#ue4-general

1 messages ยท Page 45 of 1

timber birch
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Oh nice process, that sure does speed it up

south ridge
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The reason is, some blend files store a large number of similar meshes

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E.g. 20 variations of a single combination of meshes

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20 sets of differently positioned 5 mesh objects, to be more precise

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So it outputs 20 base FBX files, 20 LOD1's, 20 LOD2's...

timber birch
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Haha yeah if you had to do that manually that would be annoying

timber birch
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So does the UCX collison need to be in a seperate .FBX aswell?

plush yew
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Does anyone have a good workflow for perforce and updating plugins? I'm constantly faced with "Can't open for read, file doesn't exist" from the old versions of the files when I try to submit the new ones (which I've deleted since I've replaced the plugin folder with the updated one). Since I do this quite frequently, I'm wondering if there's a command to find all files that have been removed from the local workspace and remove them from changelists

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@timber birch No it should be imported together with the mesh itself

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So combine meshes on export

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Or I guess combine on import would work as well

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We haven't found a good workflow for exporting UCXs... they're quite finnicky since they always require each primitive to not overlap another primitive

timber birch
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they're quite finnicky since they always require each primitive to not overlap another primitive..... for real? thats probably why mine aren't working lol, Thank you ๐Ÿ˜ƒ

plush yew
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Yeah check the documentation, they show you a nice image of a lollipop and how they set up the primitives

timber birch
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Yeah i see. thanks ๐Ÿ˜ƒ

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So that works, but if i add a second collision it stops working UCX_Object_01_00, UCX_Object_01_02, etc. but that doesn't seem to work

sonic gust
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Hey guys, got a quick question: Have you yet seen any combat tutorials ? Not melee but more like martial arts ( mortal kombat etc. )

fierce tulip
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I do remember a rock/paper/sciiscor video about the guy who created the stuff for street fighter or soul calibur

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cant remember

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if i come across it ill tell you

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(he uses a rock/paper/sciscor approach)

sonic gust
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I'm looking for something really simple like a basic punch or something might do it :-?

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thanks tho!

timber birch
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@sonic gust There's this guy on Youtube his channel is called TitanicGames, i believe he has some tutorials about sword fight

sonic gust
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@timber birch thanks! I found some about sword fighting, was looking for something more hand combat oriented :-?

fierce tulip
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nothing for regular punch stuff etc

sonic gust
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that was the best I found

timber birch
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Does anyone know, as soon as i add a second collions object xxx_01_00 the collisions stops working, it only works with a single mesh :/

plush yew
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@timber birch Try adding just two boxes far off from eachother and see if the problem lays with the shape of your convex meshes

timber birch
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@plush yew Ill give that a try

mint raptor
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Anyone have any clue why right click in 4.14 BP lags the whole Editor for like 10 seconds?

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It didn't use to this prior to 4.14

gusty summit
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anyone know why the edges of my mesh are super visible after i build the lighting

fallen schooner
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@vale osprey So that's the only way to do it? That seems risky if I change what my components are named

gloomy pollen
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@gusty summit I just ran into a similar problem with weird shadows where some of my two meshes meet, increasing lightmap resolution fixed it for me

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gusty summit
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cool I was going the other way. Making the resolution smaller. But Ill give that a shot

timber birch
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Well no matter what i do nothing works with these collision boxes

vale osprey
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@fallen schooner yeap, either hardwire them in constructor of the actor or search by name. I search by name and show warning if necessary component is not found

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there might be a better way

fallen schooner
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I guess I'll have to engineer it myself

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A shame. Unity allows you to setup the references as part of the prefab

south ridge
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@plush yew I have not seen any issues with intersection of primitives

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I don't know where the recommendation comes from, as my entities have many collision meshes happily merged together when I parent them (they get all welded into a big combined body), so it's definitely not a numerical/simulation concern

timber birch
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Weird thing is

south ridge
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Btw

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Your collision meshes cannot have more than 255 vertices and faces I think

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The induvidual UCX objects

timber birch
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If i name one of the collision boxes UCX_GuardRail_A_Damaged and the mesh GuardRail_A_Damaged it works fine, but when i UCX_GuardRail_A_Damaged_01_00 It stops working and even when i add one UCX_GuardRail_A_Damaged_01_01 so i have 2 of them it doesn't work either

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as soon as i add a number it stops working

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my collision meshes are primitive boxes

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wich is 8 vertices

south ridge
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It's probably something dumb in the import, try giving them shorter names or something

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Without numbers

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Just as a test

timber birch
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Ill try

south ridge
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So here's the thing

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PhysX inflates your convex collision mesh to some extent

hot sandal
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Does anyone know how to upgrade a 32-bit project to 64-bit? I'm trying to generate project files but I only have VS 64 bit... It's throwing an error (no 32-bit compiler found)

south ridge
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So I'm trying to see what sense does it make to leave a tiny gap there. Inflated meshes would likely intersect anyway

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You mean you want to change 64-bit to 32-bit?

hot sandal
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It's 32 bit. I need to compile it manually but I can't because I have 64 bit VS.

timber birch
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mesh is called Guard and UCX_Guard_01_00 and UCX_Guard_01_01

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still not working

hot sandal
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Exact error is.. "UnrealBuildTool Exception: ERROR: No 32-bit compiler toolchain found in G:\VisualStudio\VC\bin\cl.exe
"

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So I was wondering if there's a way to upgrade 32 to 64

timber birch
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@south ridge all the boxes have gaps between eachother, not touching eachother at all, so thats not it

south ridge
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Yeah, I'm just still curious why did they put it there

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It seems nonsensical

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I can't find anything in PhysX docs that would discourage intersection of collision shapes (except for some cases which don't matter much)

timber birch
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No idea, but as soon as i add a number it stops working... wish it would tell me why

south ridge
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I think it might not like you having two numbers there

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I've found massive issues in FBX importing in UE4 before haha

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They told me they won't accept fixes cause I guess 4.14 has rewritten FBX import stuff

timber birch
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Uhm lets see

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Haha yeah i'm sure i'm doing something wrong somewhere

south ridge
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Well

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For example

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If you read FBX content pipeline, you'll notice they mention _skinXX suffix

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That is utter bullshit in all versions with old FBX importing code, it doesn't actually work

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The code that was parsing _skinXX suffix never worked

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I think the reason why people didn't notice it is cause either nobody bothered with it, or the 3d modelling software sorted the materials in their desired order for one or other reason

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Blender exports material lists inconsistently so I had random swaps happening before I added _skinXX and fixed the code that handles it

timber birch
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Ooh that is very interesting

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So its still bs?

south ridge
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Haha

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I don't know

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If they fixed it, it's not BS (they told me they would)

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I think that you should mark your materials with explicit indices as a good tone & a way to guard against weirdness with exporter/weirdness with triangle lists in your 3d editor

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I did not bump into the fact that _skinXX is broken until later

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I think it's somewhat functional if your object contains only a single triangle mesh object or something. I don't remember exact conditions

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The bug is that they sorted the list of UNIQUE textures, but then they read from list of ALL textures

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Materials, I mean

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They should have sorted unique materials list & read from unique materials list. The error made it read garbage data and order everything as it was exported anyway

gusty summit
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@gloomy pollen went as high as I could with the l resolution, still no luck

south ridge
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@gusty summit are your normals correct

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On those edges

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E.g. it's not a single smoothing group?

grand lake
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Hey does anyone have any experience with SVN? im just having issues with other people connecting to it. I have the repo working and everything is fine on my end.

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When my friend tries to connect it says that there is no working copy.

timber birch
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@south ridge Haha i see, does the collision boxes need unique mat id's?

