#ue4-general

1 messages Β· Page 49 of 1

robust owl
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and that can be hell on earth if you're trying to make a complex spline

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that's very weird. I haven't had any such issues regarding what you're talking about

fiery harbor
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well you probably either don't use collision on them

robust owl
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no i do

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i definitely do

fiery harbor
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or the bug is fixed

robust owl
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probably just fixed

fiery harbor
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it was back in 4.11 when I last did that

robust owl
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ah

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i can't remember when I first used ISMC

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gonna start using that abbrev lol

fiery harbor
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it's quite official, epic uses that too

robust owl
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they need to come up with a more pleasant name

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like

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Radical Mesh

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Mesh of the Future

fiery harbor
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ismc is fine

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then there are hismc too

robust owl
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I haven't dabbled with those yet

fiery harbor
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the hierarchical ones

robust owl
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not really sure what they're for

fiery harbor
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when you need ismc with lod

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ismc can't do lod

robust owl
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hmm interesting.

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you know, I was wondering about LODs with ISMC about a month ago

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I doubt i'll be using lods any time soon

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so if HISMCs support lods - does that mean that the draw call count is higher?

fiery harbor
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@robust owl I don't think so

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since only 1 lod is visible at a time for each instance

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the draw call might be more while a lod transitions an instance

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but that only takes very few time

inland granite
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Could somebody explain where the Transform Direction or Inverse Transform Direction should be used? Isn't it kinda same as Dot Product?
Or i dont know.. Now that i think of it.. I dont know what the heck it does
i tried to put a simple actor in screen then use Transform Direction and put the actor as location and my movable actor in transform.. I don't know what the values are that are coming out
If i look exactly the same direction as the object.. The return value is the actors location. hmm

vale halo
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Wait can anyone tell me what the benifit of using a dotproduct is over comparing rotators?

floral crane
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Not sure where to put this, but Im looking at an old tutorial that uses a float curve in UE4.10

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Im using UE4.12 for my project, and dont have the same option? I just see a curve.

plush yew
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I've never used float curve but I would think a Timeline is what you'd want

floral crane
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really? hmmm

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Ohwait, nvm. I'm such an idiot. The float curve is available under the curve option.

plain gazelle
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what is the new way to migrate assets between projects now?

cursive dirge
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there's a new way?

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I think I've migrated them the same way since 4.0

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menu entry changed a bit at some stage

plain gazelle
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from what I see, the migration method only works to migrate inside the project now.

cursive dirge
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?

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has it worked some another way?

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open a project where you want to move your assets from, then migrate, pick target projects content folder...

plain gazelle
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Ignore me, I misread the situation, it works as normal

plush yew
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I'm making an RTS, and I'm wondering where's best to store the player's unlocked techs, like in a tech tree. APlayerState? AGameState?

spice scarab
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Getting errors when packaging my game.
How can I find fk

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" : D "

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How can I fix issues where it says "cannot find file or asset"?

plush yew
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@spice scarab You either have missing assets, or you have redirectors to assets that you have deleted

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It's usually solved by right clicking your content folder, and click "Fix Up Redirectors"

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Now be aware, that if you've never done it, and you've been working on your project for a while that this process can take a while or in some rare instances crash the engine

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So make sure you backup and save

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Sometimes however, I've never been able to fix all of them... but it only turns into a problem if you're actually referencing those assets somewhere (IE loading a class with a mesh that doesn't exist)

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@plush yew Is the unlocked techs only for the current instance of the game, or is it something that will be unlocked the next time he/she plays?

spice scarab
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@plush yew Yea I always fix up all redirectors before packaging.. And the last build worked.. Seems the IvyBlueprint is the issue since I did sone renaming (didn't force delete stuff I think, just replaced with the new things...)

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But I think the folders and files that it "needs" are deleted so I was wondering if there's somekind of "master database" that would show all dependencies and I could manually delete the missing redirectors or something...

plush yew
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You can right click and asset and see the reference viewer

spice scarab
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Yea but it's for single files. I was something like that for the whole game.

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The reference viewer doesn't seem to show things that it's referring to but it cannot.

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And actually.. If I remember correctly I deleted all the Ivys from all the maps and then replaced the old IvyBlueprint with the new one. They were both in the same project but in different folders.

plush yew
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@plush yew probably a little of both

spice scarab
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Getting errors while building and google wasn't helpful. Same issue as last night but now I'm able to provide some data at least..

plain gazelle
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you should probably pate output to a paste site and not have people download a file.

fierce tulip
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^ pastebin ftw

plain gazelle
spice scarab
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Yea I tried pasting it to pastebin but it was "too big" for them.

fierce tulip
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promised not to make stupid jokes again in 2017.. but you are making it really hard for me

spice scarab
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I know.. :E

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Oh and "Hi, Luos!". Nice to see you here. πŸ˜ƒ

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(Even tho these emoticons in discord are pretty horrible and that smile made me look like an insane person)

fierce tulip
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no worries hehe

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likewise!

solid matrix
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anyone know how to output a sequence with the h.264 codec?

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i'm troubleshooting some annoying sequence bugs when i'm rendering it and I think it has to do with the avi format

plain gazelle
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When adding content to a prject, does UE4 do anything different?

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as aposed to manually adding it.

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I mean does it change anything other then just some names?

fierce tulip
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you need to be more specific

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you adding uassets? .png? .fbx?

plain gazelle
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Stuff from the Marketplace, mostly uassets

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anything really that epic puts in the VaultCache folder.

fierce tulip
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i wouldnt move em manually, breaks links to materials, meshes, blueprints etc

mint raptor
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I need some help with Animation Notifications specifically with sound

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Testing in editor I can hear the sounds but in game I don't

cursive dirge
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could it be some visibility thing? I have no idea how unreal handles those

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I just know that in Unity sounds didn't trigger from animations that got culled off screen, could be some similar thing with unreal

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just guessing here

mint raptor
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@cursive dirge Maybe? I hide my Third Person mesh on local so maybe that is why?

paper quartz
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Regarding source control, I know UE supports SVN but is SVN and subversion the same thing or is SVN specifically the apache brand of subversion?

errant nacelle
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Is anyone else having trouble with crashes after blueprint compiling in 4.14?

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It compiles 4-5 times just fine. But then it compiles (succeeds) and just instantly crashes and I have to restart. Nothing is lost, no errors etc.

woven cliff
versed pawn
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Hey guys! Happy new year to @everyone !

mint raptor
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Hey guys, for some reason if I go to a certain folder UE Editor crashes. No message or warning

brave adder
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Hey guys, not sure if this is the right place to ask this... I'm slightly new to UE4 and not that great at modelling however I'm learning. What would be the best workflow for creating characters with morph targets & clothing that would also morph & possibly have APEX support. I have Daz3d and the amount of work it requires to export & import into UE4 is incredible tedious, I don't mind but my current work flow is similar to http://y2u.be/WNif-UAwjN4 - though I feel like after 100+ blendshapes for the body, face & then clothing optimization may become a problem. My ultimate goal is to create http://y2u.be/ZvALq8G48Fk but not as complex. How does ARK do theirs? Any links or documentation that would steer me in the right direction would be helpful! Thanks all πŸ˜ƒ

This give a quick look into how you can go about incorporating a Fuse character with my pack.

