#ue4-general

1 messages ยท Page 47 of 1

worn granite
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Hidden optimizations and all

frank escarp
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you do the half-red, red, half-green,green, half-blue,blue masks

velvet estuary
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how do I allocate more RAM to unreal

worn granite
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Is it not using your full amount of memory?

velvet estuary
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Not sure but I would assume so

versed pawn
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Thanks!

still bough
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@rotund harness Unless you have taken steps to make UE run in 32 bit, there's no way or need to "give it more memory"

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@rotund harness what issue are you having that you think more memory will solve?

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ah damnit

worn granite
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Getting an out of memory error on load

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I've suggested loading into a different map and reducing costs

velvet estuary
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Ill see what happens if I try making a new map and teleporting into the map I want to play

still bough
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that's going to be some other problem

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18446744070340949812 is not a correct amount of bytes to want to allocate

worn granite
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I missed that, I guess ๐Ÿ˜‰

still bough
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there's data somewhere that's telling UE how big something is, and therefore how much memory it needs to allocate, and that data is corrupted

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it's probably data corruption in the level asset itself, but it could be memory errors elsewhere stomping on that bit

velvet estuary
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its weird because this map seems to only work on on computer

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Uh, however you spell Wierd.

still bough
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there's going to be a specific mesh in the level

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maybe something with hlod?

velvet estuary
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Wait Unreal is running in 64 bit, is that a problem?

still bough
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no

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well

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probably no

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if it works when running in 32 bit mode then its a bug in unreals asset loading code

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but it's probably not a bug in the code, it's probably corruption in the file

velvet estuary
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but the file cant be corrupted it works fine on my college computer!

still bough
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mmm try deleting your derived data cache

velvet estuary
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but uh, just for refference wheres the derived data cache?

thin haven
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project name/intermediate, I guess

still bough
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you should delete that too, but there's a global one stored in your user profile

velvet estuary
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I dont see a derived data cache in here

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there are cache's but none of them are derived

still bough
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c:\users<username>\appdata\local\unrealengine\common

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(probably)

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also c:\users<username>\appdata\local\unrealengine<engine version>

velvet estuary
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Deleted it

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Still crashes

thin haven
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try copying the project afresh from your college computer? the file might have gotten corrupted on the computer where it doesn't want to run. sounds like RAM/HDD problem on your other computer then

velvet estuary
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its all saved onto a USB

still bough
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usb drives are notoriously unreliable and will corrupt your stuffs

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don't keep stuff you can't replace on them

velvet estuary
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but heres what i dont understand

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Works fine on my college computer, but every other computer craps out

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And all of it is kept on this USB

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So

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Im just dumbfounded

thin haven
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you launching from the same usb on the college computer?

velvet estuary
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yep

thin haven
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really weird, I would say the usb is corrupted judging from the error you showed, but it's not if your college computer can read it ยฏ_(ใƒ„)_/ยฏ

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either way, I'd copy the stuff elsewhere in case the usb drive fails

velvet estuary
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is this Schrodingers USB?

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Or is Schrodinger the wrong analogy?

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Screw it im making a new map.

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The old one is dead to me.

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Lets make a game in a week! Fml.

worn granite
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โค

velvet estuary
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I had 6 weeks for this project all reduced to one week.

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This is bound to be fun.

pallid root
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Anyone else run into this issue? I tried switching from TemporalAA to MSAA and now no matter what setting I put the editor to the meshes don't have their materials on them.

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I'm using the Forward Rendering option, even when I unchecked and went back to deferred the level is all messed up even after restarting it.

velvet estuary
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It probably doesnt help that I dont eject my USB's safely

pallid root
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I fixed the issue, I had to paste an old backup of the project file over my current one and it fixed the issue. ๐Ÿคท

warm lotus
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@velvet estuary its more of a check to see that nothing is happening with the drive before you rip it out right? Lol dont rip it out while files are copying

velvet estuary
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Huh

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Hey I also have a Vive so I might try making some VR games

sour shard
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yeah, cant wait for my touch to come in

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thursday if the hype is to be beleived

weary basalt
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@buoyant echo hey mate i tried to see if i could find any info on the problem or try and reproduce it again myself but no luck

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@buoyant echo if you still have it maybe calling perforce support is the way to go?

buoyant echo
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@weary basalt yeah still no luck. Might just call them.

velvet estuary
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Does anyone know how to make a Sims style building thingy majig?

safe rose
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Anyone ever have a problem with migrating levels from one project to another, or maybe anything else, and the static meshes become null?

prisma spindle
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Anyone know if Zak from Epic Games uses this discord channel?

safe rose
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As far as I know, no. He would never be left alone @prisma spindle

prisma spindle
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xD yea I could only imagine

sour shard
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is zak the head honcho?

worn granite
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cancel button doesn't cancel ๐Ÿ˜ฆ

hard sage
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hey gang, is there a way to simply lock a camera's rotation/translation?

safe rose
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@worn granite op, just going through this

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so many assets

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@hard sage elaborate?

worn granite
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What's more annoying is perforce not validating files in place before transferring them.

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And then having to upload them all again.

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And even more so when I haven't deleted files.

safe rose
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Aye

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It's a pain sometimes

hard sage
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@safe rose I'm just trying to lock off a camera so I don't accidentally move it/lose the composition

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I know we can lock off scale, and I bounce from shot-cam to perspective cam to work, but I still accidentally move forward or up or down or rotate with the shot-cam frequently enough that its a problem :/

safe rose
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So you're talking about sequencer stuff?

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Or you just want a vector saved?

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Runtime or editor?

hard sage
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editor, not in a sequence or anything

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it is a cinematic camera though

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not blueprinting

cunning hatch
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Is there a way to manage blueprint hotkeys?

ashen brook
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Yep, editor prefs

plush yew
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I have a teriible problem with unreal 4.12, i'm creating interactable folliage with distance fields (shader), somehow i'm not able to select anything, folliage paint does not work, no gizmo shows up when i try to click on an object?

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never mind, fixed it

plush yew
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anyone know anything about this wolf platform?

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it appears on project settings and some source files

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ah, its the codename for switch, nvm

versed pawn
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Anyone knows how to make a material emit it's own light? I know this was added in 4.13 or 4.14, not sure, but it's a rather new feature.

cursive dirge
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dynamic light?

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emissive materials have contributed to baked lighting for a some time already

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haven't heard you could do that dynamically

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apparently LPV could support that at runtime

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neither of those is exactly new thing though

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I think they've been in the engine for like 2 years

still bough
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@velvet estuary it's possible that a mesh referenced in the file is corrupted, but your college computer has a good version of that mesh in it's DDC, other machines don't hence they're crashing when loading. The stack trace you showed is it loading the mesh in preparation for storing it in the DDC.

velvet estuary
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Huh

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Any idea which mesh that could be?

agile sluice
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hey all, I have a problem with sprinting. Only the server can sprint, clients can not. Any ideas?

upper heart
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anyone know how to set the global volume in bp?

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volume as in audio

tawdry quail
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so at every first time I open a project there is this blueprint with a compiler error, and I just need to open it and click compile to fix it. Every single time. Is this a known issue on 4.11?

upper heart
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yeah I remember that one

plush yew
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is it possible to use 1 scene capture to somehow get an image of the scene with and without a blendable pp material at the same time?

main cobalt
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Yo if I have 2 totally identical levels, build the lighting into one of them why does unreal think the other is totally unbuilt?

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I have one version of a level that plays seguencer and one that is interactive

thin haven
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because they are different levels, duh

cloud cobalt
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@main cobalt Are those like, different level files ?

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In that case yeah I can't see what you were expecting

main cobalt
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Well when I build both I get the same issue

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whichever wasn't built last is unbuilt in final packaging

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They are practically identical levels

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basically 100%

cloud cobalt
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Are they sharing sublevels ?

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Or are they completely independant ?

main cobalt
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Basically I made the entire level

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and then CtrlC ctrlV

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one level always thinks its unbuilt

main cobalt
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I've figured out a workaround for now, just getting the event player to execute console command to hide lighting build error

humble crow
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The easiest solution for building an unreal game, is just call your game "Windows No Editor"

kindred marlin
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Not sure if this should go in #blueprint or #cpp, but I have a UserWidget derived C++ class and when I go to create a child BP from it, the BP does not have the slate editor. Does anyone know of a fix?

surreal charm
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Hi guys. I'm looking for some volunteers to test my game with me. Is anyone interested? Small, simple multiplayer game, it should take around 30 minutes after you've downloaded

worn granite
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Eh, sure. I've got the time.

