#ue4-general

1 messages · Page 48 of 1

fiery harbor
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I just looked at the log, it tells you in which line of code it crashes. then I workarounded the bug in the source, compiled the engine and then I was able to use my project again

brave mason
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@fiery harbor you seem to be correct about the child actors. How did you work around that bug?

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that's the line in question

fiery harbor
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that's too deep, go a bit higher in the crash hierarchy

brave mason
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ah, my brogrammer found that

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I don't have debug symbols enabled on my compy

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@fiery harbor Have you pinged epic about the bug / fix?

fiery harbor
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no, I guess they will be able to find it themselve at some time

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they probably have fixed it already

brave mason
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they're doing a stream about it tomorrow at 2pm est

elder bridge
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I am the brogrammer in question

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should I be looking at the LinkedLoader stuff?

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I've got the whole callstack here

fiery harbor
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maybe just paste the callstack

safe rose
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brogrammers op

fiery harbor
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child actor component CPP line 90, fix it there

safe rose
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@weary basalt no renaming of structs, no moving of structs that I can remember. Only thing that may have happened and caused issues, were when I connected new values to the structs

fiery harbor
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funny that you get the same crash

safe rose
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But that's only mybae 10% of the crash

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well maybe 50% of the causes

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the other 50% I don't know

elder bridge
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@fiery harbor I don't understand the loading process enough to understand why this is a problem

safe rose
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I just can't wait for 4.15

elder bridge
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what's actually going on here?

fiery harbor
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no need to understand what's going on there

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show me the code in line 90 and around there

fiery harbor
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yeah it's the same I got

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just add a && false to the if

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that fixes it

elder bridge
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wtf, ok

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so we just disable this check entirely

fiery harbor
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yeah

brave mason
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that sounds scary

elder bridge
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these comments are incomprehensible too

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"Since we sometimes serialize properties in instead of using duplication if we are a template and are not pointing at a component we own we'll need to fix that"

fiery harbor
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I guess you can't use that new template functionality then, but I didn't use it anyways

elder bridge
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I don't really like that solution, but if it works, it works

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I'm gonna poke around and see if I can better understand what this code is doing

brave mason
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I'll download it and give it a try

elder bridge
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I think we do in fact use child actor template stuff

brave mason
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hmm yeah

elder bridge
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yeah, @brave mason, let me know how that goes

brave mason
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well, maybe you can get that fancy contributer badge!

elder bridge
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wouldn't that be nice

fiery harbor
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that's a new feature, you sure you already started using it?

elder bridge
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very possibly

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I've been editing template settings on child actors

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kinda didn't realize that was new

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but I was like, hey, I thought I had to set all this through blueprint before

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huh

brave mason
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that was a .14 release

fiery harbor
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well new features are risky to use

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especially blueprint stuff like this

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blueprint always causes crashes

brave mason
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it's the first issue I've had on 6 projects

fiery harbor
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then you were really lucky

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which ue4 version did you start with?

brave mason
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4 somethin'

fiery harbor
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lol

weary basalt
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...

fiery harbor
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you mean 4.something or 4.4.something?

brave mason
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I think the first one I got was when they release it for free

fiery harbor
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ah, that was quite late

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like 4.10 or so

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or 11

brave mason
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4.06 maybe

weary basalt
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4.10 was well after they went free

fiery harbor
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ah right it went free with kite, set it free 😀

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the update with all the kite foliage features was 4.7

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4.7 was super buggy

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it started getting better with 4.9

brave mason
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it gets better all the time 😃

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until now.

fiery harbor
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it doesn't have to get better

brave mason
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see, the project was working for a few iterations in 4.14 and then suddenly stopped dead

weary basalt
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4.14 is the worst release for bugs ive seen in a while

fiery harbor
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worse for bugs means good for us lol

weary basalt
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If you like fixing bugs instead of making games lol

fiery harbor
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4.14 was stable here but I actually didn't use it much apart from a small test project

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I directly switched from 4.12 to 4.15

brave mason
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is 4.15 out?

elder bridge
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certainly not for release

fiery harbor
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master is 4.15

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4.15 preview starts next week I guess

elder bridge
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that was fast

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4.14 just came out

fiery harbor
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previews usually start short after the previous version was made stable

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4.14.2 comes soon too

brave mason
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The pawn in question does not have child actor components

elder bridge
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Good news, the master branch already has updates to the file giving us trouble

brave mason
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great!

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I'll compile it and let you know.

elder bridge
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doesn't mean something else wouldn't serialize badly under some weird conditions

fiery harbor
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that code only relates to child actor component templates

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I haven't updated master in a while so wasn't able to test if it's already fixed, my master is like 2 weeks old now

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though I would love to test material reroute nodes 😀

safe rose
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Only exactly matching structures are considered compatible, most op error ever

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Google failing hard

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Alright I give, why can't I use a struct from within a data table and pass that break into a function

scarlet echo
brave mason
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I've found that loooking for 93%

fiery harbor
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@safe rose that's REINST

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soo old problem

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search for ue4 REINST variables on Google you will find sooo much stuff

safe rose
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k

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I did Struct REINST

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and found nada

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but yeah that worked thanks

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hmm

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but this wouldn't cause a circular dependency

fiery harbor
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that bug with structs is super old

safe rose
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ya

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I don't get why they can't fix any of these

fiery harbor
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I think I even wrote bug reports about that

safe rose
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It's just sad

fiery harbor
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you just have to use cpp structs

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only solution to these BP problems is cpp

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that's why epic doesn't fix it, they just use cpp

safe rose
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yeah this is stupid

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I can split the break

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and it works

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but I can't use the whole struct lol

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and pass it into the function

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But, for now, it works just fine for what I need, albeit a little messier than I wanted

fiery harbor
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what do you mean? show me how you did it now

fiery harbor
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I don't think that works... does it?

safe rose
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about to find out

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but it does not produce errors for the ones attached

fiery harbor
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these REINST variables should all be something like null or other default values

safe rose
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they might be

fiery harbor
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maybe they aren't

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btw, why don't you let that function have a SEncounter input?

safe rose
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couldn't

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gave me some other error

fiery harbor
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ah

safe rose
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That one

fiery harbor
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ah REINST too

safe rose
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Oh wells, I wanted it nice and clean

fiery harbor
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crazy that still exists in 4 14

safe rose
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But, I guess I'll just do it the old way I had it

weary basalt
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Structs have been problematic for as long as i can remember

safe rose
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Yeah

fiery harbor
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BP structs

weary basalt
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Yeh

safe rose
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And I rarely used them

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But, I found myself needing it more and more

fiery harbor
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cpp structs work always I think

safe rose
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especially with a Data-Driven game

weary basalt
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cpp structs are fine

safe rose
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I have lots of DTs

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If I expose the cpp Structs to BP

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is that good?

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Or nah

fiery harbor
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yeah

safe rose
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Hmm

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Maybe I'll do that then

fiery harbor
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make them ustructs and use those

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I know for my blueprint voxel thing I had to remove all structs to make it package, the blueprints looked so much worse after that 😁

safe rose
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ew

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Luckily I've been test packaging this

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and it's all good

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even with all the crazy crashes

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lol

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had to rollback

fiery harbor
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to?

weary basalt
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Does anyone know what the state of support for C# in UE4 is?

fiery harbor
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it isn't supported? 😛

tall pendant
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yeah. the current state of c# is: unsupported @weary basalt

weary basalt
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I more meant what the progress of possible support for it was 😛

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I was under the impression there was talks about it being worked on

tall pendant
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IIRC there were community efforts made in regard of C# but nothing official, i dunno if those are still going on

kindred mountain
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Anyone know of a generic character suitable for an open source project?

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like the mannequin but with a license that's usable on a community project

fiery harbor
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@weary basalt theres no reason to do anything like c# support. would be a waste of resources

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c# would combine the disadvantages of c++ with those of blueprint.

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could only be used by programmers that know how to code but at the same time would be limited to the blueprint api and you couldn't edit any engine stuff with it

weary basalt
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Im not asking because i want it to happen, a mate of mine who has worked with C# for years but doesnt want to learn C++ was wondering if UE4 supported it

fiery harbor
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if he worked with c# for years then it should be super simple for him to switch to ue4 c++

weary basalt
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Thats what i keep telling him

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But he is stuborn haha

fiery harbor
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that's his own problem then 😁

weary basalt
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I know but it made me curious as i do like C# as a language in of itself

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I think C++ and BP is all you need.