β–Ά Play video
β–Ά Play video
velvet fern
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has anyone encoutered a problem when working on a project on different machines shared by google drive?

pseudo ridge
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So I'm getting a pretty nasty engine crash... And I have no idea why.

tender violet
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has anyone had any luck cooking a project with the event driven loader enabled? I get linker table errors during cook when I try it

pseudo ridge
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So I fixed it. If anyone is interested... It was an issue with a Structure that references a Actor Class Type... Which is super weird... And yeah. I still have no idea why. Best 48 hours of my life.

errant nacelle
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@pseudo ridge structures seem to cause all kinds of weird issues and crashes in UE4 - had my fair share of fun with them as well

urban kettle
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hey guys looking to generate large even hex grids in the editor (ie not needing to hit play to populate them)

what would be a good way to do that

orchid sable
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is there anything I have to do besides add a blendable to a camera and set its level for it to work? I made one and added it to my camera, but it doesnt seem to do anything.

floral heart
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@urban kettle There's a flag on blueprint functions to let you activate them manually in the editor. Could give you more control over how much generating you do, as opposed to running everything via construction script.

urban kettle
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thanks!

plush yew
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@tender violet Are you in launcher or source?

paper quartz
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How do you guys keep your project sizes down after adding asset packs from the marketplace? it's like > 1gb for some of these products.

weary basalt
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Projects get big when you have alot of content. The packaged game in the end will be significantly smaller in size though.

paper quartz
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So when you build it's smart enough to not include unused assets? @weary basalt

cloud cobalt
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I have a 5GB project that ships as a 1GB game

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That's mostly because of compression

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Source assets feature uncompressed textures

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(I don't have any useless content)

paper quartz
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Thanks for your help, guys.,

pseudo parrot
hollow cove
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Best practice question, when working on a game project, should I keep the unreal version I started the game with? and just work with that. Or continously update my game project with newer unreal versions.

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So far my game has not broken but it's really tiny project now but as it expands I can imagine these copy conversions of projects to newer engine versions oughta brake one day.

random mulch
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Work with Source Control and update, if something breaks, roll back, if everything collapse, you can still do a new project and migrate everything, but that's the worst case. If you are working for a bigger company, I would say don't change versions, but I'm no pro, just my 2 cents

thin haven
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@hollow cove depends. if the new version has something you really need, I'd update (I went from 4.13 to 4.14 because of auto-LOD and the feature to make static meshes from actors).

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you can't really roll back the update because it changes version in the project and assets, as I discovered once

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but if you're using source control, you could make the update a separate branch... and just nix the branch if it doesn't work

hollow cove
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thanks, I think I will update unreal, but keep now 4.14 unless something major appears, Im doing a 2d pixel art game so πŸ˜„ most stuff in the updates haven't been that super important for me. so far.

tender violet
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@plush yew using source

fiery harbor
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@hollow cove 2d will likely not get any updates, yeah

potent lark
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Upgraded to 4.14.1 from 4.13.2, inside scene is a lot darker suddenly - any quick tips before I spend more time google-fuing?

fiery harbor
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@potent lark using baked lighting?

potent lark
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nope

fiery harbor
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they fixed some bugs where stuff was too bright earlier I think

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so maybe that's what you're seeing

potent lark
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all righty

copper silo
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What happened to the example game projects? I can't seem to find a place to download them anymore

plush yew
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Learn tab

urban kettle
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is there a way to group and rename objects with blutilities?

wet berry
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having to write a utility function in C++ with multiple conversions to use an existing quaternion functionality is SUPER annoying.

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(super annoying)

glacial coral
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did anybody experienced UE4 not using 100% of the CPU on gameThread even if you put infinite loop in it? I tested on 2 system ( i7 6700k and i7 5820k) on both gameThread will run max 25% of a core 😐 any clue?

short dagger
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what happens if you set the affinity in task manager? i'm pretty sure unreal for me has no problem locking down my cpu lol

glacial coral
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if I start reducing cores on UE4 process

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it will slowly increase usage on that core

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so if I leave 2 core for UE4 its 50% on each

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1 core is 100%

short dagger
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this is in the editor?

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could be something with development vs debug vs shipping configurations

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could be something with development vs debug vs shipping configurations

glacial coral
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editor or shipping game

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and*

silk comet
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how can I recompile my code without entering the editor

glacial coral
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in VS Build -> Build Solution (F7)

silk comet
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but its not attached to ue4 anymore tho

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cuz I cannot startup the editor since I fked up something

zinc bison
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if anyone is a 2D artist looking for work, dm me

inner bane
short dagger
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why is it when i uncheck "colors determined by sun position" in the skysphereblueprint i get this crazy glow? i want to change the color of the skybox, but don't want this nasty ass glow

cursive dirge
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eternal jetty
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Is there a way to hide some details in the asset browser for animations?

pallid root
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I'm curious how packaging / updating a game for Steam works. When I build I see one massive .pak file containing everything. I read there is a way you can have it not bundle all the assets into the pak file. Is that what most people do for Steam releases so updating only needs to include the delta changes?

cloud cobalt
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Steam handles the patching

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So it's not your problem

cursive dirge
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I haven't seen oddities with steam game patching (on ue4 games)

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but I've seen oddities with Dirt Rally, it's possible the codemasters changed most of the content on each minor patch ( I doubt it ) during it's early access but most patches were over 10GB

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which was painfull

pallid root
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I watched some videos on how steam pipe worked and the way it calculated what needed to be downloaded again looked as if it took a hash of each file and if the hash changed it would ahve the file download again. So if you have a very large pak file it seems like that would be redownloading the game each time unless Steam can read the contents and unzip / rezip the pak file.

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If all the files were individual or not contained in the pak I could see it working really well with Unreal, but I just don't know if that's what people do in practice.

velvet fern
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anyone want to take a guess why i can't import a specific asset?

plush yew
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@pallid root I've been updating frequently to steam and the only time I see a large update go through is when I push new art assets and materials. I have two separate projects on there right one, one of which is a completely different project at it's core, and when I swap between them I only have to download 1/4th of the size

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@velvet fern What does the message log say?

velvet fern
plush yew
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@velvet fern Restart engine, delete intermediate, restart computer

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Sometimes it just fails, but it could be something with your asset and export options

velvet fern
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the whole intermediate folder?

plush yew
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Make sure you don't have two versions of your project open

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Yeah, unreal will create it again when you start it

fierce tulip
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@velvet fern looking at all the ../ ../ ../ ../ stuff, you passed the 256 string thingy letter limit

velvet fern
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i exported the asset with a different name, imported it and it worked

fierce tulip
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O_o

cursive dirge
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ah

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there's old redirector then

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that will prevent you from importing the mesh with same name, even when you'd deleted the asset

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you can get rid of the redirs by right clicking the root of content browser list on your project and select "fix up redirectors" etc

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backup before you do that though

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@velvet fern ^

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it's a common thing to happen if you for example import a mesh, delete it and try to import it with different settings etc

velvet fern
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i see

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good to know

cursive dirge
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for that not to happen, you'd either need to change the import settings on mesh and use reimport or use the fix up redir thing before importing again

fierce tulip
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or actually enable redirectors showing in the content browser, right clicking on them, and then "fix up" which seems to work better when there is a lot of em

cursive dirge
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yeah, you can fix up individual folders and inidividual redirs too

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I used to do them by redir files initially

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nowadays I just fix up the whole project when I move things around or delete stuff that may leave redirs behind

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I don't want those to end up in the version control

fierce tulip
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ive worked with a client who never did that

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it was.. well.. a mess

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hehe

cursive dirge
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I'm all about keeping folders in order, having redirs keeping old / bad folder naming around is chaos to me πŸ˜„

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but tbh, not every ue4 dev even know about redirs

fierce tulip
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+1

cursive dirge
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usually people find out about them only when they struggle to organize things and empty looking folders keep sticking around

fierce tulip
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i do find it annoying that in the explorer you occasionally find empty folders for no reason that are ue4 project related

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even after cleaning all them redirs

cursive dirge
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they have had something on them before though for that to happen

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I just manually wipe them once they are empty

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or used to, not sure if the new fixes now actually work for that

