#ue4-general

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kindred mountain
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I7 5820k OC'ed to 4.2ish that I run is awesome value

cloud cobalt
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It really depends what you'll be doing @candid smelt . If you plan on regularly working inside the engine, doing the shipping builds of the game, and have a great SSD that can follow for the build, then yeah, why not

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If you plan on actually working with UE and sometimes building it, it's useless

floral heart
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Wonder where that 7950X is.

kindred mountain
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hopefully Ryzen is going to force Intel to drop prices on these parts a little at least

cloud cobalt
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Doubtful

kindred mountain
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we'll see. Some more affordable 8-10-core from AMD alone will be nice

floral heart
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AMD doesn't need Intel to drop the prices as much as they need to be able to charge Intel's prices.

kindred mountain
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although I can't see me upgrading for years

cloud cobalt
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I know I won't upgrade until I can get a 50% faster CPU

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Which is in 5 years at the current rates

kindred mountain
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yeah not holding my breath on that one

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is there any roadmap for unified memory from either vendor?

cloud cobalt
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Not than I know of

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I'm quite happy with my 3770K, it's like 3 years old and apparently it's still very good compared to new CPUs

robust tree
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hey @plush yew and @pallid root can I post it on twitter and facebook as a promo of my asset? Or should I blur your names and avatars?

pallid root
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@robust tree by all means

robust tree
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๐Ÿ˜ƒ great

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I probably need to wait for @plush yew

robust tree
candid smelt
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is it just me, or packaging a project created with a source build seems to take ALOT longer than when your using the standalone editor?

main lotus
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How come there is no #ue-optimization channel??

fierce tulip
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often fits in any of the other channels

main lotus
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hmm, makes sense

fierce tulip
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though, i do agree it would make for a nice channel

main lotus
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I already made a list of things to look after when optimizing.. But would be nice to get the same from others

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Perhaps learn / share

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For example: I'm working on my first level with a huge amount of foliage. And right now, lighting is a pain

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Having a chat with someone that knows about that would be great

cloud cobalt
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Few people do both graphics and programming

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I'd be happy to help there though

main lotus
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Sweet, thanks!

sand nova
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hey all, any ideas why a tiny subset of my meshes and textures are being rebuilt every editor load? (assuming this is the right channel for the question!)

fierce tulip
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nooo clue

sand nova
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heh fair enough

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it's weird, the derived data cache appears to be built fine, and it's not maxed out, but for some reason these ~100 assets never seem to be stored in it shrug

primal edge
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anyone have documents or URLs about the rendering capiblities of XB1 and PS4. Like what is the best terrain size, or the ebst characters, poly on screen, ...etc

fierce tulip
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they are often hidden behind nda/contracts afaik

cloud cobalt
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You're going to want to get the hardware first and build on that

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Porting a PC game after the fact is painful

fierce tulip
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^ you can tell our rad rodger coder guy that again

primal edge
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๐Ÿ™„

cloud cobalt
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@fierce tulip Actually I think level design is the most dangerous part

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It's easy to do a big open environment on PC and then realize it can't happen on console

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It's also costly to rework

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You can usually optimize code by good margins

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Though current-gen consoles have shitty CPUs

fierce tulip
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luckily even the 30-ish thousand polygon tree's wherent a problem

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resolution was fine as well

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mostly just too much memory being in use

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so reducing texture size got us quite far already

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additionally I did some vfx optims, and the rest of the team did their stuff

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but it ran decent on ps4 before optimisations, so thats yay ๐Ÿ˜ƒ

main lotus
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I'm also working on a PS4 title atm. But that data is indeed hidden behind an NDA

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Plus, you definitely want to test everything on the target hardware, because you'd be amazed how different everything runs on console compared to PC ๐Ÿ˜›

wheat vapor
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Anyone having issues with drag and drop in 4.14.2?

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Every click on a widget is registering as a drag and drop interaction atm

fierce tulip
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@main lotus and besides performance, some of the rules and guidelines are either so outdated or just stupendous

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but.. well.. nda :p

main lotus
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You should see the requirements for being allowed to show a PS4 controller ๐Ÿ˜‚

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14 page document

tender violet
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anyone know how much a perforce helix server license costs per user?

wheat vapor
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Something absolutely nuts if I remember correctly

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like 170$ per month or something

fierce tulip
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try digital ocean

tender violet
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omg that's nuts

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using the free 5 user one right now and I really like it, only need a few users but I want to setup gitswarm with it for notifications and that requires some extra users to be created

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not worth that kinda $$$ just for some notifications

cloud cobalt
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Perforce used to be fine (used it on previous project)

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It was 20 free users back then, which was more than fine, including some bot users for release systems

short dagger
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has anyone had problems with git refusing to ignore _BuiltData files? i add it to my gitignore, clear out the cache, add everything back in, and it's still there

cloud cobalt
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Today you're better off with Git. Gitlab provides free private hosting for large repositories

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And it's basically the most well-supported VCS anyway

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Sourcetree is not worse than Perforce client, and it's free too

tender violet
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we moved from atlassian stash to perforce, git was just too slow and I really like how perforce is better integrated with the engine

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we have our own vmware system so dont need hosting

cloud cobalt
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Yeah, Perforce still has its uses

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But generally I think people are better off with Git, Git + LFS with Github, or exotic VCS like Plastic

tender violet
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I'll just stick with the free 5 users for now and not worry about notifications

thin haven
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what even is Plastic?

wheat vapor
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That's plastic, I actually was looking into this

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Perforce used to have a 20 user, 20 workspace free licence trial

tender violet
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emailing with a perforce salesperson right now, I think the guy is scared to give me the price, I've asked 3 times now and he's still talking about demos....I already have a working system, don't need a demo!

cloud cobalt
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You what they say about when you need to ask for the price

tender violet
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ask for quote is always a bad sign haha

cloud cobalt
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I hate that Git sucks with big binary files

tender violet
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ya, makes it pretty pointless with ue4

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unless you have a big source project

cloud cobalt
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My previous project was git sources, p4 binaries

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Current project uses 4 Git repos (binary content, sources, sources of content, website)

sturdy kernel
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has anyone got sequence recorder to work with ProceduralMeshComponent? by default it doesn't record the mesh 'growth'

plush yew
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@cloud cobalt i thought you were talking about galaxy in turmoil there for a sec xD

tender violet
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Fixed in 4.14.3

Fixed! UE-40294 Put fix for UE-39713 into 4.14.3 (Memory leak in GPURealloc)
Fixed! UE-40156 PhysX issue causing lag, high ping, and failures

where can I fidn the details for these? they aren't public in the issue tracker

short dagger
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40156 doesn't seem to be there, mind you

tender violet
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no details on the mem leak tho

short dagger
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it's possible because the API isn't available to the public they don't want to expose any function calls. who knows

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the physx API that is

sturdy kernel
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asked a Q earlier but I had it wrong. what I really want to ask: is there a simple way to get sequencer to record user input (e.g. trigger press) rather than just actor/component transforms

plush yew
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@sturdy kernel You could probably add an event on trigger press, like the spawning of an empty actor, and then replace that key with something else?

sturdy kernel
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@plush yew I'm currently doing something like that (manually recording input values into sequencer) .. just wondering if there's a builtin way of doing it

plush yew
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I'm unware about it if that's the case :<

fading knot
humble crow
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if I have a blueprint is it about the same to bring in 2 meshes and have one hidden or set the mesh component with the desired mesh as a toggle?