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New scene new boxes, same error

south ridge
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collision boxes should be without materials

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also

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they should be set to one smoothing group

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e.g. they should be weirdly lit

timber birch
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Mind blown

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Suddenly it works

south ridge
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Did you switch smoothing groups/remove materials?

timber birch
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The only other thing i did, was giving them all 1 smoothing group, didn't remove the material well not in 3dsmax

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And thats not even the proiblem

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the problem is with the exporter i am using, to speed things up

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damn

south ridge
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I should've mentioned the smoothing group thing right away

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Cause FBX/UE4 has no concept of smoothing groups

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Smoothing groups are converted into induvidual mesh pieces, which breaks the whole convexity thing of those boxes

timber birch
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Aaah i see

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well it works without those smoothing groups aswell

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This exporter is the problem

south ridge
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I see

timber birch
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If i export via 3dsmax itself to fbx, it works fine.
But if i use this script/exporter it breaks. I should have tried exporting it without the exporter

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Still thanks alot for your advice/help. It made alot of stuff clear ๐Ÿ˜ƒ

urban salmon
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okay, so, question.

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i have a mech.

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right now it's using a floating movement component

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would I want to turn it into a vehicle?

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despite it taking discrete footsteps (as a biped, anyway)

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but it's procedurally generated movement

south ridge
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Vehicles have wheels

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In UE4

gusty summit
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@south ridge the normals are correct on all the faces

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i didnt know you could have edge normals

south ridge
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Normals are per-vertex thing

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Per-vertex-per-face

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Since faces can share vertices that are located in same point, but have different normals

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But yeah, maybe lightmap size is too low or the lightmap UV map for that mesh is suboptimal?

gusty summit
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hmm let me take a look

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Im using the texture atlas add on to map multiple meshes

gloomy pollen
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Is there a way to force reindex of assets? I rebooted and now I'm missing a map that shows up in explorer only. My google-fu fails me.

gusty summit
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@south ridge the normals are correct

timber birch
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@south ridge Finally everything works, including LOD export. Switched to a new Exporter wich does the job right. I can export all 11 meshes in 1 click now ๐Ÿ˜„ thats going to speed up alot

gloomy pollen
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All signs point to my UMAP file being corrupted, can't even get it to show up in a new project while my other maps can. Now trying copying the Saved/Backup/ copies to another project, but its not opening, hanging on 70% for 15 minutes now.

south ridge
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Sweet!

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@timber birch yup that's what I set up in blender for myself too

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One click, everything exported

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One more click, maps baked

timber birch
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@south ridge Haha yeah, exported 11 meshes with collisions and lods in one click.

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Also collisions touching eachother doesn't matter

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Still works

south ridge
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I don't know why their guide says that

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I couldn't find anything in PhysX docs about badness of overlapping convex collisions

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Their own convex generator creates perfectly touching (and due to collision model bloat, straight up intersecting) pieces anyway

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So durr

timber birch
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Haha maybe its from years ago? i wouldn't have a clue, I'm just glad it doesn't matter

south ridge
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I'm sure the guy who wrote it will go "Huh? Oh, uhhh", when asked about it

timber birch
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Hahah yeah

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Do lods use lightmaps?

south ridge
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I dunno, we use dynamic lighting. I would hope so haha

timber birch
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Maybe a better question

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Do modular pieces use lightmaps?

south ridge
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But how do LOD's map to lightmaps of a highpoly model? The answer is either it's magic or they have their own lightmaps or something

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Probably the latter

timber birch
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Good question haha

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What does the latter mean? ๐Ÿ˜›

south ridge
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That lightmass recomputes lightmaps for static mesh under each LOD (potentially)

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E.g. it substitutes the model as many times as many LODs you have

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And computes pixels on its lightmap for each one

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But... I'm not sure if it actually does that

timber birch
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Oooh

south ridge
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Our game is fully dynamically lit, so I don't care xD

timber birch
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Yeah i wonder...

south ridge
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We can't use lightmaps due to amount of lights we have (hurr)

timber birch
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I mean these are guard rails, so are lightmaps even used... in games that would use them?

south ridge
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We have so many lights and our levels are so big that lightmaps are impractical. I've stopped bothering with them when estimate for amount of lightmaps required reached 100 GB and was trending towards way more than 100 GB

timber birch
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100GB damnnnnnnnnn

south ridge
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That presumes that all things that deserve it get lightmapped at an adequate quality

timber birch
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Lets say the model has lightmap uv's

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but lightmaps aren't used

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is that a problem?

south ridge
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Not really, but you should disable lightmap UV generation so it doesn't consume extra memory by that extra UV slot

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No performance penalty, but a tiny-tiny memory one I guess

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Our level is about 30 km of train tunnels - two tubes running in parallel. The tunnels are complicated (the shapes of walls), so they don't even get lit well with low-res lightmaps

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Hence the amount is impractical

timber birch
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Uhm

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Yeah i'm not used to it, using lightmaps

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CryEngine doesn't use lightmaps

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So i'm not really sure if i should do it or not, if lets say people place ALOT of these guard rails

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that would greatly increase the amount of lightmaps?

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or does it share the lightmaps

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if i place the same mesh twice

south ridge
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You don't have to use lightmaps

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It does not share or reuse lightmaps, each static mesh is its own lightmap piece

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Lightmaps get atlased together into big textures

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Lightmaps are a wonderful optimization if you have a lot of static light that doesn't change much

timber birch
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I see, i think ill make the uv for the lightmaps and leave it at that, people can decide wether they want to use it or not correct?

south ridge
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If you are just making the assets, that is the best thing to do

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Ensure your mesh is correctly lit under static lighting

gloomy pollen
timber birch
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@south ridge Cool thanks for the help ๐Ÿ˜ƒ

gloomy pollen
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Header and footer of the backup files match a good umap file so I don't understand why it won't at least show up to open.

timber birch
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Also what does UE4 use these days instead of SVOGI?

south ridge
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What's that?

gloomy pollen
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plz dont bury my post with #graphics stuff ๐Ÿ˜ฆ

timber birch
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@gloomy pollen Okay sorry, ill ask tomorrow different channel. ๐Ÿ˜ƒ

gloomy pollen
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No worries, data loss just sucks when you were doing your due diligence with backups.

inland crypt
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Hello all,

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When pacakaging for windows it gives error AutomationTool exiting with ExitCode=5 (5)

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And in the console it shows Success - 0 error(s), 400 warning(s). Donno how to fix it as it doesn't show any errorsin the console

weary basalt
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You should see probably a UBT Error in the Output window

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Somewhere

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They can be difficult to spot sometimes.

inland crypt
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ERROR: UBT ERROR: Failed to produce item: F:\UE Project Backup\CykoolDemoReady\Cykool\Intermediate\Plugins\NativizedScript\Binaries\Win64\UE4-NativizedScript-Win64-Shipping.lib
MainFrameActions: Packaging (Windows (64-bit)): UnrealBuildTool: Total build time: 57.44 seconds
MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 57.5786388s to run UnrealBuildTool.exe, ExitCode=5

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This is the UBT Error it shows in the console

weary basalt
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There will be an compile error further up that will most likely explain why it couldnt build that

inland crypt
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In th console it shows few things will not be compiled but it indicates them as warnings not as errors

weary basalt
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Copy and past the entire Output window in here

inland crypt
weary basalt
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F:\UE Project Backup\CykoolDemoReady\Cykool\Intermediate\Plugins\NativizedScript\Source\NativizedScript\Private\cyKool__pf.cpp(10): fatal error C1083: Cannot open include file: 'Cykool/Classes/GameFramework/Actor.h': No such file or directory

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That is why

robust owl
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anyone have a chance to fool around with the auto lod generation for UE4 in v4.14? I can't seem to get Max deviation, pixel error, or recompute normals to do anything.

spiral quarry
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Correct me if I'm wrong, BSP geometry tools are not available at runtime right?