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there was a change about deleting folders for real on 4.14 I think

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haven't checked if that actually works now or not

fierce tulip
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havent tried

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but would be nice if it just deleted them empties

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manual work is annoying when a one/two click thing could suffice

cursive dirge
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yeah, agreed

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I always want to minimize my own work

fierce tulip
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then you'll love a plugin i forced shadowriver to make :)
keeps it total secrit

cursive dirge
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that's also main reason why I dislike c++ headers πŸ˜„ it's like completely unnecessary step for me but most devs don't understand my point

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most seem to be fine for doing extra steps for no gain

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to me, it's like having a software where you always press buttons 1, 2 and 3 in order instead of just pressing one button

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that's an example from real life (I've fixed one app that did that)

fierce tulip
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its why I have one mouse button replaced the spacebar in ue4, so I can easily swap between gizmo's

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no more useless arm moving to spacebar hehe

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yet, nobody wants to make me a plugin for 3dsmax that does the same

cursive dirge
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space does something? πŸ˜„

fierce tulip
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and since I cant even properly write my own name, coding is out of the question :p

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space swaps between gizmo's

cursive dirge
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I've never tried it in the editor when you using PIE

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ow wow πŸ˜„

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just tested it

fierce tulip
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hehe

cursive dirge
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I always use W,E,R

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modo has same anyway

fierce tulip
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max as well

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rather have one button for it

cursive dirge
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probably every other modeling too out there too

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well, probably not blender

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as they don't do anything like others

fierce tulip
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dont forget zbrush, you basically need to jump into a wall and then hit your head on the keyboard to change gizmos

cursive dirge
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yeah, looking forward to 4R8 where they actually have more casual gizmo for that

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I think zb core already has it

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actually scratch that

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that doesn't look like any gizmo I know πŸ˜„

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but they demonstrated it being highly moddable

fierce tulip
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that looks like all the gizmo's pulled a train on a sphere mesh

fierce tulip
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ooh

fierce tulip
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heh, cannot be used commercially

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still though, very cool

tulip narwhal
fierce tulip
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@tulip narwhal need to slide that 2nd bar as well

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its near black

tulip narwhal
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I feel dumb right now -_- Thanks!

fierce tulip
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no worries, ive been there as well hehe

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Y U NO WOR... oh.. hehe.. yea

dusk dew
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hi can i ask a question ? or i'm in the wrong chan ?

green spear
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That depends on what the subject of the question is

dusk dew
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it's about the format to us when you want to export a map, generaly i use tga but i wonder if there is an other i can use to optimize my project

green spear
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I have no clue, but here probably works to ask.

dusk dew
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ok thank you tsuzumi πŸ˜„

humble crow
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I use tga. Unreal optimizes maps for you, so you can use whatever you want

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maps is probably not the best word to use. Textures or images might reduce confusion since maps are also levels

dusk dew
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Ok Dave thank you

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i'll not make the mistake againπŸ˜„

humble crow
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lol

fierce tulip
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png, tga, psd, its all good. ue4 compresses it all, so its best to use a non-compressed format to reduce artifacts

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because i.e. jpg is already under heavy compression, you'd be adding more compression on top of that

green spear
humble crow
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the only optimisation you can use it texal density. Meaning be careful how and what size texture you are using

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how are you breaking that up now?

green spear
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me?

dusk dew
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Thank you all πŸ˜„

humble crow
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per "room"? where that separator is, yeah @green spear

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and what are the needs, is the player flying through it, is it 3rd person walking around only with that as a view?

green spear
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right now the floors are done like this
https://puu.sh/tc6NG/2d3457d8fe.png
Then it repeats adding instances for the right ammount of floor copies.
Then I have 3 more BPs that copies the Transformation data from the first.

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Same with the Loby floors.

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The elevator tubes works similary but there is one BP per floor or Lobby.

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If that makes any senes...

humble crow
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but why, does the player need to see a lot of the same levels? I guess it seems that this isn't the way to make the end result

green spear
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The goal is for both first and third person and be able to walk on all floors

humble crow
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and you are building them in BP?

green spear
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How else to make HISM?

humble crow
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what is HISM?

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Hate It Soo Much is what google says

green spear
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yes

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:p

humble crow
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what is I mean

green spear
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Hierarchical Instanced Static Meshes

humble crow
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I guess I'm getting at why will a player want to walk floor after floor of the same level? and why not build them as meshes?

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sorry I'm not answering your question

green spear
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No, its alright. It is a valid question.

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I want to be able to get to every floor and walk on them all.

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that wont change.

humble crow
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if you will have to set dress all those floors?

green spear
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I guess I could make one floor one mesh and only copy that.

humble crow
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basically you're making a procudural dungeon but as a sky scraper

green spear
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But that would make the UV mapping...

fierce tulip
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keep collision in mind, having one entire floor one mesh means ffed up collision or expensive collision

green spear
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that too

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The biggest question here is. Keep all the floors as one big HISM BP or split it up so that each floor is one BP so that it can cull better.

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2nd would increase Draw calls. But might be kinder on the GPU

humble crow
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if its a 1st or 3rd person game I'd make only 1 floor the rest would be fakes, whatever floor you get to is the only real floor

green spear
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what is "fake" in this case?

humble crow
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give the appearence that there are floors there with things on them, but they may only be textures with (whats that called when the images changes with your view?)

pallid root
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@humble crow Sprites?

green spear
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Yeah, that is a question of LODing

humble crow
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parrallax occlusion

green spear
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Everything outside the Atrium will most likly be ots own map that loads when you are on that level.

humble crow
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look at the stores in the Showdown VR demo

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great example of what looks like an interiour but not

green spear
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But, whenyou stand at the bottom or near the egde you will see many floors.

humble crow
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ok to answer your question @green spear Unreal will not ever do that well, nor will any 3d engine. So you should look to make good fakes/hacks to make it appear that the same result exists

cursive dirge
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I thought the showdown store window trick was something else actually

#
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I haven't checked the material myself though

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just seen the effect

humble crow
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yeah my mind is blanking on what its called, might be wrong

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I've done it, and its a nice trick

green spear
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Mmh, I think I know what I will have to do first. Thanks for the input and the thoughts. Made me want to continue instead of go play games πŸ˜„

humble crow
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@green spear you will see many floors but those floors can be a simplified shell of what they appear to be, and when you get to that floor it builds the "real" level with collisions and such

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hah great!

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good luck

green spear
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Thanks.
When objects are culled then they don't take up any resources. Right?

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Well. A bit. But if the same type of mesh is in the view then it wouldn't take up any extra RAM etc. Or?

green spear
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Urk. I tried without using HISM and it killed the FPS outright.

obsidian topaz
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Hey has anyone else's PIE as standalone become broken since the 14.2 patch?

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4.12*

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sorry, 4.14.2 lol

sharp crest
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I love when Unreal crashes when you compile a BP.

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I love this!

smoky lotus
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Hi together, knows anyone how to made a project with 2 Monitors on the same computer? ( 2 different Cameras from a different angle?) In the internet I find no proper description how to it)

proper quiver
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I'm upgrading from 4.12.5 to the latest.. how screwed am I...

proper quiver
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what do I do if I'm upgrading engine versions and it tells me "Couldn't find module rules file for module...."