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Adding C# support would just help with poaching more Unity devs lol

fiery harbor
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we don't need more unity devs, if all would move over to ue4 then Unity would die and that would probably be bad because it removes competition

kindred mountain
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you really don't need to learn a lot of C++ to use C++ in Unreal

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any competent programmer should be up and running in a few days

weary basalt
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Hes stuborn like i said haha

kindred mountain
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and the majority of that would be learning the exact same syntax that they'd have to learn if it was C#

weary basalt
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I agree though, its more learning UE CPP than CPP lol

kindred mountain
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yes it's just learning the UE API, exactly the same as you'd have to learn if it was C#

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and if pointers scare you then you aren't a competent programmer

fiery harbor
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I didnt want to move to C++ for a long time too

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stayed BP-only very long

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and BP works very well, its just way too buggy sometimes, and its slow

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so once I really needed the performance of C++ I moved to C++

pliant python
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Hello, I am facing a problem where UE crashes when I try opening my project file which has an alembic geometry cache reference in the level, Could some one help me out with the same?

fiery harbor
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and you think it crashes because of that alembic geometry cache reference thing?

tawdry quail
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halp I am being invaded by externally referenced errors I have everything in my content folder I tried fixing up redirectors, resaving epic pls

fiery harbor
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errors or warnings?

tawdry quail
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warnings

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trying to package anyway, I'll see if I can ignore them for now

fiery harbor
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you can ignore those I think

pliant python
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@fiery harbor yes, because I can have the project up and running if I rename the level to avoid UE trying to auto load it and manually open a previous version of the level which doesnt have that alembic asset it in.

fiery harbor
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ok, but I dont even know what alembic is 😄

pliant python
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oh okay

thin haven
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@pliant python: is alembic a plugin or something? might be it wasn't updated to the UE version you're using

pliant python
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its actually a feature which was introduced in 4.13

cursive dirge
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yeah, but many features are done with engine plugins and many are not enabled by default

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I think alembic is though

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but for example midi plugin in 4.14 is disabled by default

pliant python
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Hmm. Yes, but in this case the alembic file import fine, and I can see it running in the viewport. But when I save the level and try to restart the engine, it crashes.

bleak schooner
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what does, lets say, scale +1 equal to on an axis

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or, what distance 'value' would that scale change equal to

pliant python
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Are you trying to scale in just one axis?

bleak schooner
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I am trying to scale a capsule mesh on the Z axis to keep the distance between this mesh and another placed on top

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so that when the other one is moved down or up, scale changes to keep same distance between both meshes

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by distance I mean the gap that is left in between both

pliant python
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This can be done using the distance between two vector nodes I think and careful positioning of the pivots on the two meshes

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Have you tried using that node in blueprints?

bleak schooner
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wut node?

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also, keep in mind both meshes are components on the same actor

pliant python
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I'm don't remember the exact name of the node..,you are trying to achieve this using blueprints, yes?

pliant python
bleak schooner
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what do you do with the length there

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length / x, can't really tell what x is there 😛

pliant python
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I'm dividing it by the lenght of the first geo..

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In my case it was 100 units

bleak schooner
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I see

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testing

pliant python
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Btw the above setup assumes that u are going to move the second object along the z axis alone..

bleak schooner
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guess imma leave that for now, don't really need that right now

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thanks a lot anyway 😄

unreal sonnet
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Packt is selling everything for $5 each fyi guys

fierce tulip
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finally makes most of the content on Packt sort of worth it

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most of it is crap

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:p

unreal sonnet
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i for one really like Packt

pallid root
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Any books for Unreal you recommend?

worn granite
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I wouldn't get a book for Unreal unless you were going to work in the version the book was written for.

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Just MO.

pallid root
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Looking through the summaries of the books they do have I didn't see anything that looked worth while for me. I'm pretty new to the engine but a lot looked like just general / basic advice

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C++ one sounded kinda interesting though since I am just using blueprint but would like to switch to C++ eventually

worn granite
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IMO that's the better route

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Plenty of good stuff there, and then you can really dive into UE4.

unreal sonnet
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@pallid root I bought their "Mastering Unreal 4.x" book that focuses on the C++ way of doing things. It does a lot of "type this and congrats you win!" in the first half of the book or whatever, I think. Personally, I recommend buying the $5 videos because the lectures are a lot easier to work through for me.

pallid root
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So far anything I have needed to do I have found a youtube video explaining how to do it. So many good tutorials.

unreal sonnet
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^ yeah exactly. I feel like the basic level stuff is best done on Youtube. That's how I got started, anyway. Then buy the intermediate and advanced level stuff for books and videos. At least that's my approach, anyway.

plush yew
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if you want to learn some c++ get the SDL Game Development or the SFML ones

unreal sonnet
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@plush yew Can I ask you some questions about the SFML books? Because I bought them a while back and had some issues that never got resolved. Can I PM you about it?

plush yew
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Unreal there is no other way, you have to learn the API and then its Unreal C++

pallid root
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Yeah, I feel like if I learn the API with blueprint while prototyping it will be easier to transition to C++.

unreal sonnet
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^ that's how I feel too

plush yew
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@unreal sonnet I still do not have a good grasp of c++ i think i wouldn't be able to help you

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actually all the more "advanced" stuff like delegates, events and such are confusing and unknown to me

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templates and etc

worn granite
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It is a good idea to have a solid grasp on C++ before jumping into UE4 C++, but you can do it the other way around.

pallid root
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Are delegates in Unreal similiar to Objective-C for anyone that has done that?

unreal sonnet
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Delegates are really easy to understand: it's like when an event waits for another event to fire before it does its thing iirc. I could be full of shit though

pallid root
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In Objective-C they are like a 1;1 message

plush yew
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I have the stroustrup book but its heavy reading and slow

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1 thousand pages worth of c++

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any of you guys know a better source to learn c++? i know stroustrup teaches correct c++11/14

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but its kinda boring

unreal sonnet
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Sure I've been doing that stuff for a long time

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@plush yew do you want websites? videos? book recommendations?

plush yew
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@unreal sonnet I have no prefernce, the ones which you find good you can send me

unreal sonnet
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Alrighty

plush yew
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could be a PM or if more people is interested you can say here too

rough fiber
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Hey guys! I'm having massive netlag on the client side when I play in editor. I'm using New Editor Window and 2 players. So one is server and one client.

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But the client is more or less unplayable. Launch game works just fine though. Anyone else having this issue?

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If I launch the game from two different computer that is*

unreal sonnet
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@rough fiber I think you should ask that in the multiplayer section of the discord here -- idk unfortunately how to help

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Also has anyone here gone through the "Unreal Engine Physics Essentials" book on Packt? I remember seeing an advertisement a while back for somebody who knew how to do Unreal Physics stuff and I wasn't good enough to help, so I was thinking maybe if I read this book I could do it

rough fiber
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You're right, I'll do that. Thanks!

unreal sonnet
plush yew
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a book with in depth "unreal way" would be nice.

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this book looks like it

primal edge
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4.14.2

shrewd lodge
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I've only been using unreal for a few weeks, just blueprint so far, but really feels like I'm leaning c++ by stealth

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My main comparison is Houdini with vops, which does a lot of high level wrappers so it's largely straightforward procedural programming; blueprint doesn't hide much of the internals, so I'm learning about classes vs instances, delegates, events, casting etc despite myself

tame token
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Hi all I am learning UE4. I have gone through a few series on YouTube MindlessPursuits, VirtusLearning, Unreal 4 docs page. Even though these seem to be very good sources. They are outdated a little. A lot the video seem to be very good but use an older verrsion 4.7 of UE4 will that matter. Also I am looking at signing up for a couple of courses on Udemy has any used these and found the to be any good.

unreal sonnet
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@tame token I haven't used the same exact resources that you have, but there's a book publisher called Packt that is doing a "everything is $5" sale right now... so I mean that's pretty good.

tame token
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Oh ok thanks Jfaw

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Figure I just ordered a book through amazon published by Packt

tame token
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When you buy books there can you download it for offline viewing

unreal sonnet
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Yeah and also it's on their website

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The actual scripting parts of the books, I think, are best viewed on the website because the ebook reader things don't really sshow them well due to the margins or whatever... but everything else I personally like to read via their site thing

tame token
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Yeah can't even get the books to load sites lagging I guess

unreal sonnet
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Yeah it's pretty slow for me but I think the sale started so maybe it's getting ddos'd or whatever from all the attention?

tame token
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Yeah I will keep checking back hopefully the one book will have a good information on making a build system inventory and crafting

unreal sonnet
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I can show you a Youtube tutorial for an inventory thing if you like. I don't know about a tutorial for crafting stuff but I'm sure there are things like that, too...

tame token
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Yeah any help would be great

steady quiver
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Is there a way to set a preference to not reset my editor's camera to the player camera after stopping test play?

tame token
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I want to make it so there are random food, ammo, guns, clothes, whatever what would i need to read up on to start figuring this out

scarlet echo
gaunt raptor
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i'm trying to find a better program to model with, blender's ui and control scheme is a bit difficult to work with

floral pagoda
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@scarlet echo - I know right

thin haven
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@gaunt raptor depends if you have the $$$ and/or are a student

gaunt raptor
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@thin haven i actually just found one after digging around for the tenth time lemme get the link http://www.daz3d.com/home

thin haven
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it's paid, though, and the requirements are very high

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I've been eyeing maya since it comes free if you register with a university mail and miracles! my university mail is still active

gaunt raptor
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no it isn't

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it's free

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IT SAID IT WAS FREE!!!