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I can't, at runtime, create new brushes and build geometry from them?

cloud cobalt
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Nope

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BSP is static

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By the way it's not really recommended these days, static meshes are much better at prettu much anything

urban salmon
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BSP is like the definition of static

robust owl
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inland crypt
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Guys how to Deal with this error
"Unattended -WarningsAsErrors -installed"
Getting this error while building the .exe

wintry prawn
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@robust owl hey man! going to be doing any streaming again?

robust owl
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Hi

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mmm not today - I will probably tomorrow

wintry prawn
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I remember you were working on a killer level a lonnnnng time ago

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that was the last time i saw you

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must have been over a year ago

robust owl
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yeah I kinda packed up cold turkey and stopped working on everything

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now I'm just doing my own thing

wintry prawn
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was really nice to see another enviornment artist streaming

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very cool, and sometimes essential

robust owl
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it's awesome that you remember me

wintry prawn
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you still doing 3d

robust owl
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yea

wintry prawn
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? or just taking a break

robust owl
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all the time

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lol I never stopped.... I just started taking on other projects

wintry prawn
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awesome! I landed a job working with unreal day in day out now, before i only knew unity

robust owl
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now I'm working on a game from scratch

wintry prawn
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started my own project in ue

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yes!

robust owl
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I don't wanna shamelessly plug my discord channel so I'll PM it to you if you're interested

wintry prawn
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absolutely

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sent you a request

robust owl
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added

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but yeah I've been workin on my own game for little over a month now

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and it's coming along...

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I took a break to make a hat for UT

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Hopeful it'll get accepted but I realize it's political satire so... might not make it in

tawdry quail
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Suppose one has to expose a c++ function in a plugin to blueprints but does not know how

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what would that person do? Asking for a friend

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(sure)

kindred mountain
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๐Ÿ˜ƒ

daring saffron
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Hey guys, anyone could help with interface.h ? i got a few pics in ue_programming channel

tawdry quail
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wow I haven't seen there was a programming channel, sorry for posting here

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so in order to have a function exposed it must be a ufunction

kindred mountain
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jup

inland crypt
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hello all, I have been working to package a game to windows but in the output log it gives the fatal error F:\UE Project Backup\CykoolDemoReady\Cykool\Intermediate\Plugins\NativizedScript\Source\NativizedScript\Private\cyKool__pf.cpp(10): fatal error C1083: Cannot open include file: 'Cykool/Classes/GameFramework/Actor.h': No such file or directory

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Even after itried to remove the include file it shows the same error

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I tried deleting the intermediate folder and rebuilding the project but this doesn't give the desired package

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The intermediate folder is referencing to a location that wont' exists in the folder structure and i am unable to fix this . Because the changes made in intermediate file are overwritten evrytime

gusty summit
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could anyone give me a leimans explanation of uv channels

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I understand its how unreal renders things, and its my understanding unreal renders textures on the first channel, then lightmaps/uvs on the second?

fierce tulip
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sorta

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unreal renders any textures on any channels

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and a lightmap on the channel you tell it to

gusty summit
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so is having the lightmap on the first channel wrong?

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For some reason the edges of my mesh are super visible

fierce tulip
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no, you can pick which-ever uv-channel you want for the lightmap, but it does need to be properly laid out.

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best is to cut islands along actual edges on your mesh, stay within 0-1 space, no mirrored or overlapping uv's, stay 1 pixel away from outer edges, and try to keep two pixels between uv-islands

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keep in mind that the lightmap resolution dictates the size of the pixels

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a lightmap of 64 has 64x64 pixels you can arrange your uv islands on

gusty summit
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so I'm trying to light a whole house, and I've never manually created the lightmap before, so I'm using an addon called texture atlas to unwrap multiple meshes at once. It seems to work minus the edges being visible. And my lightmap resolution is as big as it can go 16384x16384 lol

fierce tulip
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texture atlasses wont get you any performance boosts

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you shouldnt make one mesh out of the whole house

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you seperate walls, floors, ceilings, windows, etc

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think of ue4 as a lego engine

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you build stuff up out of pieces

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one big mesh house, plus one lightmap is basically the worst thing you can do

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that way you can also reuse walls, ceilings, windows, etc

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and thats where the modular workflow comes from

gusty summit
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I'm only really doing one house for a virtual tour, so reusing parts isnt super important. That's essentially what I was trying before, but I didnt really understand how to do it

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does each piece have its own lightmap? are they on the same channel?

fierce tulip
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you cannot expect to fly if you dont know how to control a plane

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each piece has its own lightmap

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also, why not check out all the youtube videos epic made, and the load of tutorials available there and on the forums

gusty summit
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so right now my house isn't one mesh, its several. It is sorted into walls/floors ect. And I was unwrapping them each onto their own lightmap but it didnt seem to work

fierce tulip
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you asked this yesterday as well, that gave you almost 24h to find a few tutorials about it

gusty summit
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Yeah I know it doesnt sound like I know what I'm doing but I have done a ton of research, I just wasn't getting the correct results

fierce tulip
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first hits on google

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even just "lightmaps" on google gives you semi-identical ue4 related results

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"ton of research"

gusty summit
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Yeah I watched that first one. Sorry amigo damn

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None seemed very helpful from a non uniform environment situation

fierce tulip
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its all good, but saying you have done a ton of research just sounds off.
especially when you mention stuff like an atlas creator that has nothing to do with lightmaps

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i'd start with the basics

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focus on modular and proper understanding of lightmaps

gusty summit
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atlas creator does make me a lightmap though, and it works pretty great

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but ill try and do it by hand

fierce tulip
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yea, you can tell from those seams hehe

gusty summit
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that being the only problem

fierce tulip
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because it auto-does something

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so result is often sub-par

gusty summit
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It just seems like the contrast is way too high

fierce tulip
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and its more a tool for making texture atlasses

gusty summit
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hence the name

fierce tulip
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and besides that already being rather useless in ue4, for lightmaps its totally useless

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anyyyyways

gusty summit
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yeah thanks I'll give it another shot manually

fierce tulip
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if you hit other snags, dont hesitate to ask.
and if i come across like an ass, tell me and ill try to be nicer

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im trying :p

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even if you like it all automated, actually experiencing it trough doing it by hand gives you a better understanding of it all

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its a good experience

gusty summit
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Also I'm using blender, which neither of those tutorials use. Maybe thats my problem

fierce tulip
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shouldnt matter

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loads of good tutos on there ๐Ÿ˜ƒ

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aaand me is off

versed pawn
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I have literally no idea how would I do that kind of detection. The only idea I had is to hardcode the variables and lock the piece in position when it is in the correct location and orientation, but this isn't a viable solution for multiple puzzles like this, because in other shilouettes, every piece has to be in another orientation and location. Any ideas?

safe rose
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@versed pawn You already know all the possible orientations right?

versed pawn
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@safe rose yes. As you can see from the image, this is the correct solution, so all pieces have their respective correct orientation for the solution.

safe rose
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Right

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How are these falling?

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Same as in tetris?

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top-down?

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Are these physics items?

versed pawn
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top-down. They are layed on the floor. They are not physics items. All pieces rotate by 45 degrees. The player picks them up with the left click, places on the Silhouette mesh which has sockets, and snaps the piece in place. Then, the player just needs to rotate it to the correct rotatation

fierce tulip
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@gusty summit after my meeting i can set aside about half an hour in hangout to look at your screen on the ue4 side of things and tell you what might be off and how to fix it.

safe rose
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@versed pawn Hmm, okay, so there's no skills involved

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So, just get the end points of each

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and make sure the line up with the end points of the entrance

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You can do it with either overlapping collision boxes, line traces (a bit costly, but doable), or by getting the correct up/right vector / face normal orientation desired of each shape

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You can use sockets too

versed pawn
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Alright, that should work I guess

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Thanks a bunch!

worn vault
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How can I approach creating an interactive text box using blueprint? In the same vein as Zork or other text based adventure games

worn granite
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@worn vault what do you have already?

safe rose
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@worn vault I just did that twice

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Want my project?

worn granite
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I'll let Vic help you

worn vault
#

I don't really have anything yet. I was reading around the web and I kept finding pretty old forum posts about having to use C++ or having to create listeners for every keyboard key. But most of those mentioned waiting for "UMG" to come out. So I was looking at UMG and I saw several types of text boxes and how you can set them to be interactable within X meters. But I don't really have anything solid

worn granite
#

Well, UMG is the way to go.