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I had a plugin that I manually installed, it's now on the marketplace

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but I can't get rid of the old plugin... ?

proper quiver
#

when I install a plugin through the marketplace, where does it end up?

cursive dirge
#

@proper quiver Unreal Engine\4.14\Engine\Plugins\Marketplace

#

for example

proper quiver
#

ahhhh marketplace

#

thank you sir

cursive dirge
#

full path of course depends on where you've installed it

#

yeah

#

you can also copy/paste the plugin from there into your own project

proper quiver
#

what's the recommended way of working? putting it in the project or leaving it with the engine?

cursive dirge
#

I usually do that because I absolutely hate ue4 polluting each project with the same plugin even I only need it for one project

#

recommended way is to just to keep it on where it gets installed

proper quiver
#

inside epic/unrealengine/etc..

cursive dirge
#

what I said is not even on any documentation

#

yeah

proper quiver
#

I'm using this plugin called Unreal.js, been happily working for months, but now that I've upgraded to a new version of Unreal it's now a marketplace plugin

#

and so everything is kind of fucked

cursive dirge
#

yeah, that's also one reason why I prefer keeping plugins on my own projects

#

as I'm in control when I update them

proper quiver
#

so what happens if the plugin is in both folders, does it just use the game folder /plugin as priority?

#

you're right.. maybe I should nuke the plugin from marketplace

#

do it manually

#

I have stuff I need to compile using the plugin's source anyway

cursive dirge
#

worlds collide πŸ˜„

#

if I only need the plugin for one or two project, I just install it from marketplace to copy the plugin for initial copy/update and then remove the plugin from the engine after I've done that

proper quiver
#

did lights just get a lot more expensive in the latest release?

#

I was getting 90 fps before, same number of lights

#

now I get 30 fps...

cursive dirge
#

I wouldn't suspect lights first

#

there could be some other issues that cause game to run badly

proper quiver
#

ohhh everything got set to Epic

#

epic is really hard on the machine isn't it

#

like.. I have a GTX980

#

yeah the lights is 4.22ms

#

damn.. I dunno what I was doing before but I'm pretty sure it didn't take so long

cursive dirge
#

I've always set everything to Epic even on my older gtx670

#

of course things depend on what you have on the scene too

proper quiver
#

I think the expensive ones are the ones with large radius

fiery harbor
#

@proper quiver didn't we talk about that a while ago? πŸ˜›

#

yeah we did

#

I wondered why your performance is so good with so many lights...

hallow kite
#

whenever i load a map i get the warning

LogPhysics:Warning: AddConvexElemsToRigidActor: [/Engine/BasicShapes/Cube.Cube] ConvexElem[0] invalid

about a hundred times, google doesn't help
anyone have an idea what could cause this?

fiery harbor
#

sounds like something with a cube

#

these warnings are definitely super annoying because they don't tell you what causes it

#

so it could be anything in your project that uses the basic cube mesh

hallow kite
#

😦

pseudo parrot
#

so we recently upgraded to 4.14.2 and a lot of our textures are broken now, we get the error " GetMipData failed for" a bunch of textures that are set to never stream although there appears to be no correlation between which are affected and which aren't. some are UI textures some are textures for the player some are environmental, the only thing that is clear is the affected ones are all set to never stream. although there are other textures set to that which are working perfectly fine

#

any ideas?

#

as soon as i change any option on the textures they appear to work again

thin haven
#

4.14.2 seems to have a lot of issues πŸ˜›

pseudo parrot
#

until we push it to source control then they break again

fierce tulip
#

^ its why i always wait with updating till a few days after release. and keep a close eye on answerhub

pseudo parrot
#

well 14 seemed to look stable from what the community was saying about it, we were on 4.11.2

fierce tulip
#

heh thats where I stopped updating for vfx, till 14.1

pseudo parrot
#

we wanted a bunch of the new shiny stuff, like auto-mesh-lodding

thin haven
#

I wanted auto-LOD, so I got 4.14 and haven't updated to the hotfixes as they have so much problems

heady root
#

Could someone help me with media player?I've 3 videos in playlist. I'm using binded event OnEndReached and want to pause it so it wont go to the next vid in list. The event is firing but pause not working.

safe rose
#

Fuck 4.12

#

That crap should have stayed in 2016

#

This is 2027, bring out the fresh goodness

#

2017, damn. I AM FROM DA FUTURE

thin haven
#

πŸ˜„

wheat vapor
#

Is anyone else on 4.14.2 and noticed that AA settings seem to do nothing?

safe rose
#

4.14.2 is bugged to hell

wheat vapor
#

oh

#

lovely

safe rose
#

It "fixed" 6 things, broke another 30

wheat vapor
#

should I roll back to 4.13?

#

lol

safe rose
#

Yes if you can

#

Wait for 4.15

#

Should be our savior

wheat vapor
#

can't wait

#

I have to ship a build of my game lol

#

I might push out with a version with AA turned off

#

and then release a hotfix in a couple days after transfering back

fierce tulip
#

this is getting more regular though, needing to skip basically whole versions in the hope they fix stuff

#

id be fine with a few versions only focussing on optimisation and stability

safe rose
#

Agreed

#

Which is what 4.15 is supposed to have been

fierce tulip
#

hehe 4.15 bsp support only

safe rose
#

But I heard they threw some new festures in there

fierce tulip
#

and a gif of mark & tim walking off flipping fingers

safe rose
#

So, 50% of the bugs probably got broken again, or new ones sprouting up

fierce tulip
#

haha oh god numeral files keep breaking in ue4

#

so it starts 10 11 12 - 99 and then 01, 02 etc

#

was fixed in one or two versions

#

then back to 10 11 - etc > 01

wet berry
#

For a cube rotating around it's center, what is the minimum amount of information that you'd need to track to determine the relative location of every face + edge?

#

I'm thinking one vert and one edge, but my brain is frying.

#

Relative to it's starting position, I should clarify.

#

Or maybe one vert and one face would be easier.

#

I think that's my answer. One vert + one face. For a specific face position a vert can have four possible positions (assuming fixed 90Β° movement) so tracking the vert should allow me to derive every other relative face, vert, and edge.

#

Thanks yellow duckey chat! :-)

wheat vapor
#

If anyone is curious I got the AA working on 4.14.2

#

but you have to be a bit hacky to get it to work

#

And temporal AA no longer seems to work

keen ridge
#

Quick question: If i were making a multiplayer game, and I wanted to have multiple gamemodes that a single map can play, would I have to create a duplicate of that map then override the gamemode in that map in world settings, or is there a better way?

wet berry
#

I think duplicating the map is the easiest way. May be able to use Level streaming to work around explicit duplication.

#

Yeah, streaming is what you'll want to do.

#

Build your map level. It's game mode/whatever will be irrelevant, as you'll be using it as a sublevel. Create two game mode levels. Set up your game mode, then set your map as the sublevel. When you load the game mode level, stream in your map.

#

Should be able to edit map independently and have game modes with a synced map.

craggy nymph
#

Huh? Copying levels? No need for that, you can set the game mode when loading a level.

#

The game mode in the world settings is just default game mode the map will load with, if not specified otherwise.

plain gazelle
#

hello

keen ridge
#

Is it under the options parameter for load level?

wet berry
#

Can you set game mode in blueprints before opening a level? I know you can in C++

craggy nymph
#

You can set the level as option parameter with the open level blueprint node

keen ridge
#

well, I did some reaserch, I know you can give game modes shorthands in the .ini files, and apperently you can do it through the console commands, I'm more or less having issues implementing the shorthands

craggy nymph
#

e.g. "game=/Game/Blueprints/GameModes/MyGameMode.MyGameMode_C"

keen ridge
#

ah, that's why then. I tried doing file paths like that with console commands but it never worked, apperently it was just the options tab in open level command, thanks!

wet berry
#

That options tab could really use some love. @craggy nymph do you know if there is a place where all the possible arguments are for the options on Open Level?

craggy nymph
#

Nope sorry, no idea if the options are documented somewhere.

proper quiver
#

@fiery harbor well it WAS good lol

#

maybe now I'm seeing the side effects

#

its really odd because the fps is almost perfect zoomed out but awful zoomed in

#

when you zoom in you see way less so...