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I'll just make 2 sets

plush yew
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Have anyone used a tablet as a custom input device for Unreal? IE not rendering on the tablet, just using it as a wireless input device. All I need is a touch event and the X,Y coordinate of the touch

humble crow
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I did back when I was messing with ipad developement. there was a remote app that helped you connect them I think

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but this is years ago now

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probably not that helpful

pallid root
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@plush yew do you mean like a wacom tablet or cintiq?

plush yew
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@pallid root Nah, android. Coule be phone for prototyping

pallid root
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ah

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speaking of wacom has anyone used those for editing meshes in the editor?

plush yew
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@pallid root Sculpting or actually modeling?

pallid root
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sculpting terrain

plush yew
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@humble crow Connect the Ipad and PC or connect the Ipad and UE4 on the pc?

pallid root
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Mostly curious if the pressure tip works with Unreal

plush yew
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@pallid root Hmmmm good question

pallid root
plush yew
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Well, atleast it was recently updated ^^

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I don't think it's something a lot of people are after

plush yew
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anyway know how to do apex cloth?

bitter edge
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Anyone familar with this build fail code? Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)

plush yew
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i know how to read it

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open the output log and just search error

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those are the errors you need to fix first

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it would be helpful to also fix the warnings too as that would prevent bugs/crashing/freezing etc

bitter edge
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@plush yew I'm using epics starter content so the project has almost nothing to it.

plush yew
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you have a few errors

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wait wtf

bitter edge
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@plush yew What do you see?

plush yew
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you have a dialogue thing in your game?

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thats what i see is causing the issue

bitter edge
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the game is called dialogue haha

plush yew
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oh shit wait hold on

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i read that wrong

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i thought it said uasset

bitter edge
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its a test map to eliminate possible issues

plush yew
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i dont see any errors....

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weird

bitter edge
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I'm trying to keep it as simple as possible. I've been trying to nail down this issues for a week.

plush yew
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weird

bitter edge
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@plush yew I've hit a wall. This is like the 6th time I've compiled the engine from scratch...

plush yew
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the warnings are very simple too....

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i have literally no idea dude, i dont see any notable errors

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i had the same issue before, i just started deleting things one by one until i found the issue

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granted its unprofessional but i was stumped for months

bitter edge
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I'm not even using my own content. I'm using epics starter content to iliminate other possabilites.

plush yew
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did you code at all?

bitter edge
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I didnt.

plush yew
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hmmm

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and you are compiling for xbox one

bitter edge
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I'm using a the toon shader engine model as a base and its worked in the past just fine for xbox one.

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Yup, compiling for xbox one.

plush yew
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ive never compiled for xbox one

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so i dont know what is required for it to work

bitter edge
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I've done it before and its worked.

plush yew
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i dont know dude

bitter edge
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well, you tried.

plush yew
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sorry pal

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oh while your here, when you compile for xbox one, cant you just stick it on a usb and plug it into your xbox one and play or do you NEED a dev kit

bitter edge
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I have a dev kit

plush yew
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ah ok, well shit

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where the hell do you get those things

bitter edge
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I just send it over ethernet

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Right from microsoft

plush yew
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you just request one?

bitter edge
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register as a developer and they will send them to you for free

plush yew
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and its only for development, it cant play any games?

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im sorry im not familiar with dev kits

bitter edge
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Just jump through some hoops

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They sent me two so ones for games and the other is dev work

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You can use them for both just not at the same time. If that makes sense.

plush yew
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well i could use one in 2020, after my first game launches

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well if they are still in production

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just saw the 4.14.3 patch notes THANK FUCK they fixed the physx fps bug

bitter edge
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indeed haha

plush yew
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i would open a blueprint and i would get immdeiate lag, because most of my effects are physx based

bitter edge
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That's a drag for sure...

plush yew
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well it runs better

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i just wish GPUOpen was used in unreal engine, that would make it easier for me

unborn matrix
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Pokemon-like damage system?

Rock paper scissors but with damage types

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I can't find any good tutorials on stuff like that

plush yew
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hello!

Can anyone help me figure out how to configure my project for building properly? I'm having issues with the applocal prerequisites directory property. By default it points to $(EngineDir)/Binaries/Win64/. but when I try building the game it fails saying "Unable to deploy AppLocalDirectory dependencies. No such path: D:\Work\TrsTwinstickAssembla12$(EngineDir)\Binaries\Win64.\Win64". My project path is D:\Work\TrsTwinstickAssembla12. I can't figure out how the F'ck how this path that is reported is generated or which path should actually be there, the path to my project bin or to my engine bin.

thin haven
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"D:\Work\TrsTwinstickAssembla12$(EngineDir)\Binaries\Win64.\Win64" what is that dot doing there?

plush yew
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no idea

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its a default that pops up when i set it to empty

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do you know what that field is actually for?

plush yew
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for some reason it wasnt working first time I tried but now its ok

bitter edge
plush yew
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thats a fuck you code

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look for errors above that

bitter edge
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There are no errors...

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tears

plush yew
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damn

velvet fern
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is there a way to reduce camera speed in the static mesh editor?

plush yew
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have you gone through the logs on your disk

bitter edge
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@plush yew I have not gone through all of them

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I'm using unreals starter content instead of my own project to eliminate other possible issues.

plush yew
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relevant ones ofcourse

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good luck mate!

bitter edge
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Thanks

signal sonnet
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hi everybody!

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if i have an object with multiple materials on it at different parts of the model

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like say, using a rendertarget to draw materials onto an object

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is there a way to have a player object be able to return a different value depending on what material it collided with

humble crow
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is there a way export objects from a level (meaning keep their placement) to FBX/ into maya?

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I have a few objects block places and want to export them all to maya to uprez into 1 asset

leaden perch
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Does anyone here use Skookum Script?

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(Related: what plugins do you use?)

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Or does anyone here use another embedded scripting language (such as Lua?)

unreal sonnet
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Why am I so stupid?

weary basalt
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A question for the ages

unreal sonnet
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Isn't there a way to collapse a struct blueprint node so that only the pins I need are exposed rather than the whole hodgepodge of pins at once?

modest trench
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that would be great

bright aspen
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Is there a way to make a global static singleton variable or class using blueprints?

thin haven
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if you want functions that can be accessed from anywhere, use blueprint function library. for variables, maybe save game object?

plush yew
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how do i connect to source control guys

thin haven
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what source control system are you using?

plush yew
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idk how it works

thin haven
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do you have the $$$ or do you want a completely free solution? because there are several systems out there @plush yew

plush yew
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Free

thin haven
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then your only option is git. here's a tutorial

plush yew
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Ty

thin haven
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np

kindred mountain
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perforce is free for 5 users as well

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but you'll probably find git easier to use/find help for if you've never used source control before

echo hill
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Heh, weirdly enough I just switched from Git => P4 yesterday - seems P4 is way more supported in UE4 than git (for now)

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but im only one user - with more users p4 is $$$, and it's harder to find free hosted p4 servers ๐Ÿ˜ƒ

thin haven
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I don't think there are any free hosted p4 servers now

echo hill
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there was Assembla but when i looked yesterday it seems not so much ๐Ÿ˜›

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someone on Reddit said you could hire an Amazon EC2 cloud server on its free tier to do it, but thats now a 1yr trial too

floral heart
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Run it on an HTPC. ๐Ÿ˜œ

echo hill
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heh, to be honest it's not as crazy as it sounds ๐Ÿ˜›

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apart from if you wanted p4 as a sort of backup also, in which case if your house burns down.... lol

cursive dirge
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Or someone breaks in and steals your stuff

floral heart
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Hm.
...
Store it in the blocks of some lousy cryptocurrency!

cursive dirge
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Which is more likely scenario, probably

echo hill
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haha cryptocurrency... i like it!