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"DAZ Studio, both 32-bit and 64-bit, are free. There is no longer a "professional version" that cost extra"

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"DAZ is just setting up an account so you have it if you choose to buy additional content later. I've had D/S 4.5 for months, and have never been charged for it."

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phew, almost freaked me out @thin haven u should try out daz i guess, im going to as well now that it's free. no royalty cut either

thin haven
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O_o I didn't know, thanks for letting me know

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seems like lots of stuff went free recently

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actually checked the sysstem requirements and they're lower than I thought: DAZ Studio
Windows®
• 32 bit
• Intel Dual Core (or equivalent) or greater
• 1.6 GHz (2 GHz dual core or faster recommended)
• Windows 10, 8, 7, Vista, or XP (Windows 8 or 7 is recommended)
• 1 GB RAM min (2GB+ recommended)
• 1GB free hard drive space for installation
• OpenGL 1.6 compatible graphics card with at least 128 MB RAM (Hardware accelerated OpenGL 2.2, or higher, compatible recommended with 512MB RAM)
• DirectX 9 (used for audio processing only)

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Maya's requirements: 64-bit Intel® or AMD® multi-core processor
Graphics Hardware Refer to the Maya Certified Hardware page for a detailed list of recommended systems and graphics cards
RAM 4 GB of RAM (8 GB recommended)
Disk Space 4 GB of free disk space for install
Pointing Device Three-button mouse

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and my graphic card is not on the certified list for Maya 😦

gaunt raptor
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it isn't a modelling program though it's only for animations i guess??

thin haven
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er, what is only for animations?

pseudo parrot
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does anyone know why when playing in standalone from editor, the config files from Project/Saved/Config/ don't get loaded in? it appears to just use random default values instead of any saved in any of those configs

dense ravine
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is there a way to move a popup window message in the unreal editor which seems to be out of my desktop range. I can alt+tab to the window but it is not visible on both of my monitors :/

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resetting the layout doesnt help either

fierce tulip
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might need to flip left monitor to the right in the monitor options in windows.

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ive had that

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also

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if you hold down windows key and press left/right on keybad

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you can move a tab

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so you can make it move back to your monitor

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*keypad

dense ravine
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thanks, switching the monitors helped

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now unreal crashed at startup 😫

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at least the crashes weren't connected

plush yew
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@scarlet echo omg, and since this is from the staff, can we consider this to be available for free sometime in the future? 😮

thin haven
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@plush yew the author said he'll put it up on GitHub

plush yew
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gg

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😄

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Can anyone help me with the logic a bit 😛
I made a bp quickly to switch out all the meshes in a scene with instanced meshes, works great, but saving the meshes into an array and loading them i.e switching back to static meshes doesn't work, it loads a null object

plush yew
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that is probably because you destroy them when you switch to instanced meshes?

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you need to save the static mesh actor and its states/variables somehow if you want to restore it, idk how much of this information you will be able to retrieve from the instances

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I am saving that into an array, but I have figured out the issue I think

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It seems that a new savegame object is creatin each time, so it reads form a new one and no the old one

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So I am setting up some rules to not create more then one savegame object

fallow tusk
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anyone familiar with destructible meshes? I'm trying to get adjacent destroyed meshes to damage one another a bit using the world support option, and I'm not sure if this works if I'm spawning the meshes at runtime. I'm getting inconsistent results and I think I'm missing something about how the "world support" and "form extended structures" options work.

stuck depot
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@opal spindle

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Oops accidentally mentioned

unreal sonnet
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quick, delete it before he finds out!

tropic pilot
safe shoal
tropic pilot
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anyone?

plush yew
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@tropic pilot this line seems to stand out a bit
"UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: Windows SDK v8.1 must be installed in order to build this target."

tropic pilot
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thank you so much Alice 😃

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wtf

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it say's on google that "Windows SDK v8.1" is for windows 8.1

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shouldn't i install "Windows 10 SDK" as im on Win10?

plush yew
tropic pilot
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@plush yew UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe

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wtf?

plush yew
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I think something weird must be going on, what version of unreal and what version of visual studio are you using? because some visual studio versions work only with certain editor versions

plush yew
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neat, when you drop a pin onto a return node, it will automatically be appended as a return argument to the return node

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no more tedious "return node configuration" steps

fiery harbor
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yeah, they added that in something like 4.8 or 4.9 @plush yew

#

not completely sure, but it's in ue4 for more than a year I think

tidal lichen
#

how can i change the color of a beam through blueprint?

weary basalt
#

@tidal lichen A beam?

#

Do you mean a linetrace?

tidal lichen
#

yeah, a beam particle system. It probably has to do with Particle Parameters. How can I expose it and use it in blueprint properly? The property is initial color

errant nacelle
#

Anyone have any idea what could cause this? It does't matter what I do. Save & close first etc. It's still happening.

#

Alright. Renaming the variable of "SEffectData" fixed the issue. ...

plush yew
#

@fiery harbor but I found out just recently 😢

#

I wish there was some kinde list of quirks

fiery harbor
#

@plush yew quite sure it was mentioned in the release notes back then

#

I think even with a gif

plush yew
#

I am only with UE since 4.10 xD

fiery harbor
#

ah

plush yew
#

oh well, w/e

#

@errant nacelle couldnt it be that something set the variable inside the construction script?

errant nacelle
#

So it's a child blueprint of another one. I currently have like 10 children of the same base class

#

This issue was with 2 of them, all the other ones worked

#

Renaming the variable fixed the issue. I'm getting strong vibes that the struct-related blueprint code is just buggy as hell. Had similar issues before when renaming variables of structs etc.

proper quiver
#

yeah. I don't get this...

cinder locust
#

evening gents, having an issue where all phsyics objects no longer show up when i hit preview. they show up fine in the editor but as soon as i press preview/ play they all dissappear. it worked one minute and didnt the other. not sure what changed...

#

any ideas?

plush yew
#

are they still at the same location as they are supposed to be?

#

or are they instantly and rapidly moving away when you hit play @cinder locust

#

(thats where I would start debugging)

proper quiver
#

son of a bitch I've been at this an entire day lmao

#

I'm able to get a render target going, and have a blendable rendering that, on top of itself

#

for some reason, even if I specify exact resolution, the render target is slightly smaller than the real resolution

#

in any case I'm having trouble getting the ground (colored part) to ONLY RENDER in a separate pass, so that I can blend on top of the buildings

#

does anyone know if I can selectively render one actor in a render target?

proper quiver
#

oh fuck yeah I did it 😄

blissful kestrel
proper quiver
#

@blissful kestrel that looks so good

#

really professional looking

#

reminds me of The Witness

#

but more... wild

blissful kestrel
#

Lol, those pics are from the witness 😂

#

@proper quiver i added those to show my target art style

thin haven
#

@proper quiver: how did you do it? I was thinking of making a grid visualizer for my game...

livid lantern
#

Could anyone please offer a brief explanation of what's lacking in UE4, regarding vehicle physics, from a mechanical engineering point of view?

cinder locust
#

@plush yew they dont appear at all when i press play. I turned "simulate physics" off on one of them and it showed up no problem, but obv no physics.

brittle stream
#

@proper quiver your games looks amazing!

plush yew
#

@cinder locust did you check their actor location? in general, the only thing that changes when physics are on is the fact that it reacts to forces (and might therefore move) and it collides ofc

cinder locust
#

Got it solved. The level was inside a shipping container. The containers collision reset somehow which turned it into a simple box. I was unable to enter it due to that. The physics actors collided with it and shot into space faster than i could see.