#

no idea why

sharp crest
#

From the ARK Dev Kit

#

Or did they customized it via code?

vale halo
#

It looks like that may be a child of a c++ class

wet berry
#

How many possible ways can a cube be...I want to say arranged, but not arranged...rotated?

#

I need to think of a better way to ask that question. Hm.

#

Though I think the answer is 24.

#

Possible faces at position * possible rotations at that position (assuming 90Β° intervals).

#

Creating 24 walk patterns is gonna suck.

#

Phone is gonna die, I'll explain In a couple hours.

wet berry
#

So to explain my weird questions: I have a 3d array of bools that I am rendering using a marching cubes algorithm.

#

I am seeding variations to my 3darray as well as giving tools to modify it in real time (then redrawing my procedural mesh with the new 3d array)

#

What I am trying to do now is build a way to identify patterns in the 3darray regardless of orientation

#

so if for instance, [2][2][3] and [2][2][4] are the only trues in one array

#

and [2][3][2] and [2][3][3] are the only trues in another array

#

they'd hit as matching patterns

#

So I either need to walk from every possible orientation (don't want to do this one)

#

Or use my proc mesh rendering to determine orientation of the walk, then walk for the pattern

#

Or something else I haven't thought of

#

THough it occurs to me I'd only need to do 12 sets, not 24, as reverse walking a set wil cover the opposite orientation

vale silo
#

Does anyone know of any decent tutorial for Blender about making first person view weapons for UE4 ? (mostly interested in sizing it, orienting it, what essential bones should be in the model, getting it into UE4 and putting it all together - skeletal model + anims)

wet berry
#

Still a PITA, but less so

versed pawn
#

Have you guys ever encountered this weird problem inside the editor when you create a landscape, you shape it like you want. Save, restart editor and all of a sudden, everything is "edgy"?
https://i.gyazo.com/f45a62e4ade549450be08d2d7bc69bd4.png
Those were sand dunes, real smooth and stuff. Now it looks like this. Haven't changed ANYTHING regarding of rendering ot graphics

floral heart
#

A fpv weapon is pretty much the same as any other model, isn't it? I mean, I've made one, and all I learned from that is how bad I am at modeling.

#

Also the root bone armature thing.

#

...I should probably try making a mesh with an empty armature just to see what happens.

vale silo
#

@floral heart well, maybe, but how to put model and anims together into an actor that I can attach to player and shoot it ?

floral heart
#

I've only seen the viewmodel added to the character as a component. I never got as far as understanding how to switch weapons myself.

#

When you make an armature in blender and then add the armature modifier to a mesh, then export that to an .fbx

vale silo
#

I know all that πŸ˜ƒ

#

I am wondering if there are bones in the weapon that have to have certain naming in order for the new weapon to work out of the box

floral heart
#

If you're starting from scratch you wouldn't.

#

That said, it helps to rename the armature to 'root', so you don't look in the animation editor and see 'Armature' sitting there like a loose hangnail.

#

The first person shooter template has a basic weapon with animations.

#

Changing weapons I never implemented, and the template doesn't have that either, so how you change weapons and decide whether to use a consistent naming scheme or define each weapon as its own blueprint with unique animations is up to you.

vale silo
#

aye, thx

safe rose
#

@wet berry still working on that huh?

wet berry
#

haha @safe rose I took most of december off from development after I burned out on the Dec GJ.So this is probably about week two

#

I should be able to wrap it up this week...at this point it's just a lot of manually defining set alterations/set walk patterns

#

And then figuring out what I can thread and how to thread it....20,000 calculations in a frame causes a pretty nasty hitch!

umbral trout
blazing shell
#

I have a situation where I'm trying to have a material that i created be able to be used with landscapes in 4.14. However in the details panel for the material "used with landscapes" is not there. Has this been removed?

wet berry
#

See? not too far left to go. Just defining...36-ish 2d array sets for cut definitions manually (ref table? Maybe? not sure yet how I am gonna do this). Then devising a way to identify matching patterns in 3d arrays

#

the solution to which involves writing 12 different patterns for walking a 3d array

#

so that isn't gonna be fun either

#

but still!

safe rose
#

@wet berry I don't even know

#

So, you say it's for crafting though

#

So do you want like a crafting puzzle mechanic?

#

Or am I missing something totally?

wet berry
#

Yep

#

So the idea will be the player will be given a goal

#

so maybe like a simple 3x3 cube with a single flaw running through the center

#

so 3 levels of

#

xxx

#

xox

#

xxx

#

They find a gem, which is seeded with variety

#

(missiong pieces)

#

and use the cuts to craft a matching gem

#

Floor buttons will obviously be replaced with a console or something

#

Each mesh has something like a quarter million possible combinations?

#

Or rather, initial seed has a quarter million possibilities

#

Once I have all the blades set up and the checking it should be a little more clear

mint raptor
#

Hey guys if I get a crash in editor which logs do I need to look at?

unborn matrix
#

What are the coolest, least used things in UE4?

cursive dirge
#

Debuggers:p

safe rose
#

Print Strings op

real iron
#

Hey Everyone, i decided to upgrade my pc rig with a new storage disk. im hesitating between ssd and hdd. We working on a huge project (content is nearly 35gb) and i do mostly programmer thing, but sometime i need to work on material, and take a look at meshes etc.
ue caching and load meshes, materials faster etc on ssd?
at the moment if i put some mesh in world i need wait 5 min aprox for load and cache and this is weird :D
Will this faster on ssd?

fiery harbor
#

if youre programming you want a ssd to speed up compile times I think

plush yew
#

you want an ssd for everything

fiery harbor
#

yeah

plush yew
#

you'll never go back

#

it's the single biggest improvement you can do for your pc

real iron
#

yep i want speed up compile times too πŸ˜„ but i know compile will be faster on ssd, but not sure chaching, load things will run faster or ist locked by cpu speed πŸ˜ƒ

fiery harbor
#

loading everything is faster from SSD

real iron
#

hmm well thanks, 1:0 for ssd πŸ˜„

latent shadow
#

@real iron you don't even have to get a big ssd you can get a small one and use symbolic links to put important stuff on it

#

I followed this and I pretty much spend 70% less time to compile

#

and my cpu isn't really that great even

#

haven't tried compiling a big project but I'm sure the speed would be even faster

cursive dirge
#

I wouldn't consider HDD for main projects in any case

#

it's just silly to cripple yourself if you can get SSD

#

computer equipment is cheap

#

at least if you compare to your working hours

#

to get full benefit, you need OS, VS and it's libraries, UE4 and your own project on SSD

stable otter
#

I never had any problems using a HDD. Its more storage space at the cost of a bit of speed.

fierce tulip
#

a bit?

