine.com/questions/520864/timed-particles-persona-not-working-during-play.html
how can I get the actor behind the actor I hit through the hit result?
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.
there is multi trace too, not sure if he means Hit as in collsion event or trace
how can I check if the left mouse button is currently held down?
figured it out with get input key time down
I'm trying to figure out how to drive the force feedback in a joystick from UE4. Anyone know if this is supported?
yup
it's not supported
ue4 supports only xinput, steam controller + VR motion controllers (on windows)
@cursive dirge thanks - do you know if it's on any roadmap?
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
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
do you know any way to find what this is a duplicate of? https://issues.unrealengine.com/issue/UE-34057
its marked as duplicate, but I dont see any info on duplicate of what
@tepid steeple for example, I think this works for other brand devices too: https://www.unrealengine.com/marketplace/logitechg-sdk-plugin
Support for the Logitech Gaming SDKs
it has wheel FFB
but I don't think there's like joystick FFB
Ah ok