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but yeah, offsite is always better if you can do it ๐Ÿ˜›

cursive dirge
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Buy a nuc/ small conputer and hide it to your parents house

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Make sure they have internet

echo hill
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or host it on a raspberry pi and hide it under the floorboards haha?

floral heart
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In a fireproof safe.

echo hill
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haha perfect

cursive dirge
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And waterproof

echo hill
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so like a miniature bank vault

floral heart
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A thousand years later: "We've found a time capsule!" "No, it's just someone's home perforce."

cursive dirge
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Got water damage twice so far and people have stolen my stuff too many times

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Have very little faith in people not screwing things up for me

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So I vote for remote location

echo hill
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jeez.. that's really unlucky ๐Ÿ˜ฌ

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definitely remote then ๐Ÿ˜›

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i store my perforce stuff on my webserver, which is wrong for a whole other set of reasons ๐Ÿ˜‚

cursive dirge
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Why?

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(why it is wrong?)

floral heart
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If the webserver is what the perforce is for...

echo hill
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not sure, just seems a bit dodgy security-wise? maybe not though!

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and no, it's not haha

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okay i have a question not related to perforce or house fires!

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when are PlayerControllers actually created?

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i assumed when a level/match starts it creates new PCs, and when you change level it creates new PCs again - but it looks like they might be kept around on map change?

thin haven
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player controllers are kept on map change, actual character blueprints are not, I believe

echo hill
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yeah, i think that's what i'm seeing

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thing is, i have a main game mode which uses a certain PC, but there's a kind of "menu map" which uses a different game mode and thus a different PC

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so i'm not sure how it handles that does it keep a PC around per game mode?

thin haven
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I think it's per mode - I'm in the same boat as you

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I use a main game mode for the game itself and a separate game mode for the maps which don't need the player moving

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so the main menu or the garage

echo hill
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yup... similar for me then, mine has a character setup screen before the game where you have a character which you customise but no movement

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i guess same principle but yours is with cars? ๐Ÿ˜› haha

thin haven
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looks like, yeah

muted harbor
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does anyone know why my media player keeps saying no media in the top left corner?

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i choose the file media source but after i play the game it doesnt stay there

rigid kayak
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Anyone here managed to get the replay system to work? Im trying to test it in the shootergame project but the console commands dont seem to do anything, also trying to use it in c++ but nothing

coral folio
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Holla guys !! I'm having troubles using the ease node in blueprint as I believe my alpha is incorrect. I basically need an animation to go from 0 to 1 when triggered. How can I do this through Delta time ? c:

golden quest
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Moving assets between folders within a project is really dangerous. Think I will never do that or risk to see invisible duplicates on apparent empty folders that will float on memory forever.

fierce tulip
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fix up redirectors and 99.9% of the time the problem is gone

violet cove
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Does anyone here know Max script?

fierce tulip
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not many seem to do, as I have asked multiple times and never got a satisfactory answer

violet cove
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Dang

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Im really trying to figure out how something like this would be done in 3ds max

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It would make a world of difference for level designers

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Since it would be the next best thing until probuilder or geometry tools 2.0 come out

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I might learn max script just to do this

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I know for a fact that its not complex

floral heart
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That seems pretty simple. Extrusion and welding. But subtracting geometry would be tricky.
Also, Geometry 2.0 is probably canceled.

violet cove
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all Im aiming for is autoplanar uv mapping on extruded faces

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in 3ds max

fierce tulip
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besides the uv's you can already do that

violet cove
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yes but the UVs are the important part

fierce tulip
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uv's are frickin simple for stuff like that hehe

violet cove
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yes but when you are making lots of iterations and stuff it is very slow

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and tedious

floral heart
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I'd assume if you're making a quad every time, you just put UV 0.0 and UV 1.0 on the right vertices.

fierce tulip
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if you are making iterations its mean you shouldnt be wasting time with uv's anyways :p

violet cove
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so you would think

fierce tulip
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thats like building light after every few meshes

violet cove
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but its quicker if everything is UVed automatically from the start you dont have to unwrap at the end

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plus you can see your results in real time

fierce tulip
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you'd need to unwrap for lightmaps anyways, and you dont want floor/wall/ceiling as one mesh for collision complexity reasons

violet cove
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you split it up

floral heart
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You could just use a triplanar material, instead of UVing it.

fierce tulip
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then just apply a planar map lol

violet cove
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its still a lot more efficient to automatically unwrap

fierce tulip
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and that

floral heart
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Matcaps and triplanar everything!

violet cove
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in 3ds max?

floral heart
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I'm doing shader editing in blender because its preview is faster. :x

violet cove
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Have you guys used the Source 2 editor?

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If you have youll know what I mean when I say building levels is much faster

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when everythng is unwrapped and easy to texture automatically

floral heart
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I've used Source 1. Did they make hammer better?

violet cove
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Much, much better

fierce tulip
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hammer been crap since day 1

violet cove
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that video I posted is Source 2 hammer

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And Luos thats an opinion

fierce tulip
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an educated one :p

violet cove
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Its much faster to iterate and design levels correctly with hammer than a modeling program outside of the game editor

floral heart
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In source 1, the automatic uvs were basically triplanar.

violet cove
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Yeah

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Its pretty nice and convienent was it not?

fierce tulip
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anyways, afk switch stream starts

floral heart
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Personally I preferred the align-to buttons.

violet cove
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Im trying to look for a script/modifer that unwraps in real time

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Well yes the align to buttons were useful, but they wouldnt be useful if the bsp wasnt automatically unwrapped

floral heart
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On that note, I actually did have some issues with the world unwrapping, related to diagonally rotated pipes.

violet cove
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In hammer?

floral heart
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For anything rectilinear it was fine of course.

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Somehow I worked out this crazy situation where I would alt-click from one pipe onto the opposite face of another pipe, so that the textures wrapped nicely.

violet cove
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yeah

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That is a super nice feature, used extensively

floral heart
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Basically magic. I couldn't do it again if I tried.

violet cove
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I used to mod source quite a bit, used hammer for like 10 years

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Thats Agroprom (from STALKER) remade for gmod

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Although I dont quite like bsp anymore, the workflow is unparalled even today for prototyping levels and finalizng them too

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Mostly because of the auto unwrapping, auto lightmapping, collision, and since it was all built in editor

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rather than relying on external programs to design everything

brave horizon
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Interesting to see an Unreal 4 game on the Switch

floral heart
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Explains the early mentions of switch support in the UE4 code.

brave horizon
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awesome.

kindred mountain
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how do I get the TP to walk rather than run?

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TP character

safe rose
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?

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go softly on the stick

kindred mountain
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using MoveToLocation in an AIController

safe rose
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k

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well, if you are using an animbp

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you should know the speed at which it go from walk to run

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and just reduce said speed in the charbp

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to under the threshold

kindred mountain
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got it thanks

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really need to put a day aside to learn this stuff properly!

safe rose
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not really @brave horizon

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There are probably over 20 games slated for it

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Ever since they announced UE4 support

cloud cobalt
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Yeah game engines are always going to support any major new console anyway

safe rose
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hmm

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not true

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well

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I was about to say Wii U

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but I think that was 2012

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and 3DS

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which I am still a bit shocked ue4 hasn't jumped on that

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especially with Unity all up in it

cloud cobalt
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So I've worked on the 3DS

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Unity support for it is shit

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It's an ARM11 with a fixed-pipeline GPU

#

You can't have UE4, or UE3 for that matter, on that

safe rose
#

damn

#

well

cloud cobalt
#

The Wii U was a previous-gen console from Epic's POV

safe rose
#

here's hoping we will see New Super 4DS

#

With UE4 support

cloud cobalt
#

That's the Switch

safe rose
#

Of course... it could be that Switch

#

yeah

cloud cobalt
#

๐Ÿ˜„

safe rose
#

But...