#

its the difference between traveling to the next city or the moon in the same time

cursive dirge
#

if you ever compile the whole engine, that bit can be bit longer ;D

#

I haven't clocked on recent engines (as it makes very little sense for me to install everything on HDD again) but I did test this on 4.2 (yes, that was 2.5 years ago)

#

on both runs, I had fully clean UE4 clone from github which I built

#

with VS + ue4 sources being in the HDD, it took around 45 minutes back then, VS + sources on SSD took 17 minutes

#

engine has grown a ton since that and now engine compiles in around 50 minutes on my SSD, I can just imagine how long it would take from HDD nowadays

#

it would be hours anyway

#

I think most of the HDD vs SSD difference comes from linking stage as that's clearly bound by disk speeds

#

when compiling the engine that is

plush yew
#

Is your scroll bar in UE also changing the size all the time ? Was this bug reported ?

fiery harbor
#

@plush yew add a gif

trim trail
#

how to disable steamvr? its small widow launching every time i open project bugs me

#

i disabled it in plugins menu, but it seems to be separate for every project

#

is there way to disable it globally?

fiery harbor
#

some setting in steam there surely is

trim trail
#

i dont have steam launched, does it matter?

fiery harbor
#

I dont know

#

I'm always happy that steamvr launches with ue4

trim trail
#

well, if youre developing vr stuff, i guess it makes sense

#

but im not πŸ˜ƒ

fiery harbor
#

yeah

idle quartz
#

are there any known issues that make the editor crash when you try to reimport or import some static mesh?

thin haven
#

grab the QFE if you're on 4.14.2 @idle quartz

idle quartz
#

@thin haven thank you very much πŸ˜ƒ anybody else with the issue the link is https://forums.unrealengine.com/showthread.php?3147-Current-Available-Quick-Fix-Solutions&p=647161#post647161

wintry prawn
#

Hey anyone ever have an issue where when updating in epic games launcher, your update keeps going to 0 b/s jumps for a moment and then sits back at 0 b/s for a while

#

It will surge up to regular download speed after a few minutes

#

then tank back down to 0 fast

#

this 2 gb update should have only take a few

thin haven
#

the launcher has issues. I've seen people on forums and here say that the launcher progress reverses(!) sometimes

wintry prawn
#

any fixes?

abstract socket
fierce tulip
#

never seen an in cascade shot of that

#

Ive been asking about a showcase of that effect for.. as long as paragon exists

#

but its basically an expanding mesh with a panning texture, some gpu particles, and a massive awesome that was modeled

abstract socket
#

Thanks luos, I'll see if i can replicate it

sharp crest
#

omg @abstract socket thats awesome

modest trench
#

figured out how to change the chalkboard-nails screech Compile Failed sound to tim allen grunting

thin haven
#

how?

modest trench
#

make sure you enable engine content in the view options

#

oddly enough there are cues for starting/ending simulation that don't seem to get called

#

I saved my .wav in there but I think it can be anywhere. you just have to change the cue to use it

#

(if this has unforseen consequence I don't know but it works for me)

mint raptor
#

Hey guys for some reason ticking a bool in a blueprint causes the editor to crash. How can I go about figuring out what is wrong?

versed pawn
#

@mint raptor Hmm... Are you setting that bool on every tick somewhere else? Anyway, it shouldn't do that. I'm not entirely sure the bool is causing the crash

safe rose
#

@mint raptor figure it out via the crash reporter...

#

Or even better, using debugger

#

or both

rare kraken
#

anyone on that could help take a look at this respawn system and see where i messed up lol cant figure it out

safe rose
#

Get better at #ue4 and #gamedev in general by participating in game jams! I am hosting one next weekend, there will be prizes and glory to be had!

Details: https://goo.gl/v4YKe9

SoloWarriors and Teams (up to 5) are allowed! Special categories that you can compete in will be announced soon!

leaden perch
#

Hey everyone

#

My buddy is working on a Windows machine, just made some edits to some of our UI and Blueprints, and now the editor is crashing on startup.

#

In the crash reporter it claims "You do not have the debugging symbols" so we can't get a stack trace to figure out what is failing

#

How can we go about fixing this?

fierce tulip
#

you can install them during install of engine

leaden perch
#

Do I have to uninstall and reinstall in order to get debug symbols?

craggy nymph
#

Revert your changes and do the edits again without breaking stuff. Happens sometimes when you break some critical references/structs/whatever.

leaden perch
#

We've already done that. Twice.

#

And we're sick of it

#

We are looking for a more general solution and information to file a bug report

craggy nymph
#

Ah, k, then I guess installing the debug symbols is the way to go.

#

I'm pretty sure you don't have to reinstall

#

Yeah, in the launcher, click the little arrow in the engine box and choose options. You can get the debug symbols there.

leaden perch
#

Thanks! More info to come

past pilot
#

Anyone know when 4.14.3 is comming out? would really love to start importing meshes lol.

open seal
#

No idea

#

Hopefully soon though

leaden perch
#

Thanks for the help! We determined that the crash was happening becuase a superclass widget was embedding one of its subclasses in its layout.

#

This caused the UMG widget parser to fail

rare holly
#

anyone ever used the WheeledVehicle, VehicleWheel etc... system to make a car ?

#

because i'm having issues getting a simple car with 4 wheels to work correctly

cursive dirge
#

there are few people here that use the ue4 vehicle though

rare holly
#

is there a good alternative ?

cursive dirge
#

not really no, if you need something that's ready

#

I've been doing my own vehicles for a long time already but it requires plenty knownledge of physics in general and from vehicle dynamics

rare holly
#

yeah i guess

cursive dirge
#

there are bunch of constraint based vehicles on the ue4 community but I can't recommend them myself due to the underlying issues with that approach

rare holly
#

yeah, i want to be able to have my own vehicles

cursive dirge
#

it's what people usually do though when they try to make their own as it seems like logical approach

#

but it has issues that are really hard to solve and you'll just get glitchy physics

rare holly
#

but is the ue4 vehicle really bad?

cursive dirge
#

it has it's own issues

#

I'd still recommend you to try it out first as it's probably still the best alternative unless you put months of your own time on building your own thing

rare holly
#

yeah true, thanks anyway!

cursive dirge
#

what kind of game are you building?

rare holly
#

not really a game

#

i'm trying to learn how ue4 works

cursive dirge
#

ah

#

starting with vehicles is probbly not the best idea then

rare holly
#

oh

#

i planned to add airplanes next

cursive dirge
#

it's not that well documented and their vehicles have some issues, you'd find more tutorials/answers if you started with something else

#

heh

#

you can do whatever you want though, it'll just be harder to get going if you pick harder projects at start

#

there's nothing builtin for airplanes in ue4

#

so you'd need to figure things on your own or find a plugin that implements some stuff for it

rare holly
#

i found this

#
cursive dirge
#

yeah, that's nice project

#

it actually has some of my code in it too

rare holly
#

oh

#

does it support simple 4 wheeled vehicles?

cursive dirge
#

just given him few c++ snippets and base thing for the substepping part, he's cleaned up them since

#

nah

rare holly
#

oh

cursive dirge
#

he's focused on tanks mainly

#

but there's simple plane example

#

here's two community projects with custom vehicles

#
#
#

first one is linetrace/raycast based and other is constraint based

#

both have some issues on the implementations though so I couldn't recommend either of them as replacement of built-in ue4 vehicles

rare holly
#

the second one looks cool

#

the built-in ue4 has issues too

cursive dirge
#

if you read the thread, you can see my posts about the issues on that constraint based thing

#

some issues are specific to that project, some are to constraint based vehicles in general (with physx)

#

yeah, they all have their own things that are not so good, hence going for completely custom approach myself

#

I don't even use phyx anymore

rare holly
#

oh

#

what do you use then ?

cursive dirge
#

math πŸ˜„

#

and physics

rare holly
#

your own engine then!

#

well, "engine"

cursive dirge
#

but physx is not really an issue, you can get proper vehicle physics with it

#

just don't use the built-in stuff

#

main reason for me is that I'd need to mod physx integration on ue4 for many different reasons and it's easier to keep up with engine updates if I don't rely on heavily modified ue4

#

for me two biggest reasons I'd need to change things are 1) ue4 physics are not calculated with fixed timesteps 2) there's no built-in way to rewind and resimulate anything (needed for proper multiplayer)

#

if you just do something for fun, you can get really nice single player experience with custom vehicle using physx forces

rare holly
#

then i'll keep physx

cursive dirge
#

yeah, really, do learn the engine for a while before doing anything crazy like that πŸ˜„

#

reinventing everything is time consuming and you'd want to know beforehand what you can use and what you can't for your own purposes

#

and if you do that, you are not really learning the engine but rather how to make engine

rare holly
#

yeah true haha

safe rose
#

!invite

plush yew
#
brave horizon
#

Anyone know how to prevent the spawning of an UI UMG from creating the cursor?