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Not like I'm getting a workspace setup or anything.

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glares at email, still nothing.

surreal charm
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Awesome, PM sent

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anyone else?

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EU only btw, we need to find eachother over steam, and that is a regional thing

worn granite
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Ah.

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uninstalls

surreal charm
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arh man, sorry... thanks though

upbeat valve
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Dose anyone have a download for a inventory system for ue4 as it is really bugging me and delaying progress

old bone
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Inventory system in the market is shareware, so you must buy it to use

safe rose
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lol

upbeat valve
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well i was not asking for an illegal download just seeing if there where any free ones

safe rose
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@upbeat valve just follow the multitude of tutorials out there for free?

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Just because you download one...if you have no idea how to use it and expand on it

old bone
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You can google for lessons where they create their systems

safe rose
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It's useless

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You're just asking for more trouble and questions when trying to implement one

upbeat valve
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i guese

upbeat valve
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thats the one i am following

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at part 4

old bone
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Though it is not fully functional on the latest version of engine

kindred marlin
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Really long, but good inventory tutorial.

old bone
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BP meh

kindred marlin
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There is very little out there for UI stuff in C++.

upbeat valve
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i use bp anyway

kindred marlin
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I'm running into that issue myself.

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I've got delegates working, but I want to display text on the screen when it is called, but I'm running into timing issues. ๐Ÿ˜ฆ

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It might not even be working anyways. ๐Ÿ˜

safe rose
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UI, C++ ?

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Why ?

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UMG is the shit

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But if you are a sadist, you can use Slate

old bone
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@safe rose I am gonna take part in the upcomming jam, but i can't send PM's, because noone is approving my posts ๐Ÿ˜‚

safe rose
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Anyway'

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if you want a C++ inventory tutorial

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He does a lot of awesome C++ tuts

kindred marlin
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Yeah, his site is great.

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I'm following his UMG in C++ but I'm running into issues when I try to make the call work through delegates.

safe rose
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Yeah, I don't understand the need for UMG in C++

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Other than maybe variables

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But, really, there's no need for it

kindred marlin
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Its mainly just variables and editng them in C++.

safe rose
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Well... what do you mean by editing?

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I haven't followed his UMG tut yet

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To me, it has no real value

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Add a layer of complexity that imho UMG was supposed to take away ๐Ÿ˜‰

kindred marlin
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Define FString as UPROPERTY(BlueprintReadOnly) but set the text in C++ and display it through BP.

safe rose
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Eh

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So, you're just editing the values?

kindred marlin
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Yeah and calling the widget to be created through C++.

safe rose
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How do you like that?

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Vice creating it in BP

kindred marlin
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In the PlayerController.

safe rose
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With all of two nodes

kindred marlin
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Well, I'm trying to make it work with delegates and right now it isn't working.

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๐Ÿ˜ฆ

safe rose
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heh

kindred marlin
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It's a timing issue. The UI is being constructed before the engine can see the actor that holds the delegates. ๐Ÿ˜ฆ

zinc bison
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uh has anyone ever migrated something and had it NOT show up even though it was successful

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the files are there but my project only sees the texture its weird. like i look in windows explorer, uasset files are there

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just doesnt show up in editor

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ue4 stop annoying me..

plush yew
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I think I had that the other day, not sure how it got fixed though

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I think it was a texture ported but the sprite it was connected to didn't

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so I just recreated the sprite

velvet estuary
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How do I make my pillars go up and down? Ive got the sequnce down but im struggling with the blueprint

plush yew
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timeline blueprint

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will make them smoothly go up and down

tidal shore
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Does anyone know what the process or feature is called where basically a texture dynamically changes on a creature or whatnot. I remember the original UE4 teaser had an example of this.

velvet estuary
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Thanks

plush yew
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@tidal shore materials can be changed at runtime so that you can swap behaviors of your texture dynamically

velvet estuary
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Hm, Is there any way to convert my sequence to the timeline? Would hate to have to do all that again

tidal shore
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so is it just a simple shader effect then? I can't find the original "UE4 Trailer" where a guy is in a city and I believe his arm texture basically dynamically transforms into another, with things like bubble effects and whatnot. How is this achieved?

plush yew
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if you did it in sequencer I have never messed with that part of the editor yet

velvet estuary
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Ah, hm...

plush yew
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it should be pretty fast to re-create as a timeline though

velvet estuary
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Something that always bothred me was the lack of an ability to create more than one Event Begin Play

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Custom Events used to work

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Oh well

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got my sequence to work

plush yew
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is anyone able to compile the promoted branch? im trying to do with the -2017 tag but im getting some errors, just want to know if it isn't compiling or its something here.

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The element 'UEBuildConfiguration' in namespace 'https://www.unrealengine.com/BuildConfiguration' has invalid child element 'bCompilePhysXVehicle' in namespace 'https://www.unrealengine.com/BuildConfiguration'. List of possible elements expected: 'bForceEnableRTTI, bAllowHotReloadFromIDE, bWithPerfCounters, bEditorDependsOnShaderCompileWorker, bFormalBuild, bLoggingToMemoryEnabled, bForceCompilePerformanceAutomationTests, bForceCompileDevelopmentAutomationTests, UEThirdPartyDirectory, bCompileFreeType, bCompileForSize, bCompileCEF3, bEventDrivenLoader' in namespace 'https://www.unrealengine.com/BuildConfiguration'.

safe rose
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What happens if I delete that _builtdata?
Will it rebuild if I rebuild level?

plush yew
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almost certainly, as its not in your project at all until you hit build for the first time

hazy lynx
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hello!

Does anyone know do datatables load from disk every time, or are they loaded to RAM?

south ridge
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They are loaded in memory and stay there until GC picks them up for some reason afaik

hazy lynx
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Thanx!

tranquil cliff
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Yeah, and the entire data table and any hard references in them are loaded.

old bone
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Guys, I need your help, what is suitable licence for UE4 project, which allows copying and using it for non-comercial use?

thin haven
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MIT

sour shard
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have you ever tried doing java style interfaces with the ue4 api?

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i found it very clever how they did it

cursive dirge
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@old bone CC-BY-NC

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If you want to enforce noncommercial use only

wet berry
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If I wanted a 10x10x10 3d grid of bools (or bits, really...anything I can evaluate to true/false), and each point in my grid oculd be read up to four times, is there anything I should think about on how to optimize it?

safe rose
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@wet berry may I ask what this would be used for?

wet berry
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I guess it doesn't have to be a 3d grid

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Just 1000 bools that I can flip

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It will be driving logic on how to draw a procedural mesh

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Doesn't need to be 1000, may be less, but the idea is evaluting/altering a very large bool set

safe rose
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Well bools are pretty small

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I was trying to think of a better way of doing it

wet berry
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Yeah, I may just stuff them in a 3darray

safe rose
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Still don't really understand how the flipping is happening

wet berry
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and see how it goes v0v

safe rose
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Well, that's what gets done with all these voxel builders anyway

wet berry
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That's helpful!

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As it's essentially what I'm doing

safe rose
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not bools though]

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so...

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but vectors

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Ehhhhhhhhh, yeah, I would just look into that

wet berry
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Vectors are being used, but I can't quite figure out how to define the over/under on being drawn

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so I have an array of structs defining vector locations + the draw/not draw value at each location, and logic drawing polygons according to that array of structs

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but I'm kinda stuck on how to make them relate to one another for easy editing

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As I've built each cube independently of every other cube

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So I'd have duplicate vertices

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And if I wanted to edit one vertex to allow the four cubes surrounding it to draw correctly to exclude that vertex, I'd need to walk the whole array

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I was hoping to have a single array that I could maybe refer to by reference that would accurately populate the voxel array

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When I instructed it to redraw

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The alternatives are walking the array and searching for specific vertices

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Or restructing the voxels to be aware of other voxels sharing a particular vertex

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(the second one I don't want to do)

safe rose
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Um

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I don't know, I don't do minecraft stuff

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I just know it gets done alot

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There are some tutorials, free and paid for ue4 voxel stuff

fiery harbor
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@wet berry just be sure to use the RMC and not the PMC ๐Ÿ˜„

wet berry
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I'll swap it over once I work out the kinks

velvet estuary
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Hey how do I alpha map in unreal

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Wanna put a chain texture onto some cable

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the tutorial isnt exactly helping

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namely because I believe they have removed MaskChannel

safe rose
velvet estuary
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Nevermind I got it

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(also that very tutorial was the one that didnt help)

mighty vessel
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I remember seeing I think on one of the UE4 streams someone opening the console up in the editor directly without PIE? was I imagining things?

keen ridge
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Hello, im not sure whether this needs to be in programming or here, but while my c++ classes are in the folder and explorer, it doesnt show up in my editor and it's causing issues, I am using 4.14, any idea what is going on?

mighty vessel
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You mean show up in the content browser?

pallid root
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@keen ridge I had that same issue. The only way I could get C++ classes to show up in the Unreal Editor was by creating a new C++ project and migrating all the content over to it. It was less painful than I thought it would be to do the migration.