#

not really

#

that thing is too big

#

but small

#

I feel that they can still compete in the "Mobile" dept

#

with something smaller

cloud cobalt
#

I wouldn't expect another device

safe rose
#

really?

#

Hmm

#

I guess New 3DS came out pretty recently

#

But I would be very surprised if they didn't come out with another one

#

Unless they devote that side straight to mobile apps

#

Which I suppose I could see. I mean Mario Run might have been a test run for them

cloud cobalt
#

tbh it looks like that

#

They have a mobile-y device now, I don't see a new 3DS coming

#

But well, I guess we'll see what they do

safe rose
#

Aye

cloud cobalt
#

I'd love to do a Switch game anyway

safe rose
#

Right

#

But, I am pretty sure that's on lockdown

#

For most indies anyway

tawdry quail
#

can I change a reflection capture's brightness during runtime?

golden quest
#

Can someone help me with a little issue with UE4? Apparently, from reading my crash reports, my editor is using my old HDD for computing its builds and other stuff (wich is assigned to D:\ ), and I use that one just as storage and nothing else. My question is, is there a way to change that so that UE4 uses my SDD, which is bigger and much faster for computing and stuff? (can't seem to find it within the Editor Preferences).

cursive dirge
#

just place the projects on SSD drive?

#

and preferably install UE4 there too

#

(and VS)

#

there is DerivedDataCache etc folders under your Users/Appdata but it should always be in the system drive, if your SSD is not the system drive, then it requires specific settings on your ue4 config to change that

golden quest
#

My UE4 and all the projects are in my SSD (assigned letter O:\ ), that's why I found my crash report odd when I saw the address it was using for its computing was D:\ . I was wondering if it was related to how my Windows used D:\ for RAM but I changed that in settings to redirect to the new SSD after I upgraded to it.
And yes, my current Windows is installed in a SSD (and that one is C:\ ). Do I need to open the config for UE4 then?

#

Oh dear, so many config files...

mellow obsidian
#

can also be that your UE puts temporary files in the D drive and that something went wrong in the temporary files

violet cove
#

For anyone who was reading my comments before about max script and autoplanar mapping, I posted in the Wallworm forums about the idea and Wallworm responded back with a very useful video nearly covering exactly what I was asking for

wet berry
#

Does anyone have info on what 4.15 is going to be? I was hoping for overall QOL and bug improvements but the one specific feature I was tracking for 4.15 is backlogged now (smooth unload level streaming).

thin haven
#
cursive dirge
#

hmmm

#

this is marked as done now

#

wonder if it mean that there are no known bugs in it or just that they don't want to keep people working on it anymore

violet cove
#

I was wondering about that too

fierce tulip
#

@wet berry there was some verification that 4.15 wont be a QOL/Bugfix version.

#

@violet cove oh man, i havent heard shawns voice in ages.

#

keep in mind that that setup might not always work with complex shapes.

#

for simple level planning it should be fine though

violet cove
#

Yeah it doesnt work well with some objects

#

but for basic level geo its pretty good

thin haven
#

@fierce tulip: I heard they abandoned the idea of stability versions as such, not that they won't bugfix

fierce tulip
#

well, looking at 4.12, 4.13, and 4.14.. im wondering if they abandoned stability hehe

#

hope 15 is better

golden quest
#

Playing Bioshock 2 and I got the feel I was on my UE4 Editor lol

copper swallow
#

I have these errors in my message log and have replaced all the refernces.

How ever these won't go away and do nothing when i click on them (Doesnt open any BP or Animation Blend)

safe rose
#

@copper swallow how did you replace them?

#

Did you fix up redirectors?

#

click on the nodes in question

#

it should take you somewhere

copper swallow
#

I used a back up from the saved>backup folder

#

the nodes take me no wher

safe rose
#

So you've gone to each of those BPs

#

and checked to make sure everything is good?

fierce tulip
#

shouldnt one need to remove the time/date stamp

#

?

safe rose
#

I think those timestamps are autosaves?

#

maybe not

fierce tulip
#

yea, but if you use them (move em back) need to remove timestamp

safe rose
#

But it's a strange naming convention if not

fierce tulip
#

yea, timestamps come from the backups

#

need to remove em

copper swallow
#

Steam VR player controller - good, simulates fine
Animation- good, simulates fine
wand- good, simulates fine
shocking grasp- good

#

timestamps?

fierce tulip
#

the _2017_etc timestamps

copper swallow
#

I mean I thought I renamed it already?

#

let me check

#

yeah timestamp is already gone from it

fierce tulip
#

never tried with blueprints though, not sure if they accidentally redirect to additional timestamp shit

copper swallow
#

Well for some reason our editor won't re open and it crashes. If I rename/replace WizardCharacter.uasset it will open fine, everything else we worked on is fine

I just get these errors

fierce tulip
#

see if that steamthing is looking for it still, fix up redirects, etc

#

also, off to bed. good luck!

copper swallow
#

Thanks for the help tho! Appreciate it

#

If I close and reopen if project it crashes at 93%

#

Fatal bugs whyy

#

Fixing up redirects didnt work either

tame token
#

Hi all

#

Has anyone here worked with modding for ARK ???

#

ok have a good night

naive remnant
#

I've to give an architecture walkthrough to a client and want to make sure the build works just on one machine. I don't want them to be able to copy paste the build onto multiple machinces. Any suggestions on how i can do this?

jovial nova
#

Noob Question: What node is this? I've created a Material and functions etc are blended and plugged into this landscape master node, but I can't remember why it's collapsed.

#

Ohh! I clicked "Use Material Attributes" heh. sorry yall!

plush yew
#

@naive remnant I would say in broad terms, set up communication to server, hold database in server, register UUID of computer,if unique UUID assign said computer UUID with unique key, wiht possibility to download the key as a file for offline use
if UUID has been used application can't be used

Also, you should have some form of registering not only the UUID and assigning a key, but also register the UUID and Key-status for offline usage

naive remnant
#

Thanks, @plush yew! This is the standard for most games, right? I might not have internet connection when installing though

plush yew
#

But simplest way would not be this, a simple way, (which can be bypassed though)

Woud be to just register UUID for offline use

#

jsut keep the file secret, so users don't easily tamper with it and changed whihc UUID has been registered

#

@naive remnant No the standard is just give a key to the user and input the key when starting teh game for the 1st time(or everytime) my solution is a bit more thorough

#

also

naive remnant
#

How are you identifying each system though? Are you using a MAC ID? Or are you creating a UUID each time the game is installed?

#

@plush yew Where are you storing this unique key?

plush yew
#

UUID is uniqie to several OSs so it's the best, so it would read the UUID of the installing computer, lin it with an avialable key

But all of this is theoretical, I have not needed to do anything liek this yet

But logically this would be the best way

#

Also, store it somewhere the users wouldn't look

#

atleast according to me, if it's in the actual folder of the build ,you make the risk of them finding and tampering with the stored key easier

naive remnant
#

Alright, thanks!

#

Final question, do you know how I can get the UUID in Unreal?

plush yew
#

That would more likely have to be done outside of Unreal, or through pure code

#

I think best would be to create a "third party" tool to handle this and handle the startup of the build if you are doign this

naive remnant
#

Hmm, this is trickier than I thought it would be!