#

It's interrupting VR - I have to re-click on my game window to re-enable click and input events.

velvet fern
#

if i migtrate a static mesh asset to a project made with a different version, would there be a problem?

#

because i migrated this asset and it's copied but doesn't show up in the content browser

fiery harbor
#

@velvet fern Yeah that doesn't work

#

you can only migrate "up"

#

so from 4.13 to 4.14 works

#

other way doesn't work

velvet fern
#

i'm migrating from 4.12 to 4.14

#

i had to export the mesh and reimport it in the newer version

fiery harbor
#

4.12 to 4.14 should work without problems

gentle bridge
#

Hi, I'm a bit new to this, and I have a problem.

#

But if I check "show mouse cursor" in the Controller class, the movement only applies while I hold a mouse click.

#

Whether or not I have click/mouse over events enabled.

weary basalt
#

Axis Value is between -1 and 1. It remains at 0 if no change in input is registered. MouseX being movement of the mouse in the X axis. If there is no movement in that plane then AxisValue will remain 0

gentle bridge
#

Thing is, if I check off "show mouse cursor", it detects movement fine.

#

I didn't realize the axis value was between -1 and 1, thanks for that.

bleak schooner
#

think of a joystick's X axis, it goes from left - center - right

#

so -1 / 0 / +1 and whatever value is inbetween

glad smelt
#

Good morning everyone. I'm following the Sequencer tutorial on the UE youtube channel and currently having some issues with an animation not staying on the last pose after it's finished. Would anyone be able to assist me with this issue? Apologies if this belongs in the animation channel instead.

sharp crest
#

WC's job in ARK. Wow man they know how to make materials.. xD

grave nebula
#

Gentlemen, has anyone encountered an issue when UE4 re-imports whole FBX into one mesh, instead of re-importing individual mesh from the said FBX ? That is I've imported a bunch of meshes in one FBX, updated source FBX file and when re-importing a single asset, whole file gets into a single mesh.

quartz ether
#

Hi guys,

#

Can anybody please tell me where is the proper forum for asking for help on getting perforce to work with UE4?

lavish glacier
#

anyone know of a sublime-like right side column that shows entirety of the text of the current file?

#
  • know of a plugin
#

for visual studio

#

nm its actually part of vs, just have to turn it on

tidal lichen
#

does anyone know how to setup swarm over hamachi?

wary cove
#

hmmmm I wonder if that would actually save you time...

#

you are trying to farm out your lighting builds via non local systems?

loud vapor
#

Yeah would that even have much benefit?

wary cove
#

I shouldn't think so

marble lava
#

Herew a weapon line traceing diagram if anyone may find use for it
https://s-media-cache-ak0.pinimg.com/originals/b2/af/5a/b2af5a837baf994cadd158a63ba085bf.jpg

And the rest of my diagrams that I store for later refrence, hope it wil find some use by people here
https://www.pinterest.com/kyledail/ue4-blueprint-screengrabs/

hollow dirge
#

Not sure if ue4 supports Spriter but there's some awesome software pay what u want at Humblebundle.com right now

wet berry
#

Infinite loop errors: how you know your mirror mechanic is working too well.

lavish glacier
#

I always try to see if there is lag in reality in those situations.

#

If the angle is tight enough, speed of light should be a factor, but it never is.

buoyant echo
#

@grave nebula did you check on the "import bone meshes" area of the importer? It's on the advanced or "more" tabs.

#

If I can get to my pc tomorrow I'll look for it.

grave nebula
pseudo parrot
#

has anyone found a fix for the FBX bug in 4.14.2 yet?

thin haven
#

@pseudo parrot just download the qfe

pseudo parrot
#

aye i found that now, wasn't aware it was a thing πŸ˜›

buoyant echo
#

Ah. It happened to me with a skeletal mesh, and I changed it to only import the full mesh.

glacial belfry
#

Anyone here have any experience in running source control on local servers?

rare holly
#

what's the best way to make roads?

thin haven
#

@rare holly: I say 'splines', because that's what I use in my prototype, but you can also use modular assets

rare holly
#

okay, i'll go for splines then

#

unreal engine won't stop crashing/freezing(not answering)

#

at random moments

thin haven
#

I have had a couple of random freezes/crashes, too

#

what version are you on?

rare holly
#

4.14.2

thin haven
#

ouch. it has a ton of issues. having a certain node in blueprints could crash the engine. importing fbx could crash. etc. etc.

rare holly
#

what should i use then

#

and yeah, i've already crashed when importing fbx

thin haven
#
rare holly
#

it doesn't happens always tho

#

should i download it anyway?

thin haven
#

I think yes

rare holly
#

hey, i'm wondering how gaussian blur works in unreal

#

like, for a given radius

#

does it compute the kernel and all the stuff?

#

or is it a magic shader that works for any radius

inland granite
#

is it possible for unreal not to smooth out the edges for lets say with eyes?

grim sinew
#

set texture mip type to nearest

plush yew
#

question, are you guys getting MASSIVE frame drops when opening blueprints?

#

my output log always says "stalling engine so gpu could catch up 0.5min"

#

or something to that effect

open seal
#

Makes sence, Blueprint is a visual scripting software

#

It can lag a lot depending on (what i think) your CPU

plush yew
#

no i mean i cant do anything,, i literally drop to around 2-3fps

open seal
#

Oh, s**t

plush yew
#

and ram usage is like 10gb

open seal
#

Try JUST having the Blueprint windows open and not the other Unreal Engine window

plush yew
#

as in close the launcher?

open seal
#

As well, yes

plush yew
#

nothing

open seal
#

Oh, crap

plush yew
#

its the actual engine itself thats using like 10gb

#

and it only happens when i open blueprints

open seal
#

Weird

#

Maybe it's a bug, you should report it

plush yew
#

my team isnt having a problem

#

yah i was gonna say ggimme the link

#

whats the link to the bug reporting thread

open seal
#

I dont know

#

It's in the Launcher

plush yew
#

ok, well even in small scenes like maybe 500k polys, im losing frames hard

open seal
#

Probably just Blueprint

plush yew
#

yah im hoping they fix it in 4.15

open seal
#

It's probably still in development, you should report the bug

plush yew
#

remember that fucking ANNOYING bug back in 4.13 when the landscape would dissapear and shit

open seal
#

no lol

plush yew
#

dude omg it literally stopped production on 4,13, i had to wait for 4.14 to come out in order to start work again

open seal
#

rip

#

I just started Unreal Engine after palying Unreal Tortament back in the summer of 2016

#

Like, 2 weeks ago I started

rare holly
#

Tortament

plush yew
#

oh so your a noobie?

#

welcome then

open seal
#

Big one xd

#

I really need help lol

plush yew
#

yah i am too :/

#

over a year of game development and i only know basic to mid level code

open seal
#

Blueprint is so confusing to me

#

The interface is like C4D, which I use all the time

plush yew
#

its a mess, youll have to dive deep into it if you want to learn it

open seal
#

(the level maker interface)

rare holly
#

I started to really use UE4 3 days ago, but I had the engine since it became free

plush yew
#

ive been using ue4 nonstop everyday for a year straight

#

most of my time was just experimenting

rare holly
#

Damn

open seal
#

^

plush yew
#

idk, i got sooooo bored of games

rare holly
#

Haha

plush yew
#

so i was like "fuck it, i wanna do what i want"

#

its like an adult version of minecraft lol

rare holly
#

^ me

#

Sometimes i play some games

open seal
#

When I had the mind of a child I was like "Im'a make my own game" back in the summer. Then I relized that Unreal ran like crap. I thought to myself like 2 weeks ago with my new computer, maybe I should give it a shot.

rare holly
#

But most of the time i create things (producing, game dev, programming)

open seal
#

Noice. I only do animations. Not that well either

#

Persona is really hard.

plush yew
#

WAIT

#

YOU DO ANIMATION?!?!?!

open seal
#

Yeah

rare holly
#

True, never got into it

open seal
#

Why?

plush yew
#

hmmmm

#

im so dog shit at it πŸ˜›

#

i need help

open seal
#

Persona is difficult, I just use Cinema 4D.