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You can export your input controls from one project to XML and then reimport them into the new one

mighty vessel
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wait does this mean he hasn't compiled the classes with the editor?

pallid root
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I think he is talking about where it says C++ classes at the very bottom of the content browser

mighty vessel
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there might be an easier solution, that is adding a class using File -> New C++ Class

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that should set it up for use

pallid root
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Maybe, I had an issue when trying to integrate C++ with the edtior where I made new actors in C++ but they didn't show up in the editor until I made the new project with the C++ template.

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That's what you are supposed to do but it didn't work for me

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I thought it might have been because I migrated from v4.11 and worked my way up through v4.14

keen ridge
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i think i'll just stick to 4.13 then : /

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actually.... looks like theres somehow a compile error in the project

pallid root
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@keen ridge when I had that issue, I was not able to make any successful builds either. It kept complaining about missing namespaces in the default files that the editor had created.

keen ridge
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fixed it, it appeared to be a build issue for some odd reason

wet berry
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finally got it. 3d bool field driving my (finally perfected) procedural cube mesh, allowing for lots and lots and lots of user driven permutations. Now to add randomized seeds, player controls, and validation

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and boom, 3d mesh crafting.

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whatup

pallid root
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Has anyone here had luck using the SwarmAgent on Linux with Wine?

echo mantle
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@pallid root wow, your a glutton for punishment aren't you! chuckles

pallid root
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yes, I have it running but not sure its actually working

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I also don't see it showing up in the swarm so guessing it isn't working

echo mantle
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Wne is, well Wine is just what it is

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are you able to open up the panel

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to see the state of swarm

pallid root
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I was mostly curiuos if anyone had any luck with it. I was able to open the coordinator but not the swarm

echo mantle
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it should be able to show the state of it

pallid root
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the UI area was empty but i saw some warnings in the console so i don't think it loaded properly

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I think I'll probably just use QEMU and install Windows to save myself from headache

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I have a spare i3 Xeon that could help with light mass so I think it might be worth the trouble

plush yew
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is the target point screen size only increasing with negative values a known issue?

earnest burrow
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I am running into a problem problem I am hoping someone can give me an idea how to fix. I have quite a few large spritesheets for my flipbook animations. It's a 2D game and it's all one level. I am not displaying all of the flipbooks at the same time.

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Is there a way to unload these spritesheets on the fly?

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And load them back in when I need them?

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It's a mobile game

burnt drum
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@unborn rock hi... i saw your pull request back in 2014. i'm wondering have they been accepted? RVO doesn't seems to do anything for vehicle. The char don't seem to avoid them with it turned out.

midnight yoke
#

Guys, question on migrating a folder from 4.14 to 4.12:
when I migrate this folder to a blank 4.12 project, the files are actually copied correctly, but when I open the project there are only empty folders. Does anyone know why? This does not happen with 4.14 > 4.13 for example.

weary basalt
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Backwards compatiability is not supported

midnight yoke
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even if it's just meshes?

weary basalt
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Yes, if they are just meshes, reimport them

midnight yoke
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damn ok thanks @weary basalt

plush yew
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Hi guys, i'm having an extremely anoying problem, i recently replaced my level with a backup, now i can't seem to save it annymore because it can't find a texture 2d object anymore. how do i fix this?

static viper
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first

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thats a very long path

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and second

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is that an external drive?

plush yew
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well no its an offline one drive folder so its basically local

static viper
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try right click the content folder in CB

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and fix up redirections

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maybe its a simple bug

plush yew
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that didn't solve it :/

static viper
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mh

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you can try this

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save the map under a new name

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manually in ue4 options

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where you normally save as

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there is save level

plush yew
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that's a nope, i'm thinking to export my map as fbx, and just recreate it in a new project

plush yew
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found a backup somewhere in the depths of my folder structure, thanks anyway @static viper

static viper
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cool

plush yew
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heyho

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is there a way to update a streaming level's position

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runtime?

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Level->ApplyWorldOffset(WorldOffset, bActorsOnly);

if (!bActorsOnly)
{
    UWorld *World = WorldContextObject->GetWorld();
    World->UpdateLevelStreaming();
}
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great ๐Ÿ˜„ thanks

silk comet
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wtf, my ue4 editor is pressing tab by itself or w/e

cursive dirge
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@silk comet could be just your gamepad

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for some reason I still can't understand, ue4 editor reacts to gamepad

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so if you have like old slightly worn x360 controller with large deadzone, that happens a lot

silk comet
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oh sht im stupid, i put my controller away to make some room on the table but my controller was still plugged in

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thanks bro, now I can rename my stuff again lol

cursive dirge
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I wish they disabled gamepad when in the editor though

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it's annoying

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as there's no reason for it to work there

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I wonder if there's a setting for it somewhere

silk comet
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yeah, i was freaking out lol, thought I had to reinstall the engine for some reason lol

cursive dirge
#

heh

plush yew
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btw anyone is using the vr editor?

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to me it looks like such an useless feature :/

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and for some reason its enabled by default and pops up everytime i make a new project

pallid root
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I used it a little bit to box out a level to get an idea of the scale. It's hard to use unless you have good snap modes set though.

fiery harbor
#

@plush yew where is it enabled by default?

plush yew
#

editor settings

fiery harbor
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I never saw it popping up anywhere

plush yew
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i tried it out once

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then it was set to be the default setting

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and can't get rid of this since then :/

fiery harbor
#

hm

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delete engine and download again

plush yew
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too lazy, i rather press esc everytime ๐Ÿ˜„

kindred marlin
#

Anyone know where we can go to suibmit a bug? I'm using 4.13.1, but it seems as though the entire engine freezes if something takes exclusive control of the sound board. ๐Ÿ˜

#

No idea if that has been fixed in 4.14.1.

safe rose
kindred marlin
#

Thanks!

robust owl
#

I'm having a problem launching my project

#

I keep getitng this error:

#

LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error

#

Can anybody help?

safe rose
#

@robust owl disable all plugins you are not using

#

if using c++

#

rebuild inside vs2015

robust owl
#

Hmm

safe rose
#

delete apporpriate folders

#

regenerate

#

ggwp

robust owl
#

I believe I'm only using 1 plugin and it's a renamer tool

safe rose
#

You should disable that and build to see if that's the cause

robust owl
#

sounds good. :)... now to figure out how to do that

#

@safe rose it was a blutility. attempting to launch again

#

(disabled it)

#

still fail ๐Ÿ˜ฆ

plush yew
#

i don't know if here is the right placebut here it goes : What solution do you guys have for source control considering the big binary files(like models, textures,audio and etc )? I was wondering about SVN but there are no free online repositories like git has. Any of you guys have an alternative?

robust owl
#

@safe rose , disabled cooking and that seems to have worked

#

but it still pesters me about a missing plugin for some reason

pallid root
#

@plush yew zip files ๐Ÿ˜Š Usually I use git for stuff but it doesn't seem to play too well with the large files.

robust owl
#

I just use Easeus TODO Free... supports incremental backups. works fine. tho it doesn't in any way address what @plush yew was asking

#

anybody know how to remove the "plugin missing" error that appears every time I attempt to run my project?

#

I think I got it, I just manually edited the uproject with notepad++ and removed the plugins entry

winged spire
#

I was wondering if anyone could shed some light on some source control woes we're having.
Currently when attempting to sync a folder inside of unreal nothing happens, even tho i know there's modified / new files that have been pushed.
So i have to shut down the editor every time i need to get a change, even something as little as a single texture change.