#

Reconfigured the collision and it works again

plush yew
#

thats what I figured 😛 I hope my hint was of help

proper quiver
#

@brittle stream man.. thank you, it's all place holder now it'll get way better

#

@thin haven I can walk you through it if you need to do this

#

the grid part is easy, it's all in a material

#

you first create a canvas2d blueprint that takes a float array parameter (your data for the grid)

#

and then have a material look that up and draw it out as a grid

#

the part I got done yesterday was created a stencil layer for just the ground, then rendered the grid system into a blendable using the stencil as a mask

#

this is then added on top of the existing render pass to make it look like that

wide jolt
#

Is it possible to have custom starter content for UE4 projects? Basically have my own assets I want to automatically load into any new project, if that can be done.

ornate atlas
#

Hello, i'm doing tests with LPV + DFAO, what you guys think about it?

fallen schooner
#

Good evening. I have a question about Serilization

#

I have an actor class "Spell" and another class "TargetFinder"

#

the targetFinder contains several colliders that are meant to retrieve characters within them to see if the spell hits.

#

However, every spell is going to have different sizes and positions for their target Finders, but I'd like to not need dozens of subclasses for TargetFinder

#

So instead I'd like to make a factory that spawns and sets up a TargetFinder with the desired positioning.

#

The most I can think of is an array of structs, each struct representing a shape, position, rotation, and size for a component.

#

Then the factory instantiates colliders with those values.

#

Is this wise? Is there a smarter way?

#

fug

fiery harbor
#

@ornate atlas its slow

sour shard
#

anyone know a good source for Creative Commons or royalty free models?

tawny fossil
#

@sour shard you can try http://www.turbosquid.com/

#
tropic pilot
tropic pilot
#

can't open my project anymore 😦

#

@regal mulch i created a C++ class inside my blueprint project and then reopened the project and now i get this 😦

regal mulch
#

Did you compile your C++ code?

tropic pilot
#

@frosty sphinx told me to make a C++ class inside my project, that would fix my problem he said :/ after i made it, closed UE and reopened the project i get asked everytime do i want to compile i click yes and then this error show's up :/ now i can't open my project at all

regal mulch
#

You need to compile your project with Visual Studio after you added the C++ file

#

If you don#t plan to actually add more C++ code to it, it's a one time thing

#

I don't see how this would solve the issue though

tropic pilot
#

he said that the Advanced Session plugin required a C++ source file inside the project so i only needed to create a C++ class file

regal mulch
#

Adding a C++ file to it makes it use the C++ compiled binaries

#

So open your sln file

#

and compile your project

tropic pilot
#

you have to bare with me here, never used nor touched C++ or compiling

regal mulch
#

We've all been there. You can find tutorials about that on mass

tropic pilot
#

what and where is this SLN file?

regal mulch
#

In the same folder as your uproject file*

tropic pilot
#

i dont see it :/

regal mulch
#

Then rightclick the uproject file

#

and click

#

Generate bla bla bla

#

don't know the exact name

#

Generate visual project files

#

or something like that

tropic pilot
#

Running I:/Epic Games/4.14/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/Movie/Documents/Unreal Projects/GetFucked/GetFucked.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
Messages while compiling C:\Users\Movie\Documents\Unreal Projects\GetFucked\Intermediate\Build\BuildRules\GetFuckedModuleRules.dll:
c:\Users\Movie\Documents\Unreal Projects\GetFucked\Intermediate\Source\GetFucked.Target.cs(6,14) : error CS0101: The namespace '<global namespace>' already contains a definition for 'GetFuckedTarget'
UnrealBuildTool Exception: ERROR: UnrealBuildTool encountered an error while compiling source files

regal mulch
#

uff..

tropic pilot
#

dont tell me my project is fucked now 😦

regal mulch
#

No, it's not, but I don't really have time to debug that

#

Why would you blindly add C++ code to your project if you have no idea what you are doing

tropic pilot
#

the dude was trying to help me fix my annoying problem

#

and he stopped answering me now -.-

regal mulch
#

Do you have a Binaries and Intermediate folder?

tropic pilot
#

ye

regal mulch
#

Delete them

#

Try the Generate project thing again

tropic pilot
#

it worked 😐 ❤ ❤ ❤ ❤ so now i run the Visual Studio file to compile it?

regal mulch
#

Open the SLN file

#

After that opened (might lag a bit)

#

on the right side

#

you see the Solution Browser

#

There should be a Project with your name

#

Right click it

#

And hit build

#

If that completes, close VS

#

and you should be able to start your project again

#

If it fails, show me the error

#

(error might show up at the bottom)

#

make sure you don't rightclick the UE4 solution to hit build

tropic pilot
#

Parsin files in solution, should i let it do it or just exit? the compiling is complete

regal mulch
#

Just exit

#

And start the uproject file again

#

I'm still kinda sure this won't fix your problem

#

but let's see

tropic pilot
#

ok so my project opens just fine once again ❤ let me test the multiplayer thing

#

oh fuck me... now i suddenly get that 10FPS shait message again and the editor UI is slow as fuck -.- wth... i just fixed that problem

#

didn't fix my problem at all -.-

regal mulch
#

This only might fix an error with packaging your game

#

Where packaging looks at the build.cs file and tries to include the Session Plugin

#

But withotu defining it, it won't add it

#

but if you use the project unpackaged in LaunchGame thingy

#

then it's not important at all

#

And a lot of people told me that the build.cs in a BP project should still include the plugin

tropic pilot
#

i made a complete new project and did the steps by adding a C++ class, building it in VS and just copied the code from the old project and NOW it finaly fucking works!

#

but now the slow UI bug shait is back 😢

regal mulch
#

I don't even know what slow UI bug is

tropic pilot
#

the editor play window is fin, but the UI/GUI of the editor like all the buttons and menu's respond slow... like lagg...

#

the same when i move a blueprint node the editor starts to lagg...

#

whyyyyy 😢 it was working so fine untill i started installing that extra crap i needed for VS

wide jolt
#

Is it possible to have custom starter content for UE4 projects? Basically have my own assets I want to automatically load into any new project, if that can be done.

errant nacelle
#

Did anyone in here ever get chunks to work with packaging? It'd be really useful for me, but results in a pacakaging error

fading rune
#

So I have a question and I'm not sure which channel this should go in, so I'm going here.

#

I know UE has a limit of 4 dynamic lights overlapping for logical reasons

#

But I want to have it so players can build lights like in Minecraft and such, which obviously becomes a problem if you've got that limit

#

Any advice on this issue?

thin haven
#

use static lights?

fading rune
#

You can spawn static lights at runtime?

thin haven
#

I never tried, but I assume so

fading rune
#

I don't see how that'd work considering the reason static lights don't have the overlapping problem is because the engine can calculate stuff for them when building lighting and such, which'd be too expensive to do at runtime, no?

thin haven
#

ah right, good point. I do things dynamic only, either way

sour shard
#

have you loaded a video at runtime yet?

fading rune
#

@sour shard uh?

sour shard
#

huh?

fading rune
#

???

sour shard
#

is that hard to understand?

fading rune
#

Well, was that a question to me or?

sour shard
#

oh, no i was asking zireael but its open to anyone

fading rune
#

ah

sour shard
#

ill be working on that next

plush yew
#

Anyone who uses maya around atm?

wide jolt
#

When I press \ in the UE4 editor, some weird cube thing with spheres on top of it shows up in the viewport. Anyone have any idea what this does?

worn granite
#

You can test lighting and such with that, I think.

#

Does nothing but render

frosty bloom
#

Anyone know of a good "Energy Burst projectile" tutorial? I'm not completely clueless on the subject but always nice to get it done and tweek it to your own liking afterwards! 😃

paper comet
#

Anyone have recommendations for good tutorials or courses that are suited for people who are new to Unreal but not new to programming or C++? Most of what I've found is fairly basic and meant for people who are new to programming.

frosty bloom
#

They have some really nice tutorials in my opinion

brave horizon
#

Any good tuts on Git for Unreal?

paper comet
#

Thanks Ereliath I'll check it out.

random mulch
#
#

Smells like an Unreal Engine Game, but I can't see any other information about it

random mulch
#

Just read their comments and the devs actually say it's made in Unreal 4.10

#

@arctic flicker Spotlight please for the FREE Unreal Engine 4.10 game mentioned above! ❤

jovial nova
#

Hey all! Is there a levels node thing in ue4?