#

Though you could certainly use slate.

safe rose
#

Right, you should only use UMG

#

And just use a Text Box

#

And then use the Events

worn granite
#

You need to have an editable text box, and then you need a way to trigger events based on what was entered.

safe rose
#

And then use a Switch on String

#

That's pretty much the basics to doing a Text Game

worn granite
#

Vic can give you more specific advice because he's done it.

safe rose
#

I haven't tried using a database, but that could be way easier to manage all the strings

worn granite
#

Though a switch is kind of limiting.

safe rose
#

But my text games were pretty short, so I didn't mind manually inputting that

worn granite
#

It really depends on what you need.

safe rose
#

Either you build up a very very sophisticated system which reads every word entered

#

Or just keep it simple

worn vault
#

Alright perfect, thanks. I'm going to read more on UMG. Would you mind me shooting you a message if I run into a wall in the future @safe rose ?

safe rose
#

yeah, that's fine @worn vault

#

You can watch 13 hours of the 24ish crunch I did

thin haven
#

@worn vault you mean you want the player to input words and the game react to it?

#

I toyed with such an idea in my other project (Lua roguelike) but dropped it due to complexity

#

choosing from a premade list of answers is easier to maintain

worn vault
#

I do want that, but I'm still working on allowing the player to type into the textbox part

thin haven
#

ouch. and you want to do it all in blueprints? gonna be one tough ride

worn granite
#

Actually if you've got a bit of money, there's a dialouge system that's all BP that parses text.

#

Might be worth a look.

worn vault
#

what should I search for in the marketplace?

worn granite
#

When I was evauluating this for Ethos (which it was never used in the project, go figure) it was pretty solid.

#

This is the kind of thing Vic meant earlier.

#

But you can get good results without going this far.

timber birch
#

Hey, question. Does Epic accept the same meshes but different materials applied for marketplace?

safe rose
#

@timber birch ask epic staff in #fab ?

timber birch
#

Oh sorry didn't know it exists

safe rose
#

Or just ask in general, but tag @rustic fable @lost sigil @real mason

#

Which, I already did, so, they might already see your question

timber birch
#

Haha cool, thanks for the tips ๐Ÿ˜ƒ

primal edge
#

a board for tutroails

#

been online for a while, but seems not much people voting there

raven cedar
#

well, could be cause there is never a link to it XD

primal edge
#

haha, there were one on forums..but you know, Unreal community is super active, and posts leave the first page quickly

fresh pawn
#

thanks to @safe rose for mentioning it during one of the dev battles

plush yew
#

just about done with that one, recommend

fresh pawn
#

yeah i picked it up

fresh pawn
#

i have 0 c++ knowledge so looking forward to it

plush yew
#

just an fyi, it starts off really really slow

safe rose
#

^ listen to my creation

fresh pawn
#

slow is good

plush yew
#

like, assuming you don't know programming

fresh pawn
#

i dont know programming

#

ha ha

plush yew
#

ah then it might be awesome ๐Ÿ˜ƒ

fresh pawn
#

im the target audience!

#

ha ha

plush yew
#

he really does go step by step

#

builds you up

fresh pawn
#

perfect

#

now to find a spare 50 hours lying around

timber birch
#

Why does UE4 feels unsharp/blurry compared to CryEngine wich is much more crisp/sharp

safe rose
#

@timber birch CryEngine...

#

What?!

#

Damn, no troll faces here?

rocky tendon
#

Depends on how you use the engines, if you are making blank statements like that you haven't learned how to use the engine to its capabilities.

safe rose
#

You can't say something like that without some substantial backing up on your argument @timber birch

rocky tendon
#

^

safe rose
#

On the same page

#

Like, I can say that if I were to make a 2D game, and I ran into problems because of the limits of Paper2D (since that's been underdeveloped), I would go to GM2. It would just depend on a lot of factors if I couldn't really get what I wanted out of Paper2D in its current state.

#

But that would be the only time I would ever cheat on UE4

rocky tendon
#

Aha, I am loyal

safe rose
#

Loyalty does not give you $$$ in your pocket if you run into bugs or workflow is crappy

rocky tendon
#

Yea...

topaz kettle
#

hello?

#

i have a quick question

safe rose
#

Just ask your question...

timber birch
#

Oh i came to that conclusion after playing Paragon

topaz kettle
#

can we use previouse unreal engine version like 3 or udk assest for prototype

safe rose
#

That is up to you

topaz kettle
#

Unreal Engine 3 meshs?

safe rose
#

Some stuff can easily translate, while others cannot

#

Why don't you try?

topaz kettle
#

i will now >:D

safe rose
#

But, usually, your meshes are external ones, independent of the engine

topaz kettle
#

infilitrator demo seem to become unstable after 4.13 for mac osx version

safe rose
#

Macs suck

topaz kettle
#

i was tryng to get some meshes for

#

well buy me a windows pc

#

:D

safe rose
#

Next question ๐Ÿ˜ƒ

topaz kettle
#

next game jam?

safe rose
#

You do game jams?

topaz kettle
#

no but would like to try at it

safe rose
#

Oh, you should

#

December 8th hopefully

timber birch
#

@rocky tendon It's not a blank statement. I mean paragon doesn't look that sharp honestly. Wich is on the highest settings. Anyways its something ive seen and caught my attention.

topaz kettle
#

when will we get paragon assest?

safe rose
#

never?

topaz kettle
#

:D

#

noooooo!

safe rose
#

Whenever they kill their baby and move on

topaz kettle
#

LOL

safe rose
#

Doubt anytime soon

#

They are milking it

topaz kettle
#

i would too

#

they should made it open world

raven cedar
#

8 years

safe rose
#

Open World?

#

World of Paragon?

topaz kettle
#

yes

raven cedar
#

lol

topaz kettle
#

hack n' slash

safe rose
#

Then they would have to admit they can do MMOs

timber birch
#

I wonder are there settings to make it sharper? cvars or something?

safe rose
#

And I don't think anyone really wants that

raven cedar
#

they cant with the network setup in UE ๐Ÿ˜„

safe rose
#

^

topaz kettle
#

i wish i can port to ps4 with mac

#

let's enter the system via neuro connections

#

we can exort dominion of that world

obsidian quiver
#

Hey guys, I want some basic ragdoll death physics in blueprints

#

what node do I use to set the mesh to simulate physics?

topaz kettle
#

look in mixamo master blueprint

#

or youtube

#

well that's constant bug

frigid kernel
#

is 4.14 stable? any experiences?

topaz kettle
#

nope infilitrator constantly crashes on me past 10.4

#

gonna try converting project to .13 for a test

worn granite
#

@frigid kernel been stable for me.

#

Then again, I'm not using BP

daring elbow
worn granite
#

No acceleration at all?

#

Pawn.

#

You'll have to do some of your own code, but you'll get much more control.

#

Tip: Use sweep to be able to get hit events when you want to move your pawn.

daring elbow
#

Thank you @worn granite. The object in the screenshot is actually a controllable player. You play in 3rd person as that object with a following camera

#

I guess I'll go with a pawn class then

#

Is there any complex and extremely detailed physics tutorial that you know of? Physics in this game will be a huge part and I barely started and I'm already getting undesired behaviours

worn granite
#

Don't know of any tuts, sorry man.

#

Not for custom/complex physics

cursive dirge
daring elbow
#

oh sure! Ty! Forgot about that

cursive dirge
#

although

#

if it's about ue4 character, it's more of a coding issue

#

I like the list though

#

I'd wipe "perfect" away when talking about realtime games ๐Ÿ˜„

#

oh I saw the image now

#

so it's not a character

obsidian quiver
#

hey guys

#

I might be a bit stupid but I can't get attachToActor to work

#

my BP is working fine with other methods like destroy

#

basically I want my player character to be able to drag a corpse

#

so I use a multisphere trace and attach corpse objects to my mesh through a socket

#

except it just doesn't do anything

#

to be more precise

#

the corpse is attached in the world outliner

#

but it doesn't physically attach itself

obsidian quiver
#

anyway if someone knows how to help me, please pm me the solution as well since I'm off to bed

mint birch
#

Has anybody else encountered that issue?

cloud cobalt
#

Well, it's working as expected, isn't it ?