Is this a user error, or to be expected? I can share more information if needed but any help would be appreciated.

safe rose
#

User Error op

#

@winged spire usually, when you want to get latest, you have to close editor

#

easier that way

#

Especially in perforce, complain much less

#

especially renames

#

Throwing this out here just in case someone has some smarts as to why Compiling structs inside a BP (any BP) is causing random crashes to desktop.

winged spire
#

A bit unfortunate, but i guess if that's the way it has to be. Cheers dude.

plush yew
#

I've been kind of lost since I started learning UE4 a few days ago. I see a lot of possibilities and great uses for my future 2D game projects, however, the studying material I've found is rather shallow in programming terms. Most deal with Blueprint stuff and those who actually deal with C++ programming and program design are 3D related, which are not quite what I want.
I would really appreciate some light shed in how and where I could learn UE4 2D game development and design patterns.

velvet estuary
#

Can i make 2D games in unreal?

gilded cliff
#

yes

winged spire
#

Is there a way to set default static mesh options such as Light Map resolution or the default behavior for vertex colors?
I'm processing a lot of meshes with vertex colors from Maya and by default the option is set to ignore vertex color changes, but i'd like it to just replace the previous with the new changes.

plush yew
#

Very nice, thank you!

gilded cliff
#

is that being imported as fbx

#

Ill just leave that question for an artist that knows what they're doing ;) lol

winged spire
#

Yeah standard FBX workflow, just the default settings for a new asset is not desirable for the current project.

#

Well apparently if you set it once when you have the import dialogue it will do it for every other FBX

plush yew
#

There is a nice 2D game being made in Unreal if someone doubts the capabilities

safe rose
#

?

#

lol

#

1 out of a million, and they have to add/fix Paper2D source?

sour shard
#

anyone know how to get the editor not to minimize when the vr preview is launched?

pallid root
#

I saw a discussion about that the other day. Apparently there is a large performance impact which is why it is auto minimized.

#

I think I also saw that there was a setting to disable it but I don't remember where it was. I was wondering that same thing though since I wanted to be able to see logs easily.

sour shard
#

yeah well its a pain to debug with the log being minimized every restart

#

if it could leave up the log i wouldnt care if it minimized it

pallid root
#

Yeah, or I'd like to even see the blueprint graphs for certain stuff. I ended up adding a 3rd person character for testing things that are not VR specific.

sour shard
#

i wonder if you can put output into a afile

#

that way you could just tail the file

pallid root
#

I have my game setup so when I shoot at enemies I do a line trace by channel and at the impact point on the mesh it plays a sprite and deals damage. I'd like to be able to do things like extra damage for a head shot. Do I have to do a second line trace that ignores the mesh and only sees the bone that is hit? Right now the single trace doesn't report back any bones being hit if I have it set to block all.

pallid root
#

This works how I have it now. I guess my concern is that I have to do two line traces for each shot fired. Is there some way to get all the items a intercepts with in a single pass?

proper quiver
#

how do I check mouse over for a widget?

#

I tried event on mouse over but that seems to be the whole screen, or perhaps because the HUD is full screen

#

I just want an event for the child widget

#

huh I guess I can use Tooltip Widget but I can't find out where to actually make one

proper quiver
#

this explains how to set it up but doesn't explain how to actually create the tooltip widget

#

when attempting to create or set the tooltip widget, nothing in the list shows up

#

ahhh one has to use create widget node ๐Ÿ˜

plush yew
#

Do you guys think its possible to port a Unreal game made to specs to the Nintendo 3ds ? Or i'll have a better time with unity?

cursive dirge
#

specs?

#

ah had to read again

#

there's no rule for that

#

you can even make pong in ue4

tall pendant
#

for 3ds go with Unity. It already runs on 3ds and you have a full solution avail. for download on nintendos devnet

cursive dirge
#

actually not really sure what the original question meant

tall pendant
#

@plush yew

cursive dirge
#

like porting unreal game to 3ds

#

or if you can make a game made for 3ds with unreal (without being made for 3ds

plush yew
#

Lets rephrase better heh

#

If i make a game that can run on the 3ds given the specs of the console like materials, textures ,models, memory etc , would be any way to get this game on 3ds/

cursive dirge
#

no

tall pendant
#

UE4 doesnt support the 3ds

cursive dirge
#

^

plush yew
#

well, they said the it doesnt support wii u and there is a game coming out to it

tall pendant
#

Go with Unity. They have a complete Suite on the Nintendo DevNet

cursive dirge
#

yeah, go with unity

tall pendant
#

yeah. but its not a official part of UE4

#

the devs ported it on their own afaik

cursive dirge
#

also, 3ds is not a powerful hw

#

ue4 would struggle on it

plush yew
#

its kinda relative i think, because unity is not running on c++ and runs on nintendo 3ds ( actually only on new nintendo 3ds )

#

and c++ is way faster

cursive dirge
#

unity is c/c++

#

only scripting is C# etc

#

and scripting isn't the part that's heavy on your game, the game engine tech handles all the heavy lifting

tall pendant
#

plus it doesnt matter if its c++ or whatever. If the underlaying Tech doesnt support a platform you dont have a lot of options.

plush yew
#

yeah, you're right

#

thanks guys, i'll do a little more research on the topic ask on the dev forums too

#

maybe i'll just drop the 3ds idea

cursive dirge
#
plush yew
#

woo

#

finally

#

bugfixes!

inland crypt
#

Hey guys, Set Brake Input isn't showing up in Blueprints for wheeled Vehicle Movement n how can I get access to that method n in the ue4 documentation it shows the method is available.

granite mountain
#

Hey guys. I have a question. So I noticed Unreal version 4.14.1 came out. What is the .1? Is that a patch? I can't seem to find any info on it on the web.

plush yew
#

.1 means a patch yes

#

fixes a bunch of bugs

safe rose
#

.1 fixes some bugs

granite mountain
#

Oh I see. Where can we get info on patches?

safe rose
#

makes new ones

granite mountain
#

hahahahaha

safe rose
#

you can google them

#

or go ont he forums ๐Ÿ˜‰

#

or blogs

#

blogs will have tha major release notes

#

forums for minors

granite mountain
#

I guess what im saying is if you google 4.14.1 you don't get any results

safe rose
#

Go look around and see what other wonderful stuff you can find on there!

granite mountain
#

so I'm wondering if there's a specific place you'd go to to find patch notes

safe rose
#

I just said minor release notes would be on the forums

#

THere is

#

BUt I don'

plush yew
#
safe rose
#

t want to tell you

#

That's kind of lame

#

Since you'll never learn to figure it out on your own ๐Ÿ˜ฆ

#

ยฏ_(ใƒ„)_/ยฏ

plush yew
#

very true, googling is a great skill to develop in all parts of development now

safe rose
#

Man this new keyboard is hard to get used to

granite mountain
#

Thanks @plush yew

#

I need to get more into the forum

#

haven't explred it much

safe rose
#

You are missing out

granite mountain
#

Good to kno

frosty bloom
#

Anyone know where I can find answers for these questions: Why does UE4 create another one of my blueprint car in my camera view instead of on the pawn class i selected? Why can't i make my vehicle move even after phAT and animation and the wheeledvehicle blueprint has been correctly (i believe) set up after both youtube guide and "Vehicle user guide" on ue4 page? Sorry for just jumping right in with a question like this.. Grateful for all answers and help I may get. Note: I've looked at world settings and project settings but can't find a problem there.

grizzled hill
#

So I created 2 images in my hud and I am constantly drawing a SceneCaptureComponent2D to it, the camera works fine but I have to manually select the render target. Is there any way that I can for example pick up a new drone from the ground and that it automatically chooses a rendering target for it?

noble tulip
#

hi guys, i was wondering if anybody knows of a good resource to figure out how to automate server and client builds?

grizzled hill
north sphinx
#

Hola, a little doubt comes in my mind: in a front endless scroller game, what's the pros and cons on each side between Scroll the world toward the character and let the character actually move?

#

the main one, i had way to see that if the character move too far from the center, when big numbers start to jump into calculations and functions, things and procedural spawns starts to get unprecise

velvet estuary
#

Whats the plausibility of having a 2D sprite with a skeleton

#

Or rather, can it be done

safe rose
#

Spline

pearl night
#

Haven't used Unreal Engine in ages.. can't seem to find help online. When I add my post process volume into the scene for some reason I don't see Film, scene color, DOF, ect... Any reason I'm not seeing these options? Thanks for any help in advance! ๐Ÿ˜ƒ

fiery harbor
#

@pearl night screenshot?

pearl night
#

I figured it out. I'm a dingus.

fiery harbor
#

makes sense

pearl night
#

๐Ÿ˜ƒ

buoyant mesa
#

hi anyone has knowledge why apex cloth cape stops in "invisible wall" when I add more turbulence? It seems like there is somekind of boundary box out of my character that restrict apex cloth movement

#

Nevermind guys, it was max distance value that I had to increase from default ๐Ÿ˜ƒ

autumn haven
burnt drum
#

i'm starting a thread on some general guide of getting the most out of LPV

#
#

if you have anyu insights to share.. go ahead and add to it

floral pagoda
#

@burnt drum Thanks for that thread reading through it now ๐Ÿ˜ƒ

proper quiver
#

@burnt drum I've used it before... isn't it stopped being supported because Lionhead Studios shut down?