#

oh I found a 'raiseblacklevelsbyintensity' node 😉

#

*percentage

hybrid scroll
#

So.. I'm trying to tweak my character movement... I want the player to be able to jump 1m up, but with default settings that also means player can jump 2m forward - and it seems like a lot. What would be a good way of limiting horizontal jump distance without limiting vertical? something like changing the angle of a jump.

kindred mountain
#

well the distance the character jumps forward is going to depend on how long they're in the air, and how far they're travelling

#

*fast

hybrid scroll
#

yea. I know that 😛

#

I was thinking in terms of drag

#

I can ofc make it in BP to add drag with different values for XY and for Z, but I'm curious if there is something in settings for that

plush yew
#

what does this matinee is now a legacy tool mean?

#

it wants to convert it too a level sequence asset?

#

been trying to just sync up a simple 2 char animation for an entirety of a day now almost. ranting

#

Is there any way to distribute plugins for your team to use? Or each workstation needs to buy the plugin?

kindred mountain
#

it's an organisational license so you can use it within your organisation AFAIK

#

can copy the plugin across manually

plush yew
#

hmm

#

good to know

leaden onyx
#

quick question, is there a way to add text to a level sequencer without creating a textrender actor?

coral folio
#

Hey guysssss I basically finished my project and wanted to record a gameplay of the game, but I can't seem to figure out how work it since I'm streaming levels... When I go to sequence recorder I can only pick as Actor the elements from the level I'm currently streaming whereas instead I need to render the whole sequence, all the levels at one ... Anyone knows how :O ?

covert pebble
#

so.. Where do i show my work so i can get feed back???

plush yew
#

here or #work-in-progress are fine

covert pebble
#

ty! 😄

unborn temple
#

Hi

#

which channel can I use to discuss packaging topic?

fierce tulip
#

ebay knows a lot about packaging

tall pendant
#

amazon as well

pure gorge
#

Hey UE Slackers. I need suggestions. I'm making a Third Person Shooter atm.
I have a game designer and I need to make him a tool to configure the cameras for the different player states ( sprint, walk, crouch.. ). I would like to create a tool where he can place cameras, configure transitions, and can adjust it in "realtime", seeing his changes. Have you already done something similar ? Any tips ?

plush yew
#

why make a tool for this?

#

you will probably want to use curves if you want to handle continous transitions @pure gorge

pure gorge
#

tool is a big word, but somewhere where he can configure all this and have visual feedbacks

plush yew
#

but I dont think it wont be worth your time to make something as rigorous as a tool

#

hmm

#

not sure about the real time adjustments...

pure gorge
#

I can make him boxes for him to implement in a blueprint, but it's a bit annoying for him to hit play, test, stop, make changes, play, text, stop, change things......

plush yew
#

nevertheless, I doubt it will be worth the time...

#

you can create a HUD to display some parameters and then apply them on your character every time they change

#

but that is only easy if you can feed your data as string

#

you can use parameter binding

#

that would be the easiest way

#

e.g. you create a new widget, in its construct event you get the player character/controller and save it as a variable and then bind to the corresponding camara parameters of the variable and call "update camera" each time a value changes (if necessary)

pure gorge
#

yeah I see

#

then he could copy the values and put them in the blueprint

#

thanks

plush yew
#

yup

#

you probably want to use sliders for floats/ints @pure gorge

burnt drum
#

is anyone aware of any ssettings for Unreal Engine 4 that specifically deals with Nvidia Surround?

#

UI's / FOV seems to be messed up. of course we can manually adjust. but just wondering

green spear
#

Anyone using Blender for character rigging and animation?

stable crest
#

I would say Blender is broken For Animations and Ue4

floral heart
#

The object for a blender armature is mistaken by UE4 as a root bone.

stable crest
#

not only that ... all bones in blneder is like 2 bones in UE4

#

its all messed up in last few updates

floral heart
#

Actually the object as a root bone thing isn't unique to UE4, so that's funny.

tepid bobcat
#

he, could anyone tell me how I could fix the wireframe, so it is even thick on all the edges? I used Show> advanced>Mesh edges

whole quarry
#

Arent they equallity thick?

unborn matrix
#

Has anyone ever had interns help them?

#

Where did you find them if so?

brave horizon
#

Guys if I wanted to bend a static mesh based off player impact (think a cannon ball landing on a thin metallic surface) - should I look into Materials, destructive meshes or something else?

kindred mountain
#

if it's just cosmetic, then materials

tame marsh
#

stupid question, how do I get rid of all stats in PIE? I did 'stat Engine' and repeating that gets rid of all stuff except for certain counters

errant lintel
#

Anyone here successed to use GameplayCue I'm really curious about this feature

unborn temple
#

hi

green spear
#

Does mesh LOD work for instances?

jolly orchid
#

Hey guys! Has somebody experienced an editor crashes because of memory leaking? I created an empty project and just spamming Play(Selected Viewport) & Stop.

thin haven
#

@jolly orchid: what engine version are you on? do you have NVidia experience on?

jolly orchid
#

4.14.1 , amd gpu

thin haven
#

then I don't know. I know there were similar crashes in 4.14. and/or with NVidia experience s*** being on

jolly orchid
#

@thin haven thanks

plush yew
#

Anyone here?

#

Need to know if it's possible to save or export a fractured mesh after physx destruction?

inland crypt
#

Is there any exit prompt Blueprint Node

errant lintel
frosty bloom
#

I'm trying to make a line trace weapon system with a PS in the form of a beam, I got a source point and a Target point but when the turrets shoots at me and aim at me the beam effect aint following. It goes in another direction. Anyone know how to solve the problem? it ain't following the X-Axis in Cascade or BP viewport if that has anything to do with it.

plush yew
#

@frosty bloom have you made sure it isn't following x-axis of the world/level?

frosty bloom
#

Well, when I look at where the beam is going its going to 0,0,0 of the world. All beams meet echother on that one point

#

Can't figure out why it's going there though. No memory of giving it that information

#

(Kul att se en aktiv svensk här i UE Discord! 😄 ) Sorry for my use of another language.

cursive dirge
#

So now we have 2 swedes here

plush yew
#

well we are actually a couple more I think 😛

potent lark
#

Trying to toggle r.vsync 0 / r.vsync 1 via console command in blueprint, but not seeing any change happening in PIE - any tips?

#

ok adding maxfps seems to do the trick

thin haven
#

what do you mean adding maxfps?

potent lark
#

I set t.MaxFPS 350 for example, and the vsync command didnt seem to do anything...

#

good to check some performance issues

jolly orchid
#

Hello everyone. What do you use for merging blueprints?

inland crypt
#

Hello guys, Restart Game in UE4 is reloading all the assets. Is there any node that lets the player to replay the game with out reloading the assets again

#

I solved this problem with resetlevel but the default pawn is not showing up when the level is reset

potent lark
#

@jolly orchid merging blueprints seems to be very painful unless the changes are very small, as the files are barely humanreadable... I haven't done much group work with UE4 yet, but I assume avoiding the whole problem in the first place as much as possible is the best way to go, second best is opening up the old and the new side by side and updating by hand with both people looking at it : p

#

Integrated version control locks files which seems like a smart way to make sure things dont get messy

tame token
#

Hi all does anyone know anything about importing mixamo characters?? Sorry if this is the wrong area but i didn't see a model section

potent lark
#

My students did that last week, I think they just imported the models and linked up the animations and that was that

tame token
#

all of the mixamo characters do it

pallid root
#

I've had similiar issues with some of the character models from the marketplace. I have to switch from animation to skeleton recursively from the wrist down to kinda fix the issue. Sometimes I can do it with just the fingers though.

thin haven
#

I heard daz models do that thing because of some different skinning or something

tame token
#

yeah strange because the free mixamo characters from market polace work fine

#

place

tender violet
#

any idea what would cause this cook error in a source build of 4.14, dont get it in launcher version:
LogWindows:Error: A dependency 'ArrowComponent....' of 'WidgetInteractionComponent.....' was not actually in the linker tables and so will be ignored.

tame token
#

thanks for looking at it anyways everyone, Have a Merry Christmas

frosty bloom
#

I just wanted to point out that anyone with a AI laserbeam turret problem can come to me, after testing and trying every single particle system function and a lot of Cascade digging I found the problem 😄

#

I'm not a tutorial kind of guy but I now know for sure how to fix it ^^

balmy cypress
gaunt abyss
#

@balmy cypress Well then 🙄

balmy cypress
#

It's actually a bug, causes the ED super graph to be visible. 2nd time I've had it happen, always makes some interesting looking results

frosty bloom
#

I looked at the picture and almost fell of the chair before you said it was a bug!

fierce tulip
#

I'd tell that bug to be like a @balmy cypress and leaf :p

somber condor
#

guys any1 knows if its possible to get Microphone's voice in unreal realtime ?!

plush yew
#

@balmy cypress I think you could sell that as modern art

#

@tame token still here?