#

I mean you don't appear to have any cuts in your wireframe

#

Splines won't generate additional geometry

#

Until GPU makers invent spline triangles, there is no fix for that ๐Ÿ˜„

cursive dirge
#

^

#

it works as intended

mint birch
#

oh wow yeah, I need more vertices -.-

#

thanks ๐Ÿ˜›

cursive dirge
#

do either smaller segments or just add loops there

mint birch
#

๐Ÿคฆ

cloud cobalt
#

To be honest I had the same reaction initially

#

But it only makes sense

thin haven
#

I need a bit of a help. I'm working on my proc-gen city again now that UE is back to behaving sanely
and I want my roads to end at a certain side of an intersection
so, there's a couple of gotchas here: 1) intersections aren't guaranteed to be 4-way (you can have a T, too) 2) if a side is taken, I should mark it somehow
I tried making an enum for the four sides but I'm a bit stuck
can a struct contain an enum? b/c I could then use an enum plus a bool indicating if the side was available...

woeful wedge
#

@thin haven It can.

kindred mountain
#

you can certainly have enums in structs

cursive dirge
kindred mountain
#

array of bools using a NSEW enum would seem sensible

cloud cobalt
#

Or just plainly four bools

thin haven
#

okay, tested enums (by hand) and it works. I'd hate to tick/untick four sets of bools so I'll go with an enum to control the side and possibly a bool for the procedural part, when it comes

#

no more roads trying to reach an intersection's center ๐Ÿ˜›

#

next step: adjust the direction of the start/end points. rotations/orientations are so ๐Ÿ˜•

waxen vine
plush yew
#

How do I control whether my game automatically takes focus on launching? It seems to not take mouse focus on launch. I found the BP node "SetFocusToGameViewport" but I was wondering if there was something in a settings file I could change, maybe

thin haven
#

I seem to recall a setting, try project settings and then look for editor-viewport? maybe?

#

don't have editor open atm

plush yew
#

OK thanks

#

also fun aside: 2-step process to crash unreal:

  1. Copy some blueprint nodes
  2. Paste them into a Hex box in a color picker
urban salmon
#

hrm, interesting.

#

i can't add a float curve reference to a structure

#

yup, with a 100% repro

alpine lintel
#

Don't you think releasing templates hurts the dev scene?

fierce tulip
#

dont you think releasing an engine for free hurts the dev scene? :p

alpine lintel
#

I hope you are exaggerating, but look at steam its flooded with shit EA and "full" games and I think its because its become this get rich quick pipe dream/fad to gamedev. I just feel if you can't manage to build something to level of what I see in templates, you are not going to be successful making a good game....

fierce tulip
#

then again, if you want to test a vert slice of something you want to build, these templates can be quite handy

#

i understand your concern, but its still a great thing for beginners, for testing, etc

#

and those who use it for a get money quick scheme, they should choke on dicks, or try filing a lawsuit against jim sterling hehe

alpine lintel
#

Indeed, I refuse to believe all the people putting out the shitty work are all self deluded thinking "they made a great thing" like its their labor of love.

fierce tulip
#

best example of that is that minecraft-looking day-z thing, hundreds of copies hehe

digital nova
#

Do regular instanced static meshes cull with distance? I mean all the instances at once.

neon tendon
#

Hello all. I am trying to move a static mesh component of an actor, but it wont let me grab the handles. Rather, it zooms me in and out. Any idea why this might happen?

#

It actually does not matter what the object is in the blueprint actor. I can't grab light handles, static mesh handles, etc. Can't rotate them either

digital nova
#

Got my answer, didn't realize you had to be in game view for things to cull properly in editor.

worn merlin
#

Has anyone ever had lighting affect their Terrain like this? Don't know how to fix it.

south ridge
#

That's a known issue of cascade shadow maps

#

I think

#

Maybe not

#

Sometimes CSM's have precision problems when you go far away from world origin and so on

#

But that can't be it, since that makes similar banding, but always related to the lights axis in some way

distant geode
worn merlin
#

@south ridge Is there anything I can do to "Fix" it for now, even if its an ugly fix

primal edge
#

new gameplay tutorial, hope you like it ๐Ÿ˜ƒ

south ridge
#

@worn merlin sadly I don't know, that issue doesn't seem like what I thought it was

#

Try messing with CSM settings, but I'm not sure that will do much

worn merlin
#

Ah okay, thanks

manic moss
#

Has anyone had a chance to mess with the SimpleVehicleMovementComponent introduced in 4.14 yet?

safe rose
#

Plenty of folks using it

manic moss
#

Thanks!

safe rose
#

np

fallen schooner
#

Hello Folks

#

I am in trouble

#

I have a pair of UAssets I made yesterday

#

They no longer appear in the editor

#

They are in the file structure, but I can't seem to make the editor notice them

#

I've already tried deleting the Intermediate and Saved folders from the project and re opening the editor but the files are still not found.

patent siren
#

rip

quick sequoia
fallen schooner
#

fyg

#

fug

safe rose
quick sequoia
#

thanks @safe rose

fallen schooner
#

I'm getting a little frustrated.

safe rose
#

@fallen schooner why?

fallen schooner
#

A blueprint I made yesterday is not being detected by the editor even though it exists in the directory

safe rose
#

what version?

#

are you using any source control?

#

Hehe, just saw your comment in BP

fallen schooner
#

4.14

#

I managed to get it back by reverting source control

#

But I have no idea why it went away.

plush yew
#

I've got a weird bug where a font doesn't appear in baked builds, it shows up as a bunch of squares, anyone know what might be causing this?

cloud cobalt
#

UMG font ?

plush yew
#

it's an text renderer component, in-world. Using EngineFonts/RobotoDistanceField

tawdry quail
#

is it just me or to "move" a folder in ue4.13.2 does not do anything except cloning the folder without moving the assets and dependencies?

tawdry quail
#

nvm had to fix up redirectors after moving

rapid pawn
#

for the steam awards: The โ€œAll of aboveโ€ Award โ€” Currently The Witcherยฎ 3: Wild Hunt

hoary island
#

hello

#

there is a new version available of unreal.... is there any way to update my engine to the latest version?

#

i dont want to download the whole engine again

covert pebble
#

I probably have a very noob question.. so yeah I just made a character and all its ready! But.. when I started playing the character walks away from the camara and appear back again over and over... Fix?

#

I probably have a very noob question.. so yeah I just made a character and all its ready! But.. when I started playing the character walks away from the camara and appear back again over and over... Fix?

#

I probably have a very noob question.. so yeah I just made a character and all its ready! But.. when I started playing the character walks away from the camara and appear back again over and over... Fix?

ashen brook
#

@covert pebble did you perhaps animate it with root motion?

mint birch
#

I used the Spline Track Generator that Zak Parrish created during one of the Training Streams

#

One of my first tutorials of this length. Hope it might be helpful for some of you ๐Ÿ˜‰

cursive dirge
#

you did convert the thing for current spline component though?

#

or did you still do the banking on array?

#

(which makes zero sense today when spline component can handle it)

#

@mint birch ^

mint birch
#

I converted the project as it was made in blueprint in unreal's training stream. So yes, with banking / scaling using the Data array

cursive dirge
#

oh ok

#

I guess it makes sense

#

for that purpose

#

(to mimic the tutorial)

mint birch
#

yes I guess so. But haven't thought about actually updating it. Would've been a good addition... oh well

covert pebble
#

@ashen brook maybe not? That root thing sounds useful xD

#

Can you show me a screenshot of the place to add the root motion? I can't find it.

ashen brook
#

no, you want to avoid it ๐Ÿ˜‰

#

how did you set up your walk cycle? @covert pebble?

covert pebble
#

Well I'm not currently home so I can you you :( but I'll send you a pic when I'm home! Ty!

ashen brook
#

sounds good ๐Ÿ˜ƒ

covert pebble
#

๐Ÿ˜

quartz ether
floral pagoda
#

@quartz ether Good read thanks

plush yew
#

@quartz ether interesting.

#

Also:

One of the custom functions I have which I really like allows you to share the same color information between your landscape layer and your meshes based on world position, allowing for a more seamless
transition between the ground and rocks.

whats the function called?

quartz ether
#

@floral pagoda Thanks buddy.