#

I had trouble getting LPV working for large scale scenes, it seems like I couldn't increase the scale of the volume so distant objects kept becoming unlit from LPV

burnt drum
#

@proper quiver you can. you can increase the 'size' but I woudln't recommend spamming it as it increases performance cost

proper quiver
#

it's hard to describe, I'm making a sim-city like game and wanted the LPV to cover the whole viewable region

burnt drum
#

ic

#

perhaps I should look if there are settings to increase size but reduce accuracy

proper quiver
#

however, the LPV works when I'm hovering just over the city

#

when I'm zoomed out it doesn't work at all

burnt drum
#

right i see what u mean

proper quiver
#

I had to "cheat" it by using FOV zoom

burnt drum
#

we have that issue as well.. since we are doing FPS / RTS

#

in our RTS view the LPV just gets disabled

proper quiver
#

cool ๐Ÿ˜ƒ so I'm not crazy

#

I see

burnt drum
#

perhaps if you can find a quality scale.. perhaps you can increase the size dramatically but reduce the accuracy

#

that could work

#

LPV seems to be a bit of an old tech, but I still find it very relevant and hassle free. i do hope Epic continues to maintain it as a dynamic GI alternative

proper quiver
#

it's weird, I tried increasing the scale but it seems to max out after a certain point

#

like, the volume just would not grow bigger

#

the scale seemd absolute, too

burnt drum
#

it's not scale

#

it's SIZE

proper quiver
#

right, I meant size, it's been a while

burnt drum
#

default is like 5132 if i'm not mistaken

#

perhaps there's a max constant

proper quiver
#

yeah I hope they keep working on it because I really like what it brings for real time lights

burnt drum
#

i think in your case it would require some engine modification

#

yeah.. i do hope they push it further

#

perhaps if more ppl use it.. they might

proper quiver
#

the additive blending on the traffic streak dies for some reason

#

ultimately I don't think I'll end up using it, I found I couldn't control the bleeding, but I'm reading your documentation now ๐Ÿ˜ƒ

#

really comprehensive, so thank you

burnt drum
#

the bleeding ; have you tried adjusting light injection bias?

proper quiver
#

I tweaked a lot of it without knowing what I was doing, so probably ;D

#

I might take another look, thanks to your post

burnt drum
#

im' only covering 2 values. plannign to add more later the more I learn

#

i also need to look deeper into what it actually does

proper quiver
#

it might be worth mentioning how to debug LPV by enabling that volume visualization

burnt drum
#

oh that's a good point

#

though i actually didn't find any usefulneess on the LPV debugging YET

#

partially becuase I don't know what it represents

proper quiver
#

me neither actually haha

#

I know it's doing something

#

like, I know it's on

burnt drum
#

Haha..

proper quiver
#

but, you can clearly see the size of the volume

#

and know where it cuts off

burnt drum
#

there's very little documentation on it.. ( considering Dynamic GI is a major feature ) .

noble tulip
#

hi guys, i was wondering if anybody knows of a good resource to figure out how to automate server and client builds?

proper quiver
#

jenkins?

atomic spoke
#

can gift hub for for working on the same ue4 project at the same time with 1 person for free?

bleak schooner
#

why'd you ask that on all channels

#

@atomic spoke

#

๐Ÿคฆ๐Ÿผ

toxic lintel
#

is there a channel for people looking to collaborate?

proper quiver
#

@toxic lintel I'm in voice channel if you wanna chat about projects

supple lake
#

so im not really sure if this is correct channel to ask but i made a custom skybox and it came in nice and all but i want a certain part to be visable at a certain point(if you understand what im saying

plush yew
#

might be as simple as rotating your skybox

sour shard
#

has anyone ever seen a way of developing on one computer and testing on a second with UE4 studio?

split trail
#

Has anyone used 14.1 yet? Does it still have a bunch of bugs?

sour shard
#

i dunno its been fine for me so far

urban salmon
#

i had a bitch of a time integrating the release into my codebase

sour shard
#

wait nm

#

im still on 14.0

urban salmon
#

but i think that's because my source was kind of in disarray

sour shard
#

a lot o fchanges from 14.0?

split trail
#

I haven't had a chance to read the changelog.

urban salmon
#

not a ton

split trail
#

Just saw it had dropped

urban salmon
#

some substantial ones for child actors, which is helpful to me

next kite
#

I am trying to switch between cursor icons by creating a widget with my cursor texture and selecting that as my default cursor icon in the editor preferences, then in game I cast to that widget to switch my cursor icon to say a hand icon, it works except when I click it goes back to being the default widget again. Anyone know why it does this?

split trail
#

Err you could also try setting it to trigger in the cursor settings

next kite
#

Sorry, not sure where you are referring to.

#

My cursors are textures, not OS based cursor

split trail
#

Ur still creating a UMG widget for it no?

next kite
#

Indeed and I selected that widget as the cursor in the editor preferences

split trail
#

Because when I replace my cursor, I go to the User Interface section of the project settings and under the Cursor settings there are two classes that I had to replace with my cursor widget to get my cursor to stick.

#

One was the general and the other was called something-trigger iirc

next kite
#

Let me check that again, I know I had to set more than one to get it to show when it held the click

#

Out of curiosity I set them all to use the same widget and it still goes back to default one after right or left mouse click

#

default texture that is

split trail
#

Hmm

#

Ur probably missing a checkbox somewhere then

next kite
#

Close enough LOL it was the default cursor setting in the controller. I hadn't changed it before and i guess when it doesnt match what is in the project settings it overrides the brush texture i set when I click. All I know is that it works now. Cheers!

split trail
#

Glad to help!

leaden onyx
#

is it just me or UE4 is too quiet audio wise?
I cranked up to almost maximum volume to hear shit

versed pawn
#

Hey guys! I have an issue since I updated to 4.14.1

#

I have an actor which when I use, I switch from the firstperson view to show the mouse cursor. But when I hide mouse cursor, It does not give back mouse control to the first person character. It did work before in 4.14.

#

In other words: I need to click again to give back mouse control to the editor viewport

#

This wasn;t necesarry in 4.14

scarlet echo
thorn forge
#

Oh, that is really neat ๐Ÿ˜ƒ

frosty bloom
#

I have a very straight forward question for anyone that knows how to rig a car before using it in UE4. (im using maya) it's 1-3 fairly easy questions for someone who've done it before

#

If possible I would take it in a privat chat as well, to avoid spam on one of these open channels

thin haven
#

@frosty bloom: shoot, if they're easy I might be able to answer

frosty bloom
#

@thin haven Thanks for your time, I appreciate it! ๐Ÿ˜ƒ

weary hull
#

this is abysmal

#

I have 1 blueprint that reads a tag value and turns a mesh on or off, and I cant find where its doing it

#

tv time

tidal lichen
#

hello. How can I send a key other than the mouse button to a widget component? I want the widget to react to when the user puts the widget interaction component over it and presses a certain key like "E" on their keyboard

sour shard
#

@frigid kernel i got it to work wtih your hints, thanks

sudden canyon
#

Hey, I'm working on a little particle system with some sprites, is there a way to get the sprite to flip based on it's current direction of movement? OR am I trying to do something far too complicated?

obsidian quiver
#

Quick question, I reinstalled windows on an SSD, is there a way for me to set paths so that unreal finds my former project?

#

also the engine itself, the launcher can't find the engine installation

gilded cliff
#

When moving to a new Windows system, either after getting a new computer or reinstalling Windows, you may be tempted to copy a programโ€™s folder to your new system just like youโ€™d copy your files. But this normally wonโ€™t work.

obsidian quiver
#

well that's not very helpful

#

I have a former Unreal Engine installation

#

but it doesn't find anything

gilded cliff
#

reinstall ue4, import your old project

errant lintel
#

I would like to install Unreal Engine on an another computer, I installed the Epic Launcher and move the 4.14 folder inside the installation

#

but the launcher find any version, and if I run UE4Editor.exe inside Binaries, if I create a project the Engine Association inside the created .uproject is an UUID instead of an release ID

#

Someone know how to link Engine version to Launcher or I need to re-download the engine with this computer

#

thanks in advance

trail saddle
trail saddle
#

anyone?

distant geode
#

@arctiq That module might depend on other dlls that it can't find.

primal edge
safe rose
buoyant mesa
#

hi guys I have odd problem occuring with apex cloth and ue4, my cloth material keeps flickering other side of the cape and I can't locate reason for it, (remove douples done, tangent space calculated in apex cloth etc)

buoyant mesa
#

also it only flickers when I mouse over that screen in ue, but when I take my cursor away it works normally...very odd

plush yew
#

Hey!