#

Thanks a lot for your help, @plush yew! Really appreciate it

plush yew
#

no problem, might be some easier way to get teh UUID, not sure if it is possible through the regular editor but I am pretty sure it isn't

plush yew
#

@naive remnant Found this

naive remnant
#

Yeah, this should do. Thanks @plush yew !

plush yew
#

Np ๐Ÿ˜ƒ

vague prairie
#

How can I move a meshComponent so that its center is at a location, not its pivot point

old bone
#

Hello guys, when I transfered to a new version of engine, I am getting broken encoding in output log, is it known issue?

solid wadi
#

Im having some troubles with UE4 and i dont really know where to ask this. Everything is fine until project creation/selection where the UI becomes red. When a project is opened the UI is still red and the viewport is in anaglyph 3d and i dont know why or how to fix this. I have been looking around but cant seem to find anything about this. Im using Windows 10 and UE4.14.3
I have done a fresh install and multiple reinstalls and its still the same. Please this is stopping me from learning to use unreal engine,any help about turning it off so i can start learning unreal engine and i would be really gratefull

lavish glacier
#

one day, we'll have redirect nodes in material editor

#

one day

cursive dirge
#

@solid wadi but unreal doesnt even have anaglyph mode...

#

If I had to guess, you have forced that on somewhere else, like from nvidia 3d stereo drivers

solid wadi
#

ok,but its only un unreal if it was the drivers shouldnt other programs be affected to?

#

Thank you it worked, anaglyph 3d was eneabled in the nvidia controll panel and for some reason unreal seem to use that. I have never touched the settings on my grapihics card and never seen a program use anaglyph 3d without it beeing a option in some menu. And a last question is this a bug? or is it somehow my fault?

cursive dirge
#

it's not enabled by default

#

are you only person who uses that computer?

#

anyway, if you don't use nvidias 3d monitor tech for anything, you could just opt out on driver updates

#

you can uninstall the 3d surround etc things it's installed now too

solid wadi
#

Yes im the only person that uses this computer. But its fixed now, in the nvidia controll panel there was a option called anaglyph 3d i disabled that and now it works

cursive dirge
#

yeah, that would do that ๐Ÿ˜ƒ

solid wadi
#

But i still find it strange why did unreal use that setting when no other program do(of the ones i have installed except ue4)

cursive dirge
#

no idea tbh

solid wadi
#

is it a bug?

cursive dirge
#

could be, I don't even install those stereo drivers myself so haven't seen anything odd myself ๐Ÿ˜ƒ

#

wish they didn't install them by default too, now I always have to do custom install instead of express

#

just so I can untick them

#

only reason for anyone to use those drivers if they have nvidias 3D glasses

#

there's that anaglyph mode alright but I doubt anyone would actually use it for gaming

solid wadi
#

so i should report it as a bug on the website?

cursive dirge
#

anaglyph mode should work on all 3d apps though

#

if enabled as default setting

#

I dunno, I usually do bunch of repros before reporting any bugs

#

like try to find what triggers it

#

if you have anaglyph mode enabled, only bug I can see there is if it doesn't apply it to other apps :p

#

as is should

#

well, ones that use directx for 3D anyway

solid wadi
#

but i have played many games and used many apps and never see them use anaglyph by default

cursive dirge
#

could be it's limited to some DX modes

#

I haven't read about the limitations myself

solid wadi
#

well im just happy that i can start learning ue4 now and be able see stuff properly

cursive dirge
#

๐Ÿ˜ƒ

solid wadi
#

Thank you again ๐Ÿ˜ƒ

cursive dirge
#

np

somber condor
#

Guys I'm newbie to SVN, got a question. I have a project in 4.13 that is already being version controlled with SVN. Yesterday I converted to 4.14. just want to know how I shoud deal with the new Unreal version and my SVN repo ? should I make a new branch or just simply connect 4.14 to svn and check in ?!

old bone
#

Whe are you using SVN? I have not heard about anyone using it these days, because everyone is using git or mercurial

somber condor
#

@old bone well it's good enough for local version control. it does the job

errant lintel
#

Hello ! I would like to know if there is a way to get the McLaren project to make some test, or find a decent supercar model with some materials to prototype some stuff

cursive dirge
#

you can get the maclaren materials from marketplace

#

that's about it

errant lintel
#

@cursive dirge, yeah I'm currently download it, thanks ๐Ÿ˜ƒ

orchid coral
#

Can anyone help me, im trying to deploy to android however it says i need plugin browser to use the project, i have it active and installed, so im not entirely sure where i go from here.

supple lake
#

is it possible to import a model in sculptris i made into unreal directly, or do i have to bring it back to maya and then to unreal

thin haven
#

@supple lake what is the format?

supple lake
#

@thin haven sculpture file, i can export it though in a certaion way thjough

thin haven
#

try exporting to fbx or obj, ue4 reads both formats easily

supple lake
#

@thin haven ok ty

thin haven
#

np

sage grail
#

Anyone here using 4.14 with an AMD GPU?

#

I was getting an error message about it not being compatible with my drivers (they were the latest) so I tried getting the old one that the engine recommended.. but same issue

frigid plover
#

Uh, so, if I see this happen, should I assume UE4 is doing something bad, or should I assume my video card is choking?

sturdy kernel
#

has anyone come across an error where UCX_..._ collision meshes (from blender) are found (eg Num Collision Meshes: 2) but don't display and don't work

bright aspen
#

Is there any way to set the color of boolean variables in the blueprint editor?
I have severe protonopia (Red-Blindness) and it's extremely hard for me to make out the hue of the boolean variables in my project, because it's the exact same value as the dark grey background.

whole quarry
#

@frigid plover Unless you're making a 8bit space-invaders, i think your gpu is dying

sturdy kernel
#

@whole quarry yes, I think I got that part right because asset viewer says i have two collision meshes, but the meshes dont appear when i click show collisions

frigid plover
#

Fortunately it didn't do that again after restarting the editor once

#

So I'm a bit perplexed.

whole quarry
#

I've had it too, also some artifacts in the content browser, soon after my video card was gone

frigid plover
#

I just got this gtx 1080 in September :/

#

Still under warranty. But I haven't had any problems in any other games

mighty totem
#

Hey guys

#

How do I make unity style lighting in unreal

#

I want everyone to be able to play my game

#

Not only a person with a good graphics cards

whole quarry
#

Bake lighting?

violet cove
#

Yeah not quite sure what you mean by unity style

#

Baked lighting doesnt have any performance impact at runtime aside from loading lightmaps into ram, but thats less expensive than dynamic lighting

whole quarry
#

I doubt if many will even know what "unity lightning" looks like (i dont)

ivory gorge
#

unity style lighting.... you mean crap?

plush yew
#

global illumination?

floral heart
#

Segue: How do you do vertex lighting in UE4?

violet cove
#

Maybe he means unlit

last badger
#

I'm guessing "low poly flat shaded"

hot sandal
#

Totally gamebreaking, we just figured it out awhile ago.

cursive dirge
#

Huh, baked lighting can be even more expensive than dynamic one

#

So I wouldnt go as far as telling it doesnt have perf impact

#

If it's properly done, it should be cheaper though

tulip vault
#

That's interesting considering what I know about lighting.

#

Or at least, from Source Engine. I just joined..

plush yew
#

Is it possible to lock comments in BP?

#

To not accidentally drag them

#

@cursive dirge Would that be because of bad lightmaps?

#

Or too high res

cursive dirge
#

too high res I guess

#

I haven't used lightmaps much, but I Iknow i had issues with the perf with them on my first ever ue4 game

#

I have an idea what caused it but yeah, it would have been user error

#

just saying it doesn't automatically give 0 perf loss ๐Ÿ˜„

#

well, it never will, as it always has some cost

inland granite
#

Hello everyone :)!

#

Phew, please don't try this at home: Create a Blueprint-helper library. In library create a function that is casting to a Game Instance.. Spend over two hours to solve the crazy mysterious crashing bug.. After removing casting to Game instance inside the helper-library, everything works.

worn granite
#

Wow

safe shoal
#

Sounds like the cast was just failing. Are you sure you're using your custom game instance?

hot sandal
#

@safe shoal Needs a fix. We fixed it by running the console command at start of matches.. but.. wew.