#

@plush yew F_Colorizer

plush yew
#

oh I see

tropic pilot
#

i have a weird ass problem

#

bought new motherboard, graphics card and CPU and bought Windows 10 when i now run the game im making in standalone and then exit it UE4 becomes "Not Responding" :S why....

plush yew
#

I have that same issue in 4.13 I think

#

only happens in standalone, not in pie or new viewport

#

don't think it was there in 4.11

grizzled hill
#

How would I go about getting a second camera view on the screen , I would like to have something that would look the same as the preview.

#

I would like to have both the aI character(tiny one) and my player character camera on the screen, but not split screen. the size has to be changeable

quartz ether
#

@tropic pilot Might be a win10 related issue.

tropic pilot
#

it sucks ๐Ÿ˜ฆ

burnt drum
#

is there a channel for particles i wonder?

plush yew
#

the people in #graphics probably, or just find any channel Luos is in ๐Ÿ˜„

burnt drum
#

๐Ÿ˜„

#

thanks

#

he's not online tho

tropic pilot
#

hasn't VictoryBPLibrary been compiled/made for UE 4.14 ???

upper heart
#

how would you guys do something like Pudge's hook from dota. Where the chain extends from the player to a dynamic distance?

tropic pilot
#

it still fucking freezes on me ๐Ÿ˜ฆ

#

google doesn't have any answers either ๐Ÿ˜ฆ

thin haven
#

might be win10 related then

tropic pilot
#

are you all on Win7 still?

fierce tulip
#

@upper heart id stretch a mesh between two points and change UV-value depending on length. One pointis homing to enemy, other point is on player

upper heart
#

I didn't think of changing uvs. Is that easy?

#

would you make the end (hook) a separate mesh then?

fierce tulip
#

yea, could attach it to the 2nd point

#

and not sure how hard as I never had to do it

#

but you'd take length between point times/devide/wahtever math to the uv's

upper heart
#

okay, cool

#

yeah I was looking at the Cable Component

#

I don't see how to specify a mesh with that tho

thin haven
#

@tropic pilot: yeah, Win7 here, no problems with standalone game and UE4, even when I had massive performance problems with my project due to my own goofs

upper heart
#

@fierce tulip I feel like stretching the mesh primarily on one axis is going to skew it quite a bit

fierce tulip
#

should be fine

#

think of it like some measuring tape

upper heart
#

The mesh is a chain tho

#

so the links are going to look really long

fierce tulip
#

oh, i expected it to be just a flat plane mesh with fake chain texture

upper heart
#

ahhh if that was the case I would probably just use the cable component

#

no it's actual geometry

fierce tulip
#

thats a shitload of geo hehe

upper heart
#

it's not too bad. the entire character is under 18k tris. the chains are wrapped around his neck and go out in front of him.

#

haven't checked how much the chains are by themselves

#

but yeah I'm not sure how this could work with real geometry

fierce tulip
#

Im guessing they are "hiding" part of it and making it visible somehow. god of war used planes so I can kinda guess how it was done

#

but actual geo

#

somewhat same as how they do gates with chains prolly

#

abzu is a decent example

#

12:35

upper heart
#

ahh yeah that makes sense. I guess I would have to calculate how much to show

#

dang yeah now I regret making these geo

#

they are animated as the character moves and things and it looks pretty sweet tho because there are bones in the chain links

tropic pilot
#

This sucks ๐Ÿ˜ข

#

i wont be able to make games now cause of stupid fucked up shitty ass Windows 10....

fierce tulip
#

reinstall from scratch

#

sucks, but weve probably all been there, done thattum

tawdry quail
#

is there any way to offset graphs such as stat scenerendering and stat gpu? I can't see them in VR

topaz kettle
smoky flower
#

guys please help me. is there somebody online who speaks english to help me with an issue on ue4?

gusty summit
#

is it possible to get the skysheres from the editor into the actual level?

weary basalt
#

@gusty summit how do you mean?

gusty summit
#

can i get this in my level?

topaz kettle
#

background?

weary basalt
#

Probably

#

Id say its just a cubemap or something

#

It will be in the Engine content somewhere

leaden perch
#

Using UE 4.12, my PIE no longer reflects what happens when I run the game in Standalone mode

#

anyone know why?

weary basalt
#

What do you mean? Can you explain further

leaden perch
#

When the game starts up, I add items to player's inventory

#

In Standalone, this happens consistently, as expected

#

In PIE this does not occur

#

When I unequip and item from the player's loadout, it is move to the player's inventory

#

In Standalone this works as expected

#

In PIE, the item never shows up in the player's Inventory UI

#

When players collide with a Pickup actor I built, they are granted an item into their inventory

#

This works as expected in Standalone

#

but in PIE, the collision no longer occur between Player and Pickup

robust owl
#

Theres' no back button so I have no way to go back, can't close the program, only option is to end process

topaz kettle
#

esc

robust owl
#

thanks!

topaz kettle
#

happens sometime

robust owl
#

Why don't they just put a back button?

topaz kettle
#

lol

robust owl
#

I know, that's some fuckin next level shit right there huh

#

excuse my french lol

topaz kettle
#

i guess developers make their own escape lamo

#

lmao

thin haven
#

where's my back? lol

inland granite
#

Does the Unwrapping UV:s increase performance inside game or is it mainly for static lightnings to work correctly?

fierce tulip
#

its for textures and lightmaps

#

not much to do with performance

#

though proper lightmap setup can help you lower the lightmap resolution needed

south ridge
#

Unwrapping is only a way to add texture mapping, if anything is has a neglegibly negative impact on performance since there's a very tiny amoun tof extra data

fierce tulip
#

so in a way.. it could be a performant thing

south ridge
#

You would get highest performance if you did not use any lighting at all

inland granite
#

I was wondering that will it come because i use material that hasn't been unwrapped. I don't kinda need it in that specific mat

#

and it is used a lot

#

sorry

#

meshes

south ridge
#

Oh right btw, if you use tangent space normal maps, you must UV unwrap your model in some way

#

HZB is just related to HZB occlusion so it's occlusion-related probably

inland granite
#

And occlusion problems coming from lightning when it hits the mesh, right?

south ridge
#

Occlusion is just testing which objects are seen on screen

#

So it would omit them from rendering if they are occluded

inland granite
#

Aah... So in my case, it could be that it will render lots and lots of unnecessary sides of the objects

#

i already started to wrap the UV:s. I think it was stupid for not wrap them while making the models

#

Wow.. No more frame drops.. Steady 90

glass yarrow
#

Whats the best way to leave in level notes to view back later? For example, I want to leave a note on a section of terrain

plush yew
#

Someone of you ever had a problem connecting to any Epic Games service ( website, wiki, Game Launcher, Games ) but only from Epic Games ? Everything else in the internet works.. but once I visit Epic Games stuff my internet is killed..

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If it would be a ban.. then it wouldn't kill my internet.. I guess.

gusty summit
#

really specific question. But after the upgrade to 4.14 when you try to reimport one part of a multipart fbx file it just reimports the whole thing. Has anyone encountered this/know how to get it back to the way it was

topaz kettle
#

can anyone answer my question about simplgon plugin

south ridge
#

@whole thistle we made our own small actor which is just a message with XYZ coordinates

fierce tulip
#

@topaz kettle ??

topaz kettle
#

simplgon LOD plugin

#

*simplygon

#

how to set it up in ue4

fierce tulip
#

thats the only question I cant answer as I havent used that LOD tool for ue4 yet.

tall pendant
#

@topaz kettle

olive dirge
#

Unreal Engine 4 (UE4) now uses a special version of the Android SDK called CodeWorks for Android 1R4. This version of CodeWorks for Android was designed specifically for use with UE4 Android based projects. If you have other versions of the Android SDK installed, it is highly recommend that you uninstall them and then re-install CodeWorks for Android using the CodeWorks for Android 1R4 installer that is bundled with UE4. This way you can ensure that the Android SDK you are using will be compatible with UE4.