How you automate import of assets into UE4? In Unity there is AssetPostprocessor class. Is there something similar in UE4?

#

Or do you do all this always by hand?

buoyant mesa
#

Propably there is, but so far I have imported thm by drag and drop

plush yew
#

Half of the problem would be if by reloading asset it would reload it from the same path it was imported, but instead it seems it just resets all metadata that was set on import and still uses uasset data, just this time with new metadata settings.

buoyant mesa
#

it is only viewport problem it seems in game it doesn't happen until you mouse over viewport, we came in conclusion it gotta be old gpu drivers or something like that. Gonna try another pc tomorrow thanks for the help ๐Ÿ˜ƒ

rough fiber
#

Anyone have experience working with SourceTree and Bitbucket? I've uploaded 500MB that we modify, and the rest is on the ignorelist. The problem is that the repository keeps getting larger and larger eventhough we just modify files. The repo is now 1.5GB and we're getting close to the hard limit. Anyone had the same problem?

thin haven
#

this is not a problem with SourceTree or Bitbucket, it's just the way git works

#

if you modify a binary file which is 50 MB, every modification to it will add 50 MB to your repo

mint raptor
#

Is a ray trace as good idea for a knife weapon?

rough fiber
#

@thin haven Interesting. Is there anyway work around it?

thin haven
#

nope, not for now at least. Epic have a note in their trello to make blueprints mergeable in perforce, I assume this will apply to git too, but no one knows when it happens

rough fiber
#

Ok, thanks!

thin haven
#

there is nothing you can do for map files and/or models and graphics

#

but you could move from blueprints to c++, source code is perfectly mergeable meaning if you change one line, git saves only that one line change instead of the whole file

safe rose
willow lance
#

Hi! I'm looking for experience reports in form of devblogs, presentations or papers about collaborative workflows in ue4 from teams. Having a hard time finding sources for a paper I have to write.

fallow tusk
#

Anyone gotten this message when trying to make a destructible mesh? Cooking::cookConvexMesh: user-provided convex mesh descriptor is invalid!

tidal lichen
#

How can I spawn an actor in front of the player?

trail saddle
#

@tidal lichen with blueprint?

tidal lichen
#

@boreal orchid yes

trail saddle
#

get a reference to the player's location and add the vectors

#

so something like

playerloc --- add(thisloc,playerloc) --- setnewlocation
#

I hope that makes sense?

tidal lichen
#

yeah, i'm on vr and the actor spawns in a weird place. Must have something to do with where the location of the player is being counted as

trail saddle
#

is it first-person?

#

like, are you using the first-person template?

tidal lichen
#

nah, it is its own template. I'm starting to figure it out though. Just have to figure out rotation now

trail saddle
#

hmm, I'm not sure if this happens for everything, but in the first-person template in VR, your player shrinks

tidal lichen
#

@trail saddle do you know how to make the object face the player?

trail saddle
#

hmm, let me think.

#

try setting the rotation of the player to the object and setting the Y value to negative

#

If you want the object to always face the player, put it in the tick.

scarlet echo
#

is there any documentation anywhere relating to UE4 Content Borwser > Advanced Asset > Miscellaneous > Blueprint Tutorials?

I partly ask to due getting to the stage on a UE4 MP project where I wish to provide in-engine step-by-steps

and partly because I might consider writing up some documentation on the subject matter on the UE4 Wiki if none exists?

(also asked under #blueprints channel)

upper stag
#

is there any way to stop the assertions in UE4 even temporarily ?
I know there is a define named DO_CHECK in engine core class. but my question is that if I can undefine it in my class so I don't get assertion failure in UObjects

plush yew
#

Hello!

I'm dropping some items with physics. It looks good while in the air, but when the items drop hit the ground they start rolling around, indefinately sometimes. Is there a way to make them stop upon hitting the ground?

scarlet echo
#

@plush yew you could increase gravity once the object hits a flat surface such as the ground (dertermined by racetracing downwards)

than after say 1sec or less you turn physics off on the object making it static until player or AI interaction is executed on the object once again

#

also helps with performance by doing that

viscid dirge
#

Anyone else is getting stupdly dark viewport on blueprint editor viewport?

humble crow
#

if I'm getting ready to release a game on steam, what steps to I need to do with epic?

#

I just keep finding pay after $3000 5%

#

but there has to be something I need to do, like tell them hey I'm releasing a game

plush yew
#

maybe you should contact the team itself through the contact page

#

thats what I would do

tall pendant
bitter edge
#

Anyone familar with seqencer?

humble crow
#

@tall pendant thanks!

tall pendant
#

np

bitter edge
#

Anyone familar with creating smooth camera animations within seqencer?

spice scarab
#

Anyone got an idea how to lerp two Red channels (two roughness channels) and an alpha? I'm getting an error. They are both world aligned textures so that might be the case? Or maybe I should somehow append both of those red channels to RGB before the lerp?

bitter edge
#

@spice scarab Sorry I meant character animations not camera. I've gone through the basic tutorials for sequencer and I can easily animate characters, but, smooth transition between aniamtions is aluding me. I keep looking at the documentation and googling...I must be missing something.

spice scarab
#

@bitter edge Oh.. I thought this link had camera plus two animations. But I'm not sure if they are "smooth enough" for what you are looking for? I kinda thought the smoothness of animations and how they transition from one to the other comes from how the animations were made and not from the sequencer. But I might as well have misunderstood the question! : )

bitter edge
#

@spice scarab The two animations have no blending between them so they "pop" from one to the other.

#

I know I can smoothly blend animations in blueprints, but I was woundering if sequencer had a way of handling it.

#

@spice scarab and if seuencer dosnt handle blending then will it understand and use blends I create in the animation BP

#

@spice scarab I'm sure other people have had this issue before I just cant seem to find any info on it.

spice scarab
#

@bitter edge Ok now I understand but I havent tried animation blends with sequencer. I've only been using camera myself. But they should work I guess? Otherwise it would be pretty hard to make a cinematic within the game where a character would run from point A to point B while shooting and dodging bullets or something. Because that would require blends, right?

bitter edge
#

@spice scarab I'm sure theres a proper way to do it.

spice scarab
#

Maybe the "Sequencer" pack from the Learn tab would have the required knowledge inside. Maybe you would just have to reverse-engineer the scene.

#

I'm not sure because I haven't tried it yet.

bitter edge
#

@spice scarab Thats a solid idea

spice scarab
#

@bitter edge Yea it might help! And please tell if it does. ๐Ÿ˜ƒ

bitter edge
#

@spice scarab Sure thing ๐Ÿ˜ƒ l. I'm downloading the example right now

spice scarab
#

@bitter edge Nice!

plush yew
#

@scarlet echo Thanx for answering! I was thinking about something like that but wasn't sure if there was another way i wasnt aware of. Cheers!

#

btw. guys, I see the environment query system is experimental

#

has anyone used it? Is it useable in its current state?

bitter edge
#

@spice scarab So, I've been digging through shot after shot within the content example for sequencer, and epic isnt using mulitple animations per shot. They are are doing 1 animation per shot, per character...

spice scarab
#

@bitter edge Damn. :E

bitter edge
#

@spice scarab My thoughts exactly

spice scarab
#

@plush yew Yea I think I made an AI that used it and it worked fine. But it was just a deer that was searching for places to hide and run behind if it saw me. But I'm not a pro so don't take my word for it. Also I had a facepalm-moment when I updated the patch and I forgot to re-tick that experimental box and I was wondering why my AI wasn't working.

viscid dirge
#

Guys, where can i ask an specific copyrigth movie music adaptation for my game?

#

question*

#

xd

spice scarab
#

@viscid dirge I don't know. : ) But I guess the easiest way would be to ask copyrights from individual artists etc. You might save some pennies. At least if a band makes a cover of a song for an album the easiest way for them to ask if it's ok is to contact the person who made the song.

#

I told two seperate things like they were one but yea...

viscid dirge
#

But for example, could i include a parody version of star wars intro? Or that is considered copyrigth infringing ?