#

Your issue is looking liek a corrupt fbx export or incorrect skinning of the character in mixamos autorigger

proper quiver
#

@balmy cypress you need help

hybrid scroll
#

Is there a known bug in 4.14 that for whatever reason resets variables of actors placed in a level on load or something?

#

For a third time I think, a large portion of actors on my level got reset to defaults -.-

balmy cypress
#

I had issues where if i copied actors within the viewport and pasted them that they would all point to the first instances variables

hybrid scroll
#

not that. I just opened a level and a lot of stuff has variables set to default and not to whatever it was before. And yes I saved everything, I was working on that map for months 😉

buoyant echo
#

Hey guys, I'm having a small issue.. The mesh is disappearing in simulation, but it's clearly there.. Does anyone know how to help? (The mesh is the sphere inside the camera)

plush yew
#

the sphere?

buoyant echo
#

Yes, as I mentioned. 😃 @plush yew

plush yew
#

one thing I would check is that it is an actual sphere mesh and not the default sphere empty mesh placeholder

buoyant echo
#

Yeah, I checked that out. I swear I checked up and down, Including the visible in game, but I think it played tricks on me, it was invisible in-game.

fiery harbor
#

it looks like the placeholder sphere

fallen schooner
#

Any idea why my character controller doesn't face the correct direction?

#

In the blueprint editor the arrow points towards +x

#

Oh wait, X is forward in this crazy engine?

thin haven
#

yes, it is

sterile grove
#

Question all - why wont assetts from a more current project - migrate to an older version ? They migrate fine... they wont show up in the project however. i've checked windows explorer and the .uasset files are there.....

thin haven
#

because uassets contain somewhere the version they were made with

#

yet more reason why it's bad for them to be binary and unmergeable and unreadable

#

but the end of the story is, you can't migrate to an older version

vale halo
#

If it's BP's you could try copying over some nodes, tho that may not (allways) work. But yeah generally once you upgrade there aint no goin back

sterile grove
#

no worries - i was just looking for a short get-around to migrating from 4.14 down to 4.13 workable version (have a big bug in 4.14 with 0 resolve atm)

#

thanks for the info!

#

i just manually re-imported the source files

upbeat valve
#

anyone got any idea how to spawn an item on a floor and i whant them to spawn on diffrent levels on the same map or will i need to place my spawn volumes manualy

unborn matrix
vale halo
#

@upbeat valve You could try getting linetracing down sothat you can find the floor, and then offsetting sothat it doesn't spawn into the floor 😃

#

Atleast that's how I do things here 😃

upbeat valve
#

ok thanks i found a way to do it i mjust made the spawn volume very thin so itonly spawns low down

#

thanks @vale halo

vale halo
#

Oooh your fix is nice too, I'll take a look at that and np and thanks @upbeat valve LMAO that made no sense 😛

upbeat valve
#

lol ok @vale halo

tropic pilot
#

Merry Christmas to one and all 😃

thin haven
#

thanks @tropic pilot

warm lotus
#

@unborn matrix looks like my characters hands after I made my first retarget.

unborn matrix
#

@warm lotus Haha xD

lost orchid
#

🎄 Merry Christmas ! everyone

crude perch
#

You too

vale osprey
#

is there are a way to visualize spline component in real-time?

#

just as you can see it in editor

#

this is just for debugging, to see if I'm getting a proper shape

thin haven
vale osprey
#

well, I already have a mesh on that spline

#

it's just weird that you can enable it in editor but can't have it in real time

versed pawn
#

Hey guys. I have a really weird problem. I have 3 identical actors(they're just ALT-dragged) with a collision component. When the player overlaps the lastly created actor, the overlap event fires off, but when the player overlaps the other two, it does not, even though if I print string the booleans which are there to check if the player is overlapping, they are TRUE. I've never encountered such problem yet

plush yew
#

Anyone know if 4.14.1 fixed the ever-lasting bug where default values in child blueprints reset themselves sometimes?

earnest burrow
#

Has anyone had trouble importing mixamo characters into unreal where the face looks all messed up? It looks like its only a problem when one of the characters includes facial animations

#

I googled and saw that you need to change a blend mode to opaque

#

which i did

#

but it still did not fix the issue

#

Anyone have suggestions to try and fix it?

fiery harbor
#

@plush yew no, that's not fixed yet

plush yew
#

Thanks

versed pawn
#

Hey guys. I have a really weird problem. I have 3 identical actors(they're just ALT-dragged) with a collision component. When the player overlaps the lastly created actor, the overlap event fires off, but when the player overlaps the other two, it does not, even though if I print string the booleans which are there to check if the player is overlapping, they are TRUE. I've never encountered such problem yet

static viper
#

.

#

pls send that into bleuprints channel

#

the gif doedsnt makes sence to me

versed pawn
#

@static viper Already solved it. Thank you very much anyway!

static viper
#

versed pawn
#

If you're interested, check the blueprints channel

thorn forge
#

Is there a reason why I can't make a Vector4 variable ?

static viper
#

i never heard of a vector 4

#

there is vec4 in materials

#

but as variable? XD

#

really pls tell me what you are trying

thorn forge
#

I have a tile mapped game and I want to save some preset roads with the format of: xCoord,yCoord,RoadType,Rotation(to rotate a turn road so I dont need to have 4 different versions of it)

thin haven
#

use a struct

static viper
#

use a struct

thin haven
#

@thorn forge

#

hehe @static viper

static viper
#

its clear to me

thorn forge
#

Thanks 😃 I never used before, will look up in the wiki.

static viper
#

nonono

#

lemme me quickly tell you what todo XD

#

its sooo simple

#

just right click and under blueprints create an asset called structure

#

open that

#

and create 2 vector

#

one string or integer for type

#

and a rotation vector

#

name them

#

save that

#

then you can call the struct like any variable

#

DONE

thorn forge
#

Thanks ! 😃

thorn forge
static viper
#

:3

#

great

arctic ravine
#

I'm not exactly sure which section to post this in... In essence its modular character creation. Trying to grasp. Which chat should I post in?

orchid sable
#

Hey guys, has anyone had any experience editing the Kit & Lightning Stereo Panoramic Movie Capture plugin in the engine source? I followed the directions to export the stereoscopic stuff, but with their edits my engine wont build successfully

leaden perch
#

The Editor has been crashing a ton lately

#

Has anyone else noticed this? Am I doing something wrong?

#

Every 10 minutes or so

#

Save? Crash. Compile? Crash. Open some Blueprint? Crash. Crash? CRASH

#

I should put in a feature request for an auto-save feature: every time the user adds a node to a blueprint, changes a value, moves an asset, or otherwise dirties the editor state, just save. Because any of those actions can cause a crash at any time and work will be lost...

fiery harbor
#

@leaden perch what version? is it the same crash every time?

#

it's unusual for it to crash to often

leaden perch
#

14.4.1, no not even close. But the stack traces are normal C++ indecipherable gibberish so it's hard to tell

fiery harbor
#

the stack traces always tell you why it's crashing

#

not hard to tell

wet berry
#

Do you guys use any software for planning branching stories or dialogue trees? Or do you do it old school (db/excel/etc)?

#

I'm looking at building a branching narrative based game and I'm having troubles staying organized.

leaden perch
#

It worked out OK, but I was the sole developer, so I'm not sure how well it scales for collaboration (and I didn't use it with Unreal either)

#

On second thought, that was a long time ago and doesn't seem like an appropriate tool anymore

#

At least not for narrative structures...

leaden perch
#

@fiery harbor Editor crashed on save command. Can you help, please?

SEGV_NOOP at 0x0

gleCmdProcessor Address = 0x13d371eb0 (filename not found) [in GLEngine]
_dispatch_client_callout Address = 0x7fffa00ee0b8 (filename not found) [in libdispatch.dylib]
_dispatch_queue_serial_drain Address = 0x7fffa0104ae5 (filename not found) [in libdispatch.dylib]
_dispatch_queue_invoke Address = 0x7fffa00f6cd9 (filename not found) [in libdispatch.dylib]
_dispatch_root_queue_drain Address = 0x7fffa00efe70 (filename not found) [in libdispatch.dylib]
_dispatch_worker_thread3 Address = 0x7fffa00efc47 (filename not found) [in libdispatch.dylib]
_pthread_wqthread Address = 0x7fffa033b712 (filename not found) [in libsystem_pthread.dylib]
start_wqthread Address = 0x7fffa033b1ed (filename not found) [in libsystem_pthread.dylib
fiery harbor
#

@leaden perch what is that?

leaden perch
#

That's a stack trace from my UE4 Editor crashing when I try to save a Blueprint I was working on

fiery harbor
#

no, a ue4 call stack looks way different

leaden perch
#

it crashed. Again. Am I doing something wrong? ¯_(ツ)_/¯

fiery harbor
#

well show me the real call stack

leaden perch
#

That's what was in the "Report this crash to Epic" dialog

fiery harbor
#

then look at the log

leaden perch
#

Why isn't that dialog correct?