#

is this still the case? Codeworks Android 1R5 came out

wind briar
#

hello!

olive dirge
#

hi

#

i did several tests with my minigame.. it launches, but some maps fail to package

wind briar
#

ive been thinking of making a little demo but i think im too young and not experienced for that DX

#

my profile picture explains pretty much what i wanna make

lyric tiger
#

hey guys im pretty new to UE, been messing with it a bit but whats the best way to learn which params/nodes(?) to use in BPs when you're trying to achieve something? I feel like im randomly guessing....also whats a good way to get a handle of terminology so I know wtf im asking lol

leaden perch
#

I recommend browsing the Engine Features sub-menu on the left

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For organization and nomenclature

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Also, right-clicking in the blueprint graph with Context Sensitive OFF lets you dig through all of the available nodes in Blueprints, which is nice to learn what is available.

sleek solar
#

Hey

#

Is there a way to use filename instead of assetname in content browser?

urban salmon
#

no

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not that i've found

autumn matrix
#

I dropped over 200 dollars into the marketplace this morning in support of some of the developers that I know to be awesome creators. Keep it up. And have a greate xmas.

#

Yeori, (Those are some sick ass Particle effects btw)

static imp
#

hey all, easy one for you I think ๐Ÿ˜‰ - when I migrate assets from one project to another that project doesn't show those migrated assets in UE4, though they are shown in Explorer. They are only shown when I close and open the scene again, is there a refresh/update option for project to sync all new assets/folders?

green spear
#

Woho! It is possible to use Reflection Capture without building lights! ๐Ÿ˜ƒ

green spear
#

I still wonder. How would you solve switchable lights in a scene where you have prerendered light?

tall pendant
#

switchable lights should be dynamic lights that getting mixed with the baked light in the map.

green spear
#

Yes, but that wouldn't turn of the light that already is built into the scene right?

#

If I have a room with only a dynamic light that can be switchable. Then the scene would be rather boring and crisp lacking indirect light.

tall pendant
#

Yes, thats why it takes alot of time and effort to blend baked and dynamic light into "one piece"

green spear
#

I take that means there is no way of solving this without leaving out precomputed lightning from places where you want to switch off the light.

lyric tiger
#

@leaden perch i will give it a look, thanks

green spear
#

Well. I gtg, Thank you for your input. If you add anything more to the subject please highlight me.

south ridge
#

@vale osprey your talk in #fab reminded me of something kinda amusing

#

So we have our subway trains in the game right

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Theoretically we also couldn't reproduce them in the game since they were made by someone and theoretically that someone holds a copyright

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But we are very lucky

vale osprey
#

train factory was in Easter Ukraine? ๐Ÿ˜„

south ridge
#

Because 1) the trains were produced in a country that no longer exists, 2) one of the companies that made them no longer exists, 3) the company that still makes them barely exists, 4) that company filed for a trademark we use (a logo on the front of the train) in 1999 and it expired in Russia in 2009

#

It was only filed in Russia too

#

We are not a Russian company, but also their trademark expired from exclusive use

vale osprey
#

from what I understood, many companies won't really bother with anything if you ask nicely

south ridge
#

There's nobody we could ask haha

vale osprey
#

for them it's easier to send you a letter "yes you can use our logo in your racing game" then try to collect money

#

but people do get pissed if you don't ask at all

#

@south ridge yeah, I get it, just commenting on overal situation

south ridge
#

Yeah, usually it's easy to just write to the company

#

Which is what we'll do when we try to make metro networks from other cities

#

And other types of trains

vale osprey
#

with guns it's slightly different case as those guys do want money from you and certain limits of how their products can be presented

south ridge
#

USSR-made stuff is generally weird

#

For example, lets say you have a Moskvich car

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Who do you ask for permission to use its likeness? There were multiple factories making these in the USSR

#

And there is a company which still makes them in Russia

#

But technically none of the original companies still exist

#

Even when they did exist, who was the rights holder to the idea/the design of the car?

#

It's hard to find out, but likely it could be traced to some sort of engineering institute or something, but good luck finding the exact person/team who was listed as the designers

#

Cause in USSR attribution to engineers worked in weird ways

#

Technically everything was owned by the state (the factories were state-owned)

#

But the state no longer exists xD

#

If USSR was still active, permission to use its trains would have to be asked for from the government of the USSR

vale osprey
#

yeah, I think only KBs could retain those rights, but KBs where rarely invloved in consumer market goods

#

yeap

#

was there even any licensing invovled?

thin haven
south ridge
#

@vale osprey yes, to an extent

#

@thin haven from my experience for this sorta effect it's best to use sprites/billboards

vale osprey
#

I think there is Iranian company that makes copies of Moskvich or old Lada, with a different logo
they make copies of peugeot too ๐Ÿ˜ƒ

south ridge
#

Although an emissive effect is the 'proper' solution, you will find emissive effect fading out very fast distance-wise

thin haven
#

@south ridge can sprites be emissive?

south ridge
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Of course

#

You want additive emissive sprites

#

Additive implies unlit (emissive) automatically

thin haven
#

I just want the edge of the road to be indicated. the effect needs not be very strong...

south ridge
#

Problem with just making it emissive is that you don't usually get that many pixels of it on screen

#

The dot would be seen far away, but the size of the dot on screen might be 0.2 pixels

#

Which would prevent it from rendering

thin haven
#

the dots far away are less important, so it's fine if the effect doesn't render

south ridge
#

In our game, we use this for traffic lights and other things, as they are seen very far away - a sprite is used to clamp visual size of the traffic lights lightened pixel to 1.0

thin haven
#

trying to find out how does one make sprites in ue4....

#

documentation is killing me ๐Ÿ˜ฆ

south ridge
#

material billboard component is one way

errant nacelle
#

Anyone have a good way to scroll through the event sale page?

static imp
#

Can anyone help? - - when I migrate assets from one project to another that project doesn't show those migrated assets in UE4, though they are shown in Explorer. They are only shown when I close and open the scene again, is there a refresh/update option for project to sync all new assets/folders?

fierce tulip
#

need to migrate to the other project its content folder, no other folder

#

also fix up redirectors first

static imp
#

yep, I've migrated into the content folder but it didn't sync, how do I 'fix up redirectors'?

static imp
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found it, not helped a great deal though

fierce tulip
#

if you have loads of troubles @static imp we can join a hangout and ill guie you trough

static imp
#

I must have troubles, I don't even know what a 'hangout' is!? ๐Ÿ˜ƒ it's not a massive issue so no worries, more an annoyance!

lethal smelt
#

hi, is there a keyboard shortcut to lock the orbiting of the camera around a selected actor in the editor view?

dark musk
#

anyone know why the editor keeps having TEXTURE STREAMING POOL OVER xx.xx MB problems?

south ridge
#

Are your textures quality set to epic?

#

the default texture quality levels limit texture pool to ridiculously low values

urban salmon
#

it's because there was a cvar for auto-managing the streaming vram pool

#

added in 4.14

dark musk
#

I'm working with 4.13

#

for some reason it the quality levels were all set to Low, huh

urban salmon
#

well then i got nothin; you can increase your pool size

dark musk
#

I didn't change that

#

switching the quality level fixed that

weary basalt
#

The editor may have auto throttled your settings if it detected poor performance

dark musk
#

it only detects poor performance when loading a map

#

is there an option to disable that?>

weary basalt
#

Yes you can disable it.

dark musk
#

do you know where that setting is? I can't seem to find it.

weary basalt
#

Its in the Editor Preferences. Not sure what category though sorry i dont have access to the engine at the moment haha

dark musk
#

I'll keep looking, thanks

weary basalt
#

I think its called Monitor Editor Performance.

dark musk
#

Oh, that's a checkbox in the quick settings bar at the top of the editor, it just doesn't have a hover text to explain what that means

#

and just found that in Editor Preferences which explains that option

#

sweet

#

I've only been using UE4 for a few months so little things like this are good to know. kind of annoying when everything drops to lowest quality and super low resolution scaled up to the viewport, heh

weary basalt
#

Usually when the toast message appears you get an option to disable it.

daring saffron
#

anyone know if in RPC, _Validate functions are run on server (for example if u call from client)

#

so would it be comparing local client value with server to validate ?

dark musk
#

I never get a toast, just the red text overlay. Should be fine now though

tranquil cliff
#

@daring saffron The other part is that client RPCs are only executable by the server -- if a client runs a client RPC on an actor owned by another client, the function just runs locally, it has to manually go via the server to execute on the owning client. (I wish UE didn't silently execute client RPCs locally for actors owned by other clients.)

wintry raptor
#

Does anyone know of a group or site that offers nonprofit mentoring for unreal?

tranquil cliff
#

Not specifically UE, but Stephanie Hurlburt gathered some individuals and posted a list: http://stephaniehurlburt.com/blog/2016/11/14/list-of-engineers-willing-to-mentor-you

Stephanie Hurlburt

Recently I put out a public call on Twitter asking engineers to mentor more people outside of work. I was pretty overwhelmed by how many accomplished engineers and all-around nice people responded! Posting this here so that people can remember who responded and come back to this list if they need to ping people in the future. Don't be shy, don't be afraid to reach out to these engineers to ask for help any time. Make sure to introduce yourself a bit and explain what you'd like guidance on. They can help wit...