#

It's bad! ๐Ÿ˜„

safe shoal
#

Yeah, definitely not good at all. Apparently the issues thread says it's fixed for 4:15

#

So frigging glad I didn't upgrade to 4:14... feels like a total mess so far

weary basalt
#

Ive completely avoided it

#

So unstable

hot sandal
#

It's fine, using it fine on my game.

#

But you need to do that console command for multiplayer games...

plush yew
#

@safe shoal Getting Forward Renderer and MSAA was great for a day... then when all the actual issues around your daily workflow that doesn't involve pretty art comes creeping... yeah no.

#

Oh don't forget VOIP!

safe shoal
#

Be a nightmare for me in an MP-heavy game, or an already shipped title.

plush yew
#

That was a good one, but also not necessary for core

safe shoal
#

I thought VOIP always worked with Steam anyway?

inland granite
#

@safe shoal Well, casting should have worked.. I cast it exactly the same way inside the class and the crash wont occur

plush yew
#

I am working on an early access title already launched, and I can't push a single public build

safe shoal
#

@inland granite You got code to copy-paste? Might be a nullptr

#

Yeah we stuck to 4.12 for our release

stoic halo
#

any idea when 4.15 drops? The master branch has been on 4.16 for a couple of weeks already

cursive dirge
#

first preview this or next week

ivory gorge
#

@safe shoal is that a Cobra cockpit?

cursive dirge
#
#

that comment was little less than 2 weeks ago

stoic halo
#

oh! good catch!

#

thanks! ๐Ÿ˜„

cursive dirge
#

np, remembered reading it back then

#

but things can change, hence guessing it could go to next week too

#

after all, their initial plan was to get 4.15 out before the end of the last year

#

but I'm happy that they didn't rush 4.14 any more than they did (it's still bugged)

stoic halo
#

yes, I'm having lots of problems with 4.14

tall pendant
#

i still hope for feb/march .. cuz more stability ๐Ÿ˜›

cursive dirge
#

yeah

#

release will be there anyway

#

unless they just do one preview build this time ๐Ÿ˜„

stoic halo
#

I should be more patient and just wait for all the hotfixes and even then, it might not be worth it

cursive dirge
#

my biggest concern is still physx 3.4 on 4.14+

#

it's not even ready yet, still it's in the core of the engine

#

I dunno if others feel it but I think we are guinea pigs here for nvidia

#

I know they had to make the jump at some stage though

tall pendant
#

hmm just read nvidia is preparing for ~Feb for a final SDK release. yet its already in engine...

cursive dirge
#

yeah, at least they are getting the SDK out eventually

plush yew
#

I installed the Unreal Engine a few days ago and finally found the time to actually launch it for the first time, but an error is preventing me from using it:
Target platform manager was requested, but not available.

#

No idea what causes this issue.

#

Actually, not a few days ago, must've been months ago, as I am trying to run UE 4.9.1

whole quarry
#

Try 4.14.3

fierce tulip
#

also, what are you running it on

plush yew
#

I can't update just now, limited data and no wifi for the next few months :^)

#

I'm running it on Win10, Intel Core i5-2450M, NVIDIA GTX 520MX

cursive dirge
#

well, that's only like 1.5 years old engine

safe shoal
#

@ivory gorge yeah, just using it for the prototype tho ๐Ÿ˜ƒ

whole quarry
#

Is that a laptop @plush yew ?

wary wave
#

That graphics card isn't going to cut it

plush yew
#

Pretty old hardware, I know, but it is supposed to be enough to run the UE

#

Yes it is @whole quarry

whole quarry
#

Laptops are for office work, not for this type of things

plush yew
#

I know tons of people who use laptops for UE stuff

fierce tulip
#

nontheless it should at least be able to open ue4 though

cursive dirge
#

me too

whole quarry
#

Biggest problem is that usually a video card is not dedicated in a laptop and has shared (thus limited) available memory

cursive dirge
#

people are weird

#

I also know a lot of gamedev companies that mainly have laptops

#

I've always wondered about that

#

if they mostly sit on their desk

plush yew
#

You can carry them around I guess

#

Just in case, whatever

wary wave
#

Never heard of a game company developing with laptops.

cursive dirge
#

yeah, that's their explanation

plush yew
#

I have no idea how to fix that issue

cursive dirge
#

@wary wave welcome to finland ๐Ÿ˜„

wary wave
#

I wouldn't take them seriously

cursive dirge
#

yeah, it's absurd

#

but they dev mostly for mobile and with unity

#

so laptops are enough

wary wave
#

But no, I don't think the 520m is up to snuff for UE4

cursive dirge
#

well, enough for the cpu/gpu power for it

#

I'd still prefer desktop

wary wave
#

It's a card intended for browsing the web at the most, I don't think UE4 will even support it

whole quarry
#

@plush yew Can you make a screenshot of the error?

plush yew
#

The 520MX has 512MB of VRAM

cursive dirge
#

heh

whole quarry
#

shared RAM or dedicated?

plush yew
#

dedicated

fierce tulip
#

@wary wave shadowriver's pc is way lower specwise than aileen's laptop, and he gets it running. just dont ask how it runs :p

plush yew
#

but you know

#

It's not the cause

cursive dirge
#

I can't remember when desktop GPUs had that little RAM anymore

wary wave
#

Is the GPU lower spec or just older?

plush yew
#

It's just older

whole quarry
#

I'm in doubt that the error is producerd from ue4 tbh...

cursive dirge
#

but yeah, it might run the editor

plush yew
#

Heck it doesn't matter

cursive dirge
#

just don't expect to do anything with real game art

fierce tulip
#

its ddr2 era

wary wave
#

My Geforce 6800GT had more memory, lol

plush yew
#

"Target platform manager was requested, but not available."

whole quarry
#

Can you make a screenshot of the error please

plush yew
#

I doubt that error has anything to do with graphics card stuff

#

Sure

fierce tulip
#

only thing i can think of is "update drivers"

plush yew
#

It's showing a short traceback in the Crash reporter, I will just send it your way

cursive dirge
#

what OS?

plush yew
#

It doesn't appear to be related to the graphics card at all

#

Win10

whole quarry
#

If I understand right, the Target Platform Manager is the thing that deals with the well... targeted platform (ios, android, windows, mac, linux etc), which seems to be missing tho (just based on the error given)

#

either try to verify the installation, or go to the library for the free wifi and get the latest engine

cursive dirge
#

yeah, that sounds like a good plan

#

how did you install the 4.9.1?

whole quarry
#

So you should be able to start the Launcher, get to the point to open or create a new project, but when the editor starts - it crashes?

plush yew
#

I can get to the Epic Games Launcher (ofc). Then I click on the big yellow Launch Unreal Engine 4.9.1 button, and then it loads till 18% and then crashes.

#

It doesn't even get to the project manager.

whole quarry
#

I think your best bet is a reinstall or try to get the newest engine

plush yew
#

Okay then ^^ How can I verify the installation though?

cursive dirge
#

not sure if there's any option (never seen one), best bet is redownload everything (or newer version rather)

#

if you are starting out with ue4, I'd get the newest engine and also content examples (for the same engine version you start with)

#

although if you really can't afford the data transfer or can't get wifi/anything, I don't really know what to suggest

#

it's not a situation most gamedevs have

#

as good internet access makes things so much easier

fierce tulip
#

try and google for good local wifi spots perhaps

craggy nymph
#

There's a verify button when you click on the little drop down arrow next to the launch button in the launcher

plush yew
#

Yeah, found it but it requires a good connection so I might as well download 4.14 ^^

#

Thanks @craggy nymph @fierce tulip @whole quarry @cursive dirge @wary wave :)

fierce tulip
#

good luck!

pallid talon
#

Question, we are using Perforce for source control. Every time I open the *.uproject" file, I am prompted update the files (even though nothing has changed and wasn't checked out by anyone else). Should this always happen? Or am I missing something?

upbeat valve
#

Why cant my hwk be ue4 work ๐Ÿ˜ฆ

unborn matrix
#

I imported a level from my partners computer, but now after building lighting the BuildData.uasset, only loads partially.