#

Used Persona for just one good animation.

plush yew
#

i could use an animator

#

you know how to rig?

open seal
#

I know how to animate with the skeleton thingys

plush yew
#

awwww man

#

if you knew how to rig that wouldve been the real deal there

open seal
#

Rigging is relaly hard lol

#

I might learn since I know how to use Cinema 4D

plush yew
#

even if i did hire you, you would be part time :/

#

like once a month lol

open seal
#

Tru lol

#

Attempting to Import a FBX file that is the OpenGL test for Cinebench. Importing it into Unreal rn

#

Over 500 assets

plush yew
#

jesus christ dude

open seal
#

Yeah

plush yew
#

how many gbs?

#

gigabytes

open seal
#

i dont know

#

the fbx is like 33 mb lol

plush yew
#

each one?

open seal
rare holly
#

I could do so many things if i had unlimited assets for anything in the world

#

OMFG

open seal
#

I'm dead lol

plush yew
#

oh my fucking god

pallid root
#

wow GG

plush yew
#

dude what the fuck did you do

#

even with me having 10 million polys on one map i have never seen a number that high

open seal
plush yew
#

OH MY GOD

#

lol

open seal
#

what is happening

#

pleace

#

show mercy

plush yew
#

oh dont worry i get warnings all the time

#

but it was because i made an external build

open seal
#

but its the same warning

#

every time

#

oh my god

plush yew
#

oh mine its just like "blah blah blah exported blah blah blah"

#

ok guys my pc might crash

rare holly
#

AUTO DESTRUCTION SCHEDULED: 10 SECONDS REMAINING

plush yew
#

testing code

open seal
#

really bad idea

#

i should of made a folder

rare holly
#

rip

plush yew
#

where did he even get the assets from

open seal
#

c4d

#

just force quit unreal engine

rare holly
#

Unreal Engine is 3D not 4D thats why

open seal
#

xd

rare holly
#

Nasso plz stfu thx

#

I said it for you,thx me later

open seal
#

rest im perreroni never forreti ue4

#

rip

plush yew
#

anyone know where to find footstep audio?

rare holly
#

Anyone knows where to find audio?

open seal
#

In StarterContent

plush yew
#

am too lazy to go outside and record my footsteps

rare holly
#

Ask Hollywood

open seal
#

I'm blaming C4D for this

pallid root
#

I'm really happy with that

plush yew
#

AWWWWWWWWWWWWWWWW YEAAAAAAAAAAAAAAAAAAAAH

#

THANKS FAM

open seal
#

I just opened up the C4D file

#

I see why unreal engine freaked out

fierce tulip
#

@robust tree someone is really happy with your sounds :p

pallid root
#

and his tutorials to implement it!

open seal
#

oh my god its opengl

#

see?

#

im a idiot

rare holly
#

Okay lets see if you have this: can i have a Lincoln Navigator Engine's Sound for different RPM levels + wheels sound for different type of floor (road, dirt, grass)

plush yew
#

i do have to say

#

my game in first person is fucking amazing

rare holly
#

(each sound with a version from inside and outside of the car)

open seal
#

XD

#

(wait me? @rare holly?)

rare holly
#

Anyone

open seal
#

OK, thank god

#

xd

#

thats just one frame

rare holly
#

"Anyone" includes you, me, Luke, Michael Jordan, Mickey Mouse, Mom's Spaghetti and Mr. Bean

open seal
#

Got it

#

Gonna open up Unreal Engine again

#

See what happenes

#

Seem's to be working

rare holly
#

Why use C4D when Blender is free

#

And open source

open seal
#

Eh, C4D wasn't cracked on my Computer

#

So I'm like "make the most of it"

rare holly
#

Ooh yeah then okay

open seal
#

Used Blender, but then got C4D Student (was eligable for it)

#

(my edit of the fps template playing the "firstperson_jumpstart" animation that i made)

#

and the thumb is messed up

#

great

plush yew
#

UH

#

dude

open seal
#

Yeah

plush yew
#

im so shit at animation

open seal
#

oh rip

#

Why are you bringing this up to my though

#

I'm no diffrent tbh

plush yew
#

atleast you can animate

open seal
#

Who says you cant lol

#

Made that with persona

#

Should I show the full animation in a gif or no

plush yew
#

idk

open seal
#

It's stupid how I got into Unreal

#

Because I made 3D Intros in C4D I came to Unreal, thinking it would be something new lol

#

It was but I still have to use C4D and I'm like "boi"

plush yew
#

well i mean............

open seal
#

Oh shoot I still have the project file for my FPS Template animation

#

(you wont belive this)

#

Since there was no real Ammo Socket, I just made the guy punch the gun

plush yew
#

so like doom?

#

xD

open seal
#

I guess xd

plush yew
#

"oh shit im out of ammo" punches gun

open seal
#

lol

#

let me get it open

#

there was a error though, a: couldnt get it to play and b: arms were swaped and it was in teh wrong pos.

#

To avoid cringe, I'll just take a screenshot and edit it

#

ill put it into sections lol

#

(for unreal, the right arm was considered the gun lol)

plush yew
#

omg this fucking code

#

its pissing me off

open seal
#

Wat happened

plush yew
#

im trying to make it so when you press space to LAND, the audo stops for the engines

#

but each time i go and put the volume multiplayer x0 to the land code, it loops to the take off code, which means either i can take off and cant land or nothing happens

open seal
#

Wow

#

That's really stupid

plush yew
#

well im trying to find a node that wouldnt allow me to loop back to the take off but i cant find any

#

WHICH MEANS

#

i have to make an all new line

#

i know what to do but i cant remember the exact line by memory

#

i think what ill do is just go from the E button to stop the sound effect

#

fuck

#

ok my pc might crash rip

robust tree
#

@pallid root at your service πŸ˜ƒ

scarlet echo
proper quiver
#

hey guys, is it possible to have hit detection take pixel depth offset into account?

#

I have "land" using pixel depth offset drawing underneat some buildings because I don't want to modify the geometry to make it work

#

however the land is still screwing with hit detection

violet cove
#

I have a mesh with a mask on it that can change the colour of part of the texture. Would it be more optimal to make the mesh a blueprint and change the material values by the blueprint, or to just create a new instanced material for every colour I want to use?

candid smelt
#

if you had a choice between an i7-7700K vs i7-6950X for a development system, which would you choose and why? assume the rest of the specs are going to be the same, and price isn't an issue

#

also assume the 7700K is overclocked to around 5ghz

cloud cobalt
#

7700K

#

The 7700 will have much better single thread perf

#

If you're doing anything UE4-related @candid smelt you want that single thread perf

#

It's not like UE4 uses more than 2 cores

candid smelt
cloud cobalt
#

Yeah, when building

#

Well if you're going to build UE4 all the time and you can afford the other, go for it

kindred mountain
#

personally for a development workstation I'd take the extra cores

cloud cobalt
#

But UE itself will be slower

#

Slightly

#

Also the other CPU is like 5 times more expensive, even where I work where we hand out three huge screens to newcomers we don't have anything close to that πŸ˜„

kindred mountain
#

true that 10 core is ridiculous

candid smelt
#

assume you can get both for the same price, for the sake of arguement πŸ˜ƒ