#

Where is the log?

fiery harbor
#

saved/logs

pallid root
#

@leaden perch you want to look at CrashContext.runtime.xml. That usually has some good hints as to what is wrong. It will be in the XML in this tag.

#

<ErrorMessage>Ensure condition failed: false [File:D:\Build\++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Engine\Private\World.cpp] [Line: 1492] &nl;Could not remove actor /Engine/Transient.World_22:PersistentLevel.REINST_BP_NPC_Soldier_C_4 from world (check level is /Engine/Transient.World_22:PersistentLevel)&nl;</ErrorMessage>

#

C:\Users\Matt\Documents\Unreal Projects\ProjectName\Saved\Logs\UE4CC-Windows-FE37400A4D08E50CE811EEB8123A3C30_0000\CrashContext.runtime-xml

leaden perch
#

Hmm. Well, I found the crash log for that time

#

But it has the same information in the paste

#

And no XML

fiery harbor
#

@leaden perch show the end of the log

leaden perch
#
[2016.12.28-05.24.30:714][963]LogCrashTracker: 


[2016.12.28-05.24.30:717][963]LogMac: === Critical error: ===
SIGSEGV: invalid attempt to access memory at address 0x0

[2016.12.28-05.24.30:717][963]LogMac: gleCmdProcessor() Address = 0x3d371eb0 (filename not found) [in GLEngine]
_dispatch_client_callout() Address = 0xa00ee0b8 (filename not found) [in libdispatch.dylib]
_dispatch_queue_serial_drain() Address = 0xa0104ae5 (filename not found) [in libdispatch.dylib]
_dispatch_queue_invoke() Address = 0xa00f6cd9 (filename not found) [in libdispatch.dylib]
_dispatch_root_queue_drain() Address = 0xa00efe70 (filename not found) [in libdispatch.dylib]
_dispatch_worker_thread3() Address = 0xa00efc47 (filename not found) [in libdispatch.dylib]
_pthread_wqthread() Address = 0xa033b712 (filename not found) [in libsystem_pthread.dylib]
start_wqthread() Address = 0xa033b1ed (filename not found) [in libsystem_pthread.dylib]
fiery harbor
#

show a bit more of the log before and after that

leaden perch
#

100 lines:

#

Or not

#

can't paste that much

#
[2016.12.28-05.24.09:946][655]LogMac:Warning: Unsupported type of menu widget in FSlateMacMenu::UpdateCachedState(): SBlueprintRevisionMenu
[2016.12.28-05.24.10:013][659]LogMac:Warning: Unsupported type of menu widget in FSlateMacMenu::UpdateCachedState(): SBlueprintRevisionMenu
[2016.12.28-05.24.10:886][729]LogMac:Warning: Unsupported type of menu widget in FSlateMacMenu::UpdateCachedState(): SBlueprintRevisionMenu
[2016.12.28-05.24.11:357][742]LogSavePackage: Save=76.13ms
[2016.12.28-05.24.11:357][742]LogSavePackage: Moving '../../../../../../../Volumes/<REDACTED PROJECT FOLDER>/<REDACTED PROJECT NAME>/Saved/ModuleC6C8F192024D827B6FD989AB4E2C3867.tmp' to '../../../../../../../Volumes/<REDACTED PROJECT FOLDER>/<REDACTED PROJECT NAME>/Content/Data/Modules/Module.uasset'
[2016.12.28-05.24.11:359][742]LogSavePackage:Display: Finished SavePackage ../../../../../../../Volumes/<REDACTED PROJECT FOLDER>/<REDACTED PROJECT NAME>/Content/Data/Modules/Module.uasset
[2016.12.28-05.24.11:382][743]LogMac:Warning: Unsupported type of menu widget in FSlateMacMenu::UpdateCachedState(): SBlueprintRevisionMenu
[2016.12.28-05.24.11:784][788]LogMac:Warning: Unsupported type of menu widget in FSlateMacMenu::UpdateCachedState(): SBlueprintRevisionMenu
[2016.12.28-05.24.14:266][997]LogMac:Warning: Unsupported type of menu widget in FSlateMacMenu::UpdateCachedState(): SBlueprintRevisionMenu
[2016.12.28-05.24.14:891][ 32]LogMac:Warning: Unsupported type of menu widget in FSlateMacMenu::UpdateCachedState(): SBlueprintRevisionMenu
[2016.12.28-05.24.18:997][283]LogMac:Warning: Unsupported type of menu widget in FSlateMacMenu::UpdateCachedState(): SBlueprintRevisionMenu
[2016.12.28-05.24.30:714][963]LogCrashTracker: 
fiery harbor
#

you use a mac?

leaden perch
#

Yes

fiery harbor
#

then that's probably part of the problem

leaden perch
#

Well, that's not helpful

fiery harbor
#

its some gl problem, and on windows you wouldn't use gl

#

so the solution might be to switch to Windows 😁

leaden perch
#

That's definitely not a solution

#

That's not the only crash, too

#

I will just be more diligent about posting crash reports on AnswerHub

#

Thanks anyway

fiery harbor
#

can't you use metal on Mac?

leaden perch
#

Is the editor set to use Metal?

fiery harbor
#

I don't know mac stuff

leaden perch
#

That would certainly be preferred

#

But I don't see any settings for Metal in the Editor

fiery harbor
#

then it's probably only for packaged game

leaden perch
#

Even then, I had to enable OGL 3+ for my last build

#

Looks like Metal is still in the works for UE4

versed pawn
#

Hey guys! Good morning to everyone!

#

My question is, how would you guys approach this? I have a click and drag feature already implemented, but I have no idea how to make the blocks block eachothers way without using physics

fiery harbor
#

lol physics? you just have a two dimensional array (in this case 4x5) and do the calculations manually

versed pawn
#

My game is a 3d puzzle action game. I will do this in 3d

#

With a top-down camera

proper quiver
#

@versed pawn so you have a grid, and your movement block is at x1y1,x2y2

#

and your obstacle exists in ox1oy1,ox2oy2 etc

#

all you have to do is check to see if where you're about to move to is going to overlap the obstacle

#

you'll need to check for all obstacles if you have more than one, every time you move the green block

#

checking is really easy, you just compare the green block's positions to all of the red block's positions

floral heart
#

When a player clicks on a block, check the valid moves for that block. If there are, define thresholds for each valid move, if the player drags across, initiate a move where the block's position lerps between its origin and its destination. When the player lets go, if the block hasn't moved far, cancel the move and reset its position. If the block has moved close enough to a destination, move it there, declare the cell occupied, declare the previously occupied cell as clear.

versed pawn
#

@proper quiver @floral heart Thanks guys! I'll try it. Have a wonderful day!

versed pawn
#

Has anyone worked with Spline components yet?

thin haven
#

@versed pawn: I did (with some assistance from @cursive dirge), what is your problem?

versed pawn
#

I would like to move a mesh along a spline in a given amount of time.

cursive dirge
#

I got summoned 😄

versed pawn
#

Yea XD

cursive dirge
#

so, what's your issue with that?

versed pawn
#

so I get the length of the spline, and then I "get location at distance along spline" and feed the length to the distance input. But that's not good, since it only teleports my mesh to the end point of the spline

cursive dirge
#

sounds like your math doesn't add up

#

can you show your code/bp?

#

I mean, it sounds like you are trying to do the right thing but there's some logic issue

#

you do that by adding distance on each tick (taking deltatime into account) and then just poll the location at distance over spline like you do

#

and put the mesh where it says it should be at that spline distance

thin haven
#

the length of the spline is the total length, @versed pawn. you're probably looking for get location at spline point

versed pawn
#

Oh, Okay

cursive dirge
#

@thin haven I thought he already used "get location at distance along spline" ?