#

Copyrigth is so messy in some cases ๐Ÿ˜ฆ

spice scarab
#

I think the movie critics of the whole damn internet have been fighting over those things because I think it says in law that you can have 17 seconds of uninterrupted "copying" if it's not total copy but a part of some other material which is made by you. For example critic talking on top of a scene or showing a clip of a scene to make a point about something. Or some guys watching TV and something that has copyrights is playing on their TV... 17 second rule should apply. But I'm not sure.

viscid dirge
#

17 seconds sounds fine ๐Ÿ˜„

spice scarab
#

Basically best way is to make everything you can by yourself or get connected with the people who know more about the things you don't. Or just ask the particular person/company involved.

viscid dirge
#

๐Ÿ˜„ Thanks kausemus

#

I will try to contact someone!

spice scarab
#

But the first way (making everything by yourself and asking help of others) is best because then you can be sure you aren't steppin' on anyones toes.

#

But yea... Star Wars theme.. I think it's ok if you have your own content on top of the music and the music aint too long.

viscid dirge
#

Its just the intro of the game ๐Ÿ˜ƒ

#

I always try to add my own content, but star wars intro is too strong ๐Ÿ˜„

bitter edge
#

@spice scarab I can always create smooth blends in the animation BP for a charater and then just call specific animations within sequencer, but its a pain. O well.

spice scarab
#

But I think you should ask some composer to maybe make a parody version of it (that has some variance in the melody) or ask for a license. I just read this. :E

#

@bitter edge Lets hope there's a different way (and that our discussion brought some attention to it) but yea.. I wish you good luck! : )

plush yew
#

I asked about this couple days ago, didn't get any answer beside probably. Maybe today some good soul that knows the answer for it will be passing here.

How you automate import of assets into UE4?

In Unity I would use AssetPostprocessor => https://docs.unity3d.com/ScriptReference/AssetPostprocessor.html <=, is there equivalent in UE4 for it?
Or do you always import everything by hand?

trail saddle
#

Is VS 2015 broken in 14.1? I think it causes the editor to crash every time you open the project

leaden perch
#

Hello all. After selecting Package Project > Mac, packaging succeeds and I double-click my game, I get an error dialog that says a global GLSL 3 cache file could not be found and that my project is configured to use cooked content but no cooked content was found. This was after selecting Full Rebuild and manually running a cook. How can I fix this?

visual parrot
#

You can see it hovering above the ground by a few units

leaden perch
#

What is the size of that capsule?

#

That may be floating point precision issues. But that's just a guess

weary basalt
#

The charactermovementcomponent capsule sits 15 units from the ground. Is that a character?

#

Cant remember why they did it. Probably to do with collision detection or something.

visual parrot
leaden perch
#

Hmm. And those values are not likely to produce drastic error issues

#

๐Ÿคท not sure

leaden perch
#

Anyone able to help with cooking/packaging my game?

weary basalt
#

What are you having trouble with?

leaden perch
#

Hello all. After selecting Package Project > Mac, packaging succeeds and I double-click my game, I get an error dialog that says a global GLSL 3 cache file could not be found and that my project is configured to use cooked content but no cooked content was found. This was after selecting Full Rebuild and manually running a cook. How can I fix this?

tropic pilot
#

so with the new 4.14.1 update they fixed the annoying standalone quit crash bug BUT now i have insane GUI lagg -.- like seriously lagg.... the "play editor" window is fine but the gui is lagging like fuck.... anybody else have this on 4.14.1 - win10?

safe rose
#

4.14 sucks

#

I get crashes every other compile or save

tropic pilot
#

i had that to but 4.14.1 fixed it but now i have freaking UI lagg -.-

#

uhm... ok

#

i updated the graphics driver.... that fixed it :S

uncut marten
#

Hi guys, I have a query if anyone can help me. I am new to Unreal , I have a Model that I have to use in Unreal Engine. The model when I imported to Engine, is in modular form having separate mesh for different parts of model. SO can we integrate them inside Unreal Engine or do we have to get the full model exported from 3D art softwares like Maya?

stable crest
#

hey guys anyonw knows what does t.OverrideFPS does ? and How to turn it Off if i entered some value.

tropic pilot
#

FUCK ME -.-

#

i still have the standalone (quit) editor (not responding) -.-

#

fuck me

#

fixed it!!!

thin haven
#

๐Ÿ‘ how did you fix it?

tropic pilot
#

stupid Nvidia Experience shait -.-

#

it has that "Share" option where you can stream directly ingame to youtube, twitch and shit.... by turning that off the problem is no more

tall pendant
#

yup had also problems with "share"

thorn forge
#

How does the editor creation shortcuts work ?For example in the wiki it says b+left click creates a branch but I can't get it to work ๐Ÿ˜„

tender violet
#

has anyone run into an occurance where steam stats/achievemnts suddenly stopped working?

inland crypt
#

Hello all I am working on Mobile VR Game but when I packaged it everything seems to be jagged in Gear VR

#

I turned on AA to FXAA

#

But this doesn't solve my issue even the text render part is jagged

thin haven
#

I think some kinds of AA don't work in VR

burnt drum
#

just curious .. why don't AA work in VR? @thin haven

#

performance thing or isit like the Particle issue where it doesn't make sense for HMD

thin haven
#

@burnt drum I wouldn't know, I just heard

cursive dirge
#

@burnt drum pretty sure he means what Epic said about TAA

#

artifacts ruin the image

#

but I'd go as far as saying TAA doesn't even work properly on desktop :p

#

it's totally unusable for me

supple dawn
#

When I have all four viewports open and play the game, is it possible to make all the viewports update in realtime? For now it's only the active viewport that's being updated.

burnt drum
#

what the hell is TAA?

#

oh my all the acronyms

#

FXAA , Temporal AA , MSAA

#

now we have TAA?

humble crow
#

Wouldn't that be temporal aa?

burnt drum
#

anyway TAA has alawys been ruined for me for some reason . endless ghosting

#

oh TAA = Temporal ?

#

right

#

i get it

humble crow
#

Or the Trade Adjustment Assistance according to google

cursive dirge
#

yeah, temporal AA

#

I don't really get Epic stance on Temporal AA

#

they clearly know it's bad in regads of the ghosting

#

on forward rendering stream Daniel said it's not as bad on desktop but his example scenario why it's not as bad didn't make any sense

#

I think he said something about being able to render high frame rates on desktop so temporal sampling between two frames is fast or something like that

#

but you render 90 fps on VR...

#

thing is, the faster things move, the worse ue4's TAA becomes

#

it just can't keep up

bleak schooner
#

any idea on why both the launcher and the engine itself might take so long to load?

thin haven
#

@bleak schooner: rubbish on your hdd? hdd going bad? ram going bad?

bleak schooner
#

I mean, it prolly is cause my HDD isn't the best one on the market but maybe you guys know any way to improve dis

#

yea well kinda full of random stuff

gusty summit
#

why does unreal crash so hard I cant even open it back up without uninstalling/reinstalling

#

this has happened twice now

worn granite
#
  1. What OS?
  2. What are you trying to do?
gusty summit
#

windows 10 pro

#

It just crashes randomly and I can never reopen that project. Everytime I try it just crashes and the reporter pops up

#

I was wrong this time I can load a new project but still, I lost a lot of work

worn granite
#

BP?

gusty summit
#

c++

worn granite
#

Does it log anything? Might have to check the files.

gusty summit
#

nope says something like I dont have the debug something to view the crash

worn granite
#

Not the crash reporter.

#

Check /ProjectDir/Saved/Logs/... the most recent log

gusty summit
#

k

worn granite
#

Also, you should probably get the symbols. if you're really re-installing so often include them in your next DL.

gusty summit
#

LogWindows:Error: Assertion failed: InPos <= Size [File:D:\Build++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Core\Private\HAL\FileManagerGeneric.cpp] [Line: 619]

#

oh wait

#

one of my models got corrupted

#

but I removed it and that did the trick, thanks for the log info @worn granite

worn granite
#

Yeah, it's always eaiser to dig through and find what's wrong than to reinstall and hope for the best.

#

Another thing, if you build your game's editor and you have the symbols installed you can debug it rather than launch it normally. That way when bad things happen you can see the call stack and such.