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So I can't save it and I can't package my game

safe rose
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@unborn matrix did you delete the builtdata and rebuild?

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Also make sure all the references of the assets came in as well

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fix up redirectors

unborn matrix
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Cannot delete build data as it is referenced by the map

safe rose
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etc etc etc

unborn matrix
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Fixed up re directs as well

safe rose
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delete the freaking thing...

unborn matrix
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Force delete it??

safe rose
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duh

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Of course it's going to be referenced to the map it's supposed to be saving the data from.

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But, if you are having build issues...

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You should just start from scratch, since you're wanting to rebuild lighting anyway

unborn matrix
safe rose
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Are you using Source Control?

unborn matrix
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Uhhh okay imma back up first

safe rose
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Also...

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Do you have more than one instance of the Editor open?

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As in, you may have two of the same projects up

unborn matrix
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Nah I checked that

safe rose
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I would restart your PC also

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Just in case

unborn matrix
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Just go through the PC flowchart? xD

safe rose
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Right

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You'd be surprised

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But sometimes there are things that get left in mem

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But really, after you delete the built data

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you can rebuild

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As long as all your references are 100%

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Not sure how you imported that map

unborn matrix
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migrated the folder above

safe rose
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And it had dependencies right?

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And it brought those over?

unborn matrix
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yeah all the data came with it

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i deleted the old one and am now building an old one

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yeah it just looks like my lighting isnt fully loading?

fierce tulip
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isnt it set to read only or so?

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i tend to see that message when someone borks version control

unborn matrix
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Well I deleted it, so It should be making a new one yeah?

safe rose
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So, I asked though

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Are you on Source Control or not?>

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Can you save anything?

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In that folder

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put whatever you want and save it

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#

let your voices be heard

unborn matrix
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I had it turned on but switched PC's with him.

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he didnt on that copy

safe rose
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What?

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Check to see if the map is actually read-only

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as in go into windows explorer and check

unborn matrix
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Cant fidn the build data in explorer?

fierce tulip
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we meant the map itself

unborn matrix
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it's not set to read only

cursive dirge
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@safe rose replied ๐Ÿ˜„

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my biggest issues with ue4 has never been it missing features but existing features not doing things what I want + making it hard for me to change that

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and with generic purpose engine, it's just hard to implement full features on framework that would work properly for every users

safe rose
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Oh, I wanna see

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True in most cases

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But, there are things that just get implemented that are half-asses

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half-assed

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Like VR..

cursive dirge
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for example, I really dislike how splitscreen is handled

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or input

safe rose
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or networking

cursive dirge
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or many components that are too hardcoded

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like CMC, vehicles etc

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well, splitscreen setup is hardcoded too ๐Ÿ˜„

safe rose
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I agree, should definitely be a bit more decoupled

cursive dirge
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unity doesn't force you into similar things

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you can put viewports anywhere you like

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use input controllers how you like

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although I admit unitys input system isn't perfect either

safe rose
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I approach from the back usually...

versed pawn
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:)))) sorry I haven't finished my sentence and accidentally pressed enter

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So how would you guys approach a laser like in Portal 2 or The Talos Principle? Those lasers can be redirected into different angles and (I assume) they somehow simulate collision (they can ignite stuff).

safe rose
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?

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You just fake the shit out of it

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All they are are probably beam particles

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source and target

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source and target

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source and target

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That's what I would do

fierce tulip
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^ that, or even just meshes that change uv-depending on scale and trace the fucker

safe rose
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You could also do a "mirror"

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But then you'd need lots of 3d math involved

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to get the bounces

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Just easier to fake it by getting a source and giving it a target

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And be done with it

floral heart
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Ever notice the 'mirrors' in these games, the laser magically locks onto the center and then magically reflects from the center to wherever the mirror is pointing?

safe rose
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Right

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I mean, if you want a dynamic mirror gameplay thing

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then you're going to spend a lot of time on just that part

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But that will probably be your core mechanic

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so you should

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I don't know, maybe it's not that hard actually

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You can probably just get the angle

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and bounce it to a certain direction depending on the normals

floral heart
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I think the only game I ever saw that bothered to get the angle for mirrors was Duke Nukem 3D, when you shot them with the shrinker gun.

tidal lichen
#

Why can a print string node be outputting to the log but no to the screen? I checked "print to screen"

unborn matrix
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@safe rose Well it's working now.... I literally have changed nothing

jolly void
#

is it possible on unreal to spawn particles accordingly to a texture grayscale map (spawn on whites an not on blacks)

placid kraken
#

hey, uh can someone please help me with an export error from maya to unreal?

unique flint
#

I have installed Unreal Engine 4 on 2 computers and I want to access my project on both. How can I do this?

fierce tulip
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version control

safe rose
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Dropbox

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Google Drive

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whatever

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OneLive, whatever

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SourceTree

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up that biotch to git

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which is SC

fierce tulip
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put project on usb stick, attach to pidgeon, send pidgeon to other computer.

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or a gull for e-gull

safe rose
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I remember playing X-COM by email

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those were the days

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(it was a multiplayer hack)

fierce tulip
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or try and get a dropbox business account, break dropbox, get 10 helpdesk emails asking the same thing, then get email saying they dunno'ing and get money back.

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xcoming by email, thats like playing UT with the only visual feedback being a printer

candid smelt
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do we have a rough date for 4.15?

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@fierce tulip - use version control (github, bitbucket etc). it can be confusing at first, but it's a good habit to get into

brave horizon
#

Can anyone recommend a good folder structure? The Folder structure on the epic wiki is kinda confusing.

candid smelt
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the only two big ones i know of is make sure your levels are in a root folder called Maps, and video files in a root called Movies

brave horizon
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Well yeah that's what I'm referring to at the moment

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So the top layer I've got is like.. 14 folders?

candid smelt
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current project i've got open has Audio, Blueprints, Fonts, Maps, Materials, Meshes, Textures, Widgets

copper swallow
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Packaging my product results in a sucsessful build. However it crashes when I launch the .exe

copper swallow
safe rose
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@copper swallow posted on answerhub already?

copper swallow
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Yes

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The important bit of that pastebin is

LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000238

hybrid scroll
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Hello. Since there was noone in #audio to help me, maybe I will find someone here:

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How should I go about making proper sound settings? not just float variable to volume of every sound, but using sound classes and mixes? There are so many places to set volume in, I dont get how to control it.

fierce tulip
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4.15 preview 1 is available to test

grim sinew
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awesome ๐Ÿ˜„

kindred mountain
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ooh TSet is in BP at last

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material editor reroute nodes!

cloud cobalt
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"engine compiling 25-50% faster"

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my body is ready

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Though one may ask why the fuck that obvious c++ good practice (include what you need) wasn't done from the start

plush yew
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@cloud cobalt "compiling 25-50% faster"? ... let's build it ๐Ÿ˜Œ

cloud cobalt
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We'll see about that anyway

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But any move in that direction is great

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Especially if that applies to game sources too

plush yew
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I hope they will move to clang 3.9, too. While this might not be on prio list first.

plush yew
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Hey! I was wondering if you have any idea why this happens. I have set up an animation with a socket and positioned it with a preview mesh. When attaching the same to the socket, it is a bit different. Moving the socket does not seem to make any difference. http://imgur.com/a/NiccA