#

you don't need to use spline points

thin haven
#

"get location at distance along spline" and feed the length to the distance input

cursive dirge
#

you can use distance

#

and should in this case too

thin haven
#

so he's getting the location at a distance of length 😄

cursive dirge
#

yeah, that's what he needs 😃

#

he wants to move a mesh along spline, so he needs to know the location at specific distance along spline

#

@versed pawn my first guess would be that issue is related on how the actual distance gets calculated here

versed pawn
#

Okay, I'll be right back. I'll try the things you guys just said

cursive dirge
#

that's the simplest form you can put it

#

I think the getter clamps it when the distance goes over spline length but it would be nice to not move it anymore when it reaches the destination etc but that's up to you to implement

#

CurrentDistance is just distance along spline there

#

well, you could use FInterpToConstant too to increment the CurrentDistance, it does the same thing

#

I'm just used to doing it manually

versed pawn
#

Thank you both of you guys @thin haven and @cursive dirge

latent shadow
#

@primal edge preaching for unreal

#

prepare for the endless questions of UE4 vs Unity

#

even though you put that disclamir in the video

upper heart
#

has anyone had any luck with the viewmode console command in pie?

random mulch
#

^it works 😄

upper heart
#

hm isn't found for me

#

actually it doesn't work in the editor before playing either for me

random mulch
#

you mean you can't even switch with alt+number?

upper heart
#

oh no that works fine

#

but the console command viewmode doesn't

#

and I want to change in PIE with it

random mulch
#

I thought you were using the console command somewhere in code

upper heart
#

no

random mulch
#

but I assume you trying to enter in the Output Log

upper heart
#

I'm just typing it in

#

I'm pressing ~

#

tilde

random mulch
#

but can you just type it?

upper heart
#

what?

random mulch
#

they should work, even though it wont show up

upper heart
#

yeah I already did that

#

it doesn't work

#

I also tried executing a BP node with it and that doesn't work either

random mulch
#

what viewmode are you trying to use?

upper heart
#

unlit

#

but none of them work

random mulch
#

strange, works fine here

#

viewmode unlit

#

4.14

upper heart
#

yep

random mulch
#

and restarting the editor also didn't work?

#

werid

#

I can confirm they work

upper heart
#

nope, didn't help

random mulch
#

and did f2-f8 work?

upper heart
#

in the editor yeah, but not in game

random mulch
#

I didn't hear of any settings that could turn this off

#

except you are building for a shipping game

upper heart
#

no this isn't packaged

random mulch
#

but even then it should work ^^

upper heart
#

other console commands work

#

just not viewmode

random mulch
#

I put it in the level blueprint and it works fine there

upper heart
#

yeah I tried that

random mulch
#

not sure if it works on mobile though

upper heart
#

this isn't mobile

#

digging through source to see if I can find where the console commands are called

random mulch
#

c++?

upper heart
#

yeah

random mulch
#

can you show the code?

upper heart
#

still digging

random mulch
#

going for the unlit 400fps, so your game can work on a toaster? 😄

upper heart
#

lol I'm trying to debug something at a high frame rate

primal edge
#

@latent shadow haha, I'm ready, all for the love of Unreal 😍

upper heart
#

I figured it out

#

viewmode unlit doesn't work if Run Dedicated Server is checked, for whatever reason

#

at least not in 4.12.5

fiery harbor
#

why are you still on such an old engine version?

#

master is 4.16 and you still use 4.12, of course that's buggy like hell

upper heart
#

lol master is on 4.16 but only 4.14 has been released

#

4.12 is not very old..

#

and because epic sucks at steam, and I get stuck on versions until I fix all the shit they won't

#

it's normal to be a couple versions back when you are working on a production level game

fiery harbor
#

if you work on a big game yeah, but not if you work on a small one

upper heart
#

right

fiery harbor
#

and you work on a small one I would guess

upper heart
#

mhm

#

nope not really

fiery harbor
#

because anything that isn't done by at least 20 people is relatively small

#

is your team bigger?

upper heart
#

team size doesn't determine project size

#

anyways back to work

#

😉

fiery harbor
#

well you don't work on it for like 10 years

#

not even 1 I think...

#

and unfortunately the amount a person can do in a limited time is limited 😃

upper heart
#

almost 700 commits now so yeah it's been a while

#

yeah time is limited, so i'm getting back to it

fiery harbor
#

I guess you're just doing many commits 😁

#

if you commit every typo fix then 700 is not taking long

upper heart
#

sigh

#

k dude

#

or I'm just dedicated

#

mhm

fiery harbor
#

rounding 1.69 to 1, great 😛

upper heart
#

lol

#

idk i just copied from gitlab

cunning hatch
#

So I see now that xbox has a developer mode; does this open any doors for us to test our projects on he xbox without going through the xbox developer process? I assume we still need the xbox sdks from epic to package?

tall pendant
#

yup

#

you still have to go through id (if youre indie) and get auth. from MS and Epic to get your hands on the Console source.

orchid sable
#

Does anyone have any idea why my camera (which is facing up in the viewport) always points forward when I switch to it? I even tried auto setting on a loop the rotation y to 90 but it seems to only want to look straight

static viper
#

Set control rotation on controller or camera

brave horizon
#

er dumb question

#

Static vs dynamic items: that generally means anything that's set to moveable = dynamic?

#

and static = static?

weary basalt
#

Dynamic is often in relation to being moveable yes. Static being nonmoveable.

brave horizon
#

Thanks

#

Just catching up on some of the fundementals that I've skipped heh

brave horizon
#

Is it uncommon for a mesh to have a collider for static and a box collider component to cover the dynamic?

leaden perch
#

Just discovered Timelines in Blueprints! They are pretty incredible!

fiery harbor
#

@leaden perch just don't use them too much, they're quite expensive

leaden perch
#

I can imagine

#

But DAMN are they cool

#

Thanks for the heads-up tho

arctic ravine
#

Hey lads, quick question. I'm creating modular characters. I understand the in engine stuff. But I'm sort of confused on how to split it as I see two ways to go about this

  1. Halo 5 system: Base mesh (undersuit) and the armor layers on top and changes.
  2. Destiny system: If you have different legs, torsos, arms, and heads. There is no need for a base suit but rather split each segment into separate assets.
  3. KOTOR system: Undersuit/base mesh then layer armor on top. Both can change.

So would it be right to assume I need to make a base mesh for each main undersuit (different style clothing) while still creating the layering of armor on top? I am lost. I don't need a long response just a simple sentence in the right direction.

weary basalt
#

You could make a simple character mesh with sockets for each additional item for armor or whatever in the correct places. Then make those pieces seperately.

#

When you add armor just attach it to the sockets. This gives you the flexibility to mix and match very easily.

dense iris
#

Hello, We wanted to have Fog effects in our Mobile Game

#

The current Fog we used is quite heavy, how can we make it optimised for mobile

#

We want to have layer of ground fog too

thin haven
#

if you mean post process fog effect, it is quite heavy

#

If I were you, I'd get steam particle from starter content (the one you can get when creating a project) and use it to fake both kinds of fog

dense iris
#

Alright let me take a look at that

#

Thanks

robust owl
#

is it a bad idea to set certain components to "movable" and some to "static" for the same blueprint?

fiery harbor
#

@robust owl no, everything that only needs to be static should be set to static for best performance

robust owl
#

I see

#

so hypothetical here

#

lets say that I have a blueprint that consists of a static mesh

#

that doesn't move at all, it's completely stationary

#

but then I add another static mesh component and it constantly moves

#

is it safe to set that second static mesh to movable, or should I set the entire blueprint to movable?

#

or rather - the scene component to movable

fiery harbor
#

you should only set the second mesh to movable

robust owl
#

ah okay

fiery harbor
#

if that works

robust owl
#

I noticed that instanced mesh components behave very weird when you try to change their mobility

fiery harbor
#

ue4 might say it doesn't work

robust owl
#

and I started getting massive numbers of errors

fiery harbor
#

what kind of errors?

robust owl
#

I wasn't sure if it was related to something else, or if it was just related to instanced mesh components only

#

hmm I can't remember. it was in reference to mobility / performance

fiery harbor
#

ismcs are in general not really movable, or did they fix the collision thing?

robust owl
#

I haven't had any issues with movable instanced mesh components

fiery harbor
#

the problem was if you had a ismc with collision and you move it it will freeze your game for a second

robust owl
#

are you thinking about splines?

fiery harbor
#

because after moving it has to recalculate the whole collision

robust owl
#

yeah you're thinkinga bout splines.

#

for sure.

fiery harbor
#

no, I never used splines

robust owl
#

they added collision calculation for splines and enabled it by default

fiery harbor
#

I'm talking about ISMC