#

Just right click the project in the solution explorer and you can debug it.

zinc bison
#

has anyone ever done input stuff in C++, and also BP? it seems like the C++ overwrites the BP input event

#

I cant find anything on google about how to do it

zealous cloak
cursive dirge
#

I know the flag

#

it doesn't cure the whole problem

#

you can get rid of the bright part on the ghosting with that

#

but you fast moving object will still have dark allaround mess following it around

#

I guess some people might not notice it if the background isn't that different from the moving object though

#

it also still blurs everything ๐Ÿ˜„

#

@zealous cloak ^

#

I haven't tested that on 4.14 but I think I did a lot of testing on 4.13

zealous cloak
#

oh yeah, the mess is stil there.. but you don't get frame by frame ghosts of the object.

cursive dirge
#

I also tested that SMAA fork someone did

zealous cloak
#

it looks more like a blur in this case.

cursive dirge
#

you still kinda get shadow ghost too

#

that plus that dark blur around the object

zealous cloak
#

how is that SMAA fork ? it is in my todo list to merge those changes into our engine version.

cursive dirge
#

it didn't work for my use case at all

#

plus it looked crappier than FXAA on my extreme test

#

TAA looks amazing on the distance, it's just he nearby things that get wonky as pixels move too much between frames

zealous cloak
#

oh ouch.. I was quite hopeful about that fork..

#

what I hate about TAA is that.. when you do some animation in material. TAA blurs that like crazy since there is no motion vectors for that.

cursive dirge
#

I hope they'll make forward + msaa usable for desktop

#

that's all I want really

#

but they seem to want to keep it VR focused

#

that doesn't have that dynamic flag set for TAA

#

I only learned about it after I had made that vid

#

I also put the worst case scenario for TAA there (huge contrast for the moving object)

#

I actually have that kind of situation on my real project too as chrome bumpers ghost really badly

#

but that dynamic flag would help a bit there

zealous cloak
#

oh yeah TAA looks very bad in that case.. we also have driving on asphalt scenerio in our game. TAA fails very bad for that.

cursive dirge
#

yeah, anything where you get big contrast between moving object and camera followed object will fail

#

besides, I want to have VR support

#

so I really need that forward support to work

#

I asked on the rendering stream if you can mix VR forward and deferred but answer was no (like to be able to change that within the same executable)

#

reason was that it would double shader compilation time (which I would have been ok with)

#

so, at this movment, if you need AA, VR and desktop modes all on your game, going all forward seems to be the only solution

#

it's just really bare bones atm

#

you can't even get shadows for anything but stationary lights and need to have static light building enabled on your project for that

zealous cloak
#

oh, i understand. I never tried the forward renderer before.

#

@cursive dirge Did you see this commit ? I wonder if anti ghosting is much better in 4.15.

cursive dirge
#

oh

#

sounds nice at least

#

doesn't help with the VR issue though

#

(you can't ship with forward + deferred both on same project)

#

too bad epic doesn't do game that have optional VR mode :p

#

they would solve that if they needed it

zealous cloak
#

heheh ๐Ÿ˜„ yeah.. kind of sucks that epic does whatever they need first ๐Ÿ˜„

cursive dirge
#

it makes sense from their viewpoint of course

zealous cloak
#

well, still much better than Unity. who does features that are always half complete, or only enough for their demos.

cursive dirge
#

but it seems like they haven't even thought about people who do games that have VR as optional mode

zealous cloak
#

about compiling shaders for forward and deferred. I can kind of understand them being afraid to introduce that change.

#

I mean, compiling shaders takes a loong time usually.

#

I wish shader compilation would be faster.. so that they could add forrward+Deferred support, and also more than just the simple Material Quality Switch node into materials. But like static defines per material. It would be awesome.

cursive dirge
#

yeah, that's what Daniel said on stream (that it takes forever already and they don't want to double the time)

#

@fiery harbor have you tried TAA improvements on 4.15?

#

you were using master, right?

fiery harbor
#

yeah, but haven't updated master to after that merge happened

#

so couldnt test it yet

#

I can only say that TAA looks horrible in VR

cursive dirge
#

that's too bad

#

well it used to look horrible on desktop too IMO :p

fiery harbor
#

once SSAO is supported in the forward render I won't need to care about TAA any more ๐Ÿ˜„

cursive dirge
#

I'd still want those shadows to get fixed

#

and dynamic shadows in general

fiery harbor
#

what to get fixed about them?

#

is there something broken?

cursive dirge
#

shadows are done in deferred, they make artifacts on msaa edges and you only get dynamic shadows on forward if you have stationary lights

#

you also have to have static lighting enabled on your project for that

fiery harbor
#

no they added support for dynamic movable shadows now

cursive dirge
#

on 4.15?

fiery harbor
#

well, not "they", daniel did ๐Ÿ˜„

#

yeah its in master

cursive dirge
#

oh

#

that's cool

#

when he was on the stream, he said he couldn't tell when that'll happen

fiery harbor
cursive dirge
#

oh

#

thats nice ๐Ÿ˜ƒ

fiery harbor
#

yeah, just SSAO missing now for me...

#

are those artifacts with shadows bad?

cursive dirge
#

I haven't actually seen then but Daniel showed them on the stream, I don't work with forward shading atm

#

I've only tested forward on 4.13 and 4.14 previews

fiery harbor
#

ok

cursive dirge
#

oh well, discord just doesn't want to embed that

#

link should still work

fiery harbor
#

well he said its the biggest problem with forward

#

then I wonder why he first added support for movable shadows is that was less of a problem ๐Ÿ˜„

#

maybe they fixed the shadowing stuff already before without me noticing

cursive dirge
#

wonder when we'll get 4.15 previews

#

they targeted it till end of this year but I doubt it'll happen anymore

#

or they'd need to rush it already

fiery harbor
#

probably next week

unreal sonnet
#

Can anyone recommend a "let's make a guy in blender, rig him to a skeleton, and give him a simple animBP" tutorial?

plush yew
#

that sounds like you might be better off with three seperate tutorials

unreal sonnet
#

I feel like there's a bit of a disconnect in the tutorials I've gone through, though, for that stuff. I've either found tutorials where you just make the guy and import him to the editor and I've done tutorials where you retarget the skeleton... but I haven't seen anything that shows the in-between stuff (e.g. "here's how you connect the model to the skeleton so that you can actually do the retargeting part")

#

idk though, I am stupid

plush yew
#

nah, its not stupid to still be learning stuff, we all have to go through it ๐Ÿ˜„

#

if you want to see how to make a skeleton, then use this

#

This one right there, Basics of Character Rigging is where I learned how to make skeletons for models

#

Once you're far enough along that you can make your own skeletons and animations for models, you shouldn't have too much difficulting exporting the Epic Mannequin skeleton and rigging that to your models so you can share animations

brave mason
#

Houston, we have a problem!!

#

We've got the engine crashing on project load (4.14.1) when it hits 93% any time we make changes to a few assets

#

we can perforce back to a working copy, but then if we modify assets in that game it crashes on load again

safe rose
#

@brave mason I have had the same issues since 14.0

brave mason
#

oh noes!!!

safe rose
#

Compiling, Saving

#

usually when there are structs involved

#

in that bluepritn

#

blueprint

#

But yeah, please report on Answerhub

brave mason
#

we have

safe rose
#

because they obviously don't see it as a problem

#

everyone on your team

brave mason
#

I can't even work on my project atm

safe rose
#

just keep posting until something happens

brave mason
#

we've got areply from epic

safe rose
#

it's pretty rediculous

brave mason
#

I might e-mail a contact at epic

#

are you having problems with your project loading at all?

safe rose
#

But today, surprisingly, I didn't get a single crash

#

but over the past wek

#

week

#

I had roughly 30 crashes PER DAY

#

I am not even joking

brave mason
#

I can't even get my engine to load

safe rose
#

It's stupid because

#

As soon as I load it back up

#

I do the exact same thing and it compiles/saves just fine

#

that's when I submit my commit obviously

#

It seemed like a 30% chance to get rekt

#

@brave mason you delete intermediate?

#

build

brave mason
#

yes

safe rose
#

and any other junks folders

brave mason
#

I even zipped up the project

#

moved it

#

unzipped

#

edited the player pawn

#

saved

#

crash on load

safe rose
#

Sounds worse than me

#

And I thought I had it bad

#

It made what could have taken a few days, over a week

brave mason
#

I got it working, felt positive, made a bunch of updates, and then it wouldn't load again

#

can you replicate the crashing?

safe rose
#

not consistently

#

All I know

#

I just have to hit Save or Compile buttons

#

and there's a 30% chance of getting rekt

#

Save-All via cntrl-shift-s does not seem affected by this though

weary basalt
#

Did you guys rename or move a struct?

#

That you can remember

fiery harbor
#

@safe rose @brave mason I think I got the same issue with a project, and it was the fault of child actor components

#

that new template stuff epic added there was buggy and caused it to crash on startup