#ue4-general
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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
If you plan on actually working with UE and sometimes building it, it's useless
Wonder where that 7950X is.
hopefully Ryzen is going to force Intel to drop prices on these parts a little at least
Doubtful
we'll see. Some more affordable 8-10