#

Some of the individuals specifically list UE.

#

Are you looking for a mentor, or are you asking for another reason?

urban salmon
#

hey i'm on there

wintry raptor
#

I am looking for a mentor.

south ridge
#

I want some mentos

urban salmon
#

nah fuck y'all i will eat you i am a cannibal

#

โค

wintry raptor
#

specifically with multiplayer aspects of ue4

tranquil cliff
#

@wintry raptor: As a fallback, there's always #multiplayer ๐Ÿ˜ƒ

wintry raptor
#

already posted there....realistically I only need about 1 hands on mentoring session.

tranquil cliff
#

I meant asking the specific questions you have, not looking for mentor

wintry raptor
#

My questions are too open ended unfortunately.

urban salmon
#

unfortunatley, i know less than nothing about mp

#

that's what i hire people for

tranquil cliff
#

@wintry raptor: How time sensitive is this, and what's your timezone? I'd be happy to try to answer your questions with what knowledge I have.

wintry raptor
#

its a personal project, so i suppose its not very sensitive. I am EST, but I keep late hours.

pseudo ledge
#

Weird issue I'm having with mouse input. Works fine in editor, but it won't work at all in a packaged build. The weird thing is, it DOES work if the game DOESN'T have focus

#

like I can tab to a different window, then move the window so I can mouse over the game, and the cursor moves and acts properly

#

but when the game has focus, it ignores the mouse entirely

rapid pawn
#

what does the bot do?

pseudo ledge
#

@rapid pawn you asking me?

rapid pawn
#

anyone

tranquil cliff
#

What bot?

#

Oh, @plush yew?

#

It publishes some messages in #lounge at least, and respond to !gameidea there.

proper quiver
#

anyone doing anything interesting with procedural mesh component?

rapid pawn
#

@tranquil cliff thanks

flat spade
#

how to get a callstack from a packaged game's crash? (Debug Game mode, debug files are included)

#

crash reporter appears, shows the callstack but it seems it is not saved anywhere

ruby robin
#

Same material. But separate window have like strached UV.

#

stretched*

#

I have 1920 window there, but viewsize outputs like 1650

kindred mountain
#
inland crypt
#

Hello all, How can I change the view from camera that is pointing to the ground by default to the camera of the FirstPerson when we start a game in Level BluePrint

velvet fern
#

is there a way to see the baked lightmaps after light building?

proper quiver
#

@kindred mountain awesome! that looks great

#

also your first post, the one with grass looks fantastic

#

what's the difference between PMC and RuntimeMeshComponent?

#

is it just the plugin version that some guy made rather than the officially released one?

fiery harbor
#

@proper quiver yeah, the pmc is old and outdated, only use the rmc

cursive dirge
#

RMC misses some feats PMC has though

#

like slicing and turning proc gen meshes into static meshes in the editor

#

unless those have been added already

proper quiver
#

good to know

#

it sounds like that's been added

proper quiver
#

I was procedurally generating these buildings using unrealjs and sending it to a PMC but the PMC part was the bottleneck

#

maybe I can do it way faster now with RMC

fiery harbor
#

@cursive dirge rmc can do both now.

#

the rmc part will definitely no longer be the bottleneck @proper quiver

#

and that building looks really awesome, what is unrealjs?

agile wadi
#

How do I avoid my player from spinning when looking straight up/down?

proper quiver
#

write javascript and have it do unreal stuff like spawn actors, inherit blueprints, send UE data

#

I'm very fluent with JS so that's how unreal was first introduced to me

#

been making a lot of procedurally generated stuff and sending it to the procedural mesh component

plush yew
#

"It may take anywhere between 10 and 40 minutes to finish compiling, depending on your system specs."
Still sits and watches

scarlet echo
#

HOLY CRAP THIS LOOKS AWESOME!

https://www.semanticmerge.com/

Shane C++ support isn't implemented yet, only C#, C, Java, etc

safe rose
#

@scarlet echo nani?

#

if it doesn't for blueprints, what's the use case?

#

everyone already is probably using a source control

#

Wait, is this a rebranded Plastic?

#

But not UE4 plugin yet

scarlet echo
#

@safe rose might be something to keep an eye on for when C++ support is added + also might be handy for people's side-projects outside UE4 or relating to UE4 Plugin development

#

I might ping the devs though to see if they plan to make a Plastic UE4 Plugin as that would be handy

#

currently use BitBucket Server with LFS with a bit of SVN on some repos with scripts mirroring to our BitBucket + we've used Perforce a lot in the past

#

may consider moving to Plastic if it's any good?

#

haven't personally used it but I've heard from a few people that it's pretty decent

safe rose
#

I and many others would probably use Plastic over Perforce if they implemented a UE4 plugin for sure

#

But, it's not advertised...wonder why

scarlet echo
#

@safe rose maybe because it states in Beta? then again I get not advertising it in alpha but beta... really?

safe rose
#

Right

#

Since Git is still in beta

#

And Git is implemented in UE4

#

So........wtf yo, it's the same guy btw

scarlet echo
#

lol just noticed that

safe rose
#

Yeah, that's amazing work on his part

#

Again, so envious of people with these skills

kindred mountain
#

@proper quiver yeah the RMC is a lot faster than PMC, with more options available. The github version is a fair way ahead of the marketplace one atm

proper quiver
#

sweet thanks ๐Ÿ˜ƒ new toys

gloomy helm
#

Is there a hard limit for a lanscape's size?

#

Is 16km x 16km doable with origin shifing?

cursive dirge
#

single player?

#

also, isn't kite demo about that size even without origin shifting?

#

it's not a good idea though

#

(to do that big world without shifting the origin

#

but if you shift it and do single player, I don't see why not

kindred mountain
#

is there any documentation on shifting anywhere?

#

I did try it a while back but couldn't make sense of what it was doing

cursive dirge
#

I dunno if there's any official docs

#

was kinda surprized that epic didnt use that for kite

#

tech existed back then already

#

would have been ideal demo project to showcase the feature

kindred mountain
#

ah I hadn't read about the ApplyWorldOffset actor method override, that'll do the job

fiery harbor
#

@gloomy helm yes 16 km isn't much

safe rose
#

[PAID] Lead UE4 dev. FTE. DOVER NJ. Relocation assistance will be provided. Starts ASAP! Team of 10-20, will be working for US Army. Get at me ASAP!

toxic nebula
#

Does anybody have an idea why alt+enter isn't working for me to enter fullscreen mode in a UI screen? It works just fine in-game. Testing stand-alone. It seems when input mode is set to ui only the alt+enter shortcut isn't caught. Setting r.fullscreenmode to 1 doesn't work either

plush yew
south ridge
#

Hmm

#

So question

#

Does UE4 have any sort of body groups support

#

E.g. I want to have a tank model. Some tanks have an antenna, some have extra fuel tank, some have extra bits of armor

#

I want a single static mesh which has a set of different body groups on it (so two tanks sharing same static mesh would have different set of fuel tanks, armor, antennas)

kindred marlin
south ridge
#

Mmm

#

I've just got a random seed, which is an integer, per object