Imgur: The most awesome images on the Internet.

grim sinew
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looks like it's attaching to the wrong spot of the device thing. make sure it's going to the center, not the origin of it, or just move the origin

plush yew
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The pivot point is the same for the mesh and the generated blueprint. I have set both to the same position and they overlapped perfectly

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Is it possible that the lighter is aligned automatically because it's colliding with the hand?

plush yew
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Even if i attach the blueprint to the socket it fits fine, the position is only incorrect when attached runtime

plush yew
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Any idea?

pallid talon
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Question - Does anyone know how to make a "OnClick" for a static mesh object work when the object's collision box is clicked instead of the geometry itself? Basically I have a headboard for a bed with thin polls. I have a "OnClicked" event that works, but the user has to click the thin polls for it to work. For some reason the collision box is ignored and only the actually geometry is what works for clicks.

plush yew
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Looks like in 4.16 the FBX animation code will be restructured. Unfortunately, Persona still crashes.

ancient obsidian
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Teriander, I don't have UE running right now, but, IIRC, raycast (trace) nodes had a bool check box that decides if to trace against complex or simple collision meshes. You may beed to uncheck it to do simplified collision test.

cursive dirge
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plush yew
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guys

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i need help

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i am literally killing the engine

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it is lagging SOOO hard right now, and ram usage is off the charts

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it came out of nowhere

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i mean its so bad it almost crashes windows

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it halts everything

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had to force stop it, its on all levels

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every map i switch to even a blank world, it just eats up like 6gb of ram for no reason

fierce tulip
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6gb seems fine

plush yew
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yah well ram usage is up to 90 percent

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basically halting the system

fierce tulip
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how much ram do you have?

plush yew
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12

fierce tulip
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thats not a lot

plush yew
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-_-

fierce tulip
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that said, about 1gb would be used in an empty scene, so it might be wise to track whats going on

plush yew
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but i cant

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i just go in and it lags right away

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any project

past pilot
plush yew
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DUDE FUCKING SAME

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WHAT IS WITH THE RAM

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i say wait for a patch

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i was thinking about finishing off my build this year with a watercooler and an extra stick of ram, and im done for like 4 years

floral heart
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4.15p?

plush yew
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no

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4.14.3

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@past pilot whats your version?

past pilot
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4.14.3

plush yew
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dude its honestly so annoying

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i cant get ANY work done

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im at the main menu of my game and im gettling like 10-15 fps and im on my most optimized map and im getting around 2fps

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im gonna try 4.15 tomorrow

past pilot
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i find that if i have a main window on one screen and an editor window on the otehr i lose FPS

plush yew
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same

past pilot
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but i get 120fps locked in general in editor

plush yew
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i get generally if the game wasnt bugged around 100fps on my least optimized map

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at 4k, keep that in mind too

past pilot
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if i got a heavy foliage area i lose a lot

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yea im in 1080

plush yew
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well thats obvious

past pilot
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with 4k you would need a heavy gfx card

plush yew
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it seems one big object doesnt lag the engine but multiple small models lag it

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i have an r9 fury x

past pilot
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are those really 4k cards? didnt think they were as fast as the new 480

plush yew
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Its around 20 percebt faster than a 480

past pilot
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hmmm... for some reason i always seen peopel talk down the fury x.

plush yew
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Only for coil whine

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It was extremely overhyped

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Its cheap. I found one for 240 on newegg

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Just search sapphire r9 fury

solar junco
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Not sure if this is the right channel can anyone point in the direction of some info on how to setup lockpicking and card minigames for my 3-d game in ue4?

unreal sonnet
#

Does anyone know of any open source UE4 games that have been put out? Maybe Game Jam entries of people who posted their project files?

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Because I was thinking that I'm at the point now with this Unreal stuff that I can look at a finished thing and learn from how they did stuff.

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I'm looking for projects people have done so that I can open them up and learn from how other people made stuff.

safe rose
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@solar junco have you tried to Google anything?

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I am sure there has to be a few tutorials out there

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took 2 secs

solar junco
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Yeah but ill try again

safe rose
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doubt youdid

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But anyway

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Google is your friend, don't neglect it

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Because that's what 95% of anyone else is going to just do for you

unborn matrix
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finally found the bug that was breaking my game when i packaged it...

Apparently my map is corrupted. Which is weird because it plays fine when I play it in editor

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only breaking when I launch my packaged .exe

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Unless anyone can help me with that I guess I start rebuilding my level

thin haven
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@unreal sonnet : apart from Tom Looman's survival game project and a couple of testbed/university stuff projects I'm not aware of anything

unborn matrix
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@unreal sonnet Go check out the Content Examples

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it has most of what you might be looking for

sly inlet
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hello people

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if anyone can help with this we would really appreaciate, we're getting desperate here

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each time we want to export from sequencer, the entire project corrupts, we can't open it anymore at all, so we have to reinstall everything in order to get it running again any ideas? has anyone encountered anything similar?

half yoke
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I had the same bug when I tried the Sequencer on 4.14.3

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@sly inlet: to make it work again I had to delete Epic/Unreal files in AppData hidden folders, this kind of stuff. But as I just wanted my project to launch again and as Sequencer was not mandatory for me, I just deleted everything without thinking too much so I don't know which file exactly did the bug

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Maybe there is a bug to report to Epic here.

sly inlet
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We found out the exact reason

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we wanted to override the game mode > that corrupted entire game mode

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Thanks for that tip, it might also be a solution ๐Ÿ˜ƒ

half yoke
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So exporting the sequencer crashes as soon as you have a custom gamemode?

sly inlet
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yep

half yoke
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ouch

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thanks for the info

thin haven
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@sly inlet: report that to Epic, as it looks like you have a solid repro case

sly inlet
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Ok thanks

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it's way to deppression when something just like, decides it will not work

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๐Ÿ˜ƒ

burnt drum
#

hey does anyone know how I can use multiple arguments when opening a level

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i'm trying to open a level with both the argument of "listen" and "game mode"

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can't seems to get both to work

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I'm doing
OPEN MAPNAME?listen?game=survival

glacial belfry
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So... Any idea what could have happened that would corrupt a project between two opens? I have done nothing but restart the machine. Now I get a empty crash report.

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Right clicking the project and say "Launch Game" works without a hitch

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Cast of LinkerPlaceholderExportObject /Game/Blueprints/Ingame/VRPawn.VRPawn_C:HandLeft_GEN_VARIABLE.HandLeft_GEN_VARIABLE_HandController_C_CAT to Actor failed --- Seems like either my VRPawn blueprint or HandController blueprint is fucked

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Yeps. Replacing them with a backup of the .uasset worked. Nice ๐Ÿ˜ƒ

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aka. I really need to get source control up and running on this network

kindred mountain
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you don't need a network to use source control

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you can use git locally

safe shoal
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or perforce if you're OG :p

glacial belfry
#

Yeah I know, but problem is that my company wants everything on network drives for our backup system

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and the SVN servers I've used dont allow me access to network drives and IT has blocked me from installing it directly on our file servers - for obvious reasons

thin haven
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can't you use git with network drives?

glacial belfry
#

I will be honest, I havent tried setting up GIT because my experience has always been with Subversion

pallid root
#

Git will work with network drives FYI. I used to do that in the past.

glacial belfry
#

how does it handle large binary files like FBX models, JPG/PNG textures etc?

thin haven
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there is git-lfs for that

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on my end, the only files triggering the GUI client to recommend lfs are the maps themselves

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I'm storing models/textures in the normal way and seeing no problems

glacial belfry
#

hmm interesting. Are there different brands of GIT servers or just the one?

thin haven
#

not sure what you're asking about. the code driving them is the same, but there are multiple places where you could host the repo if you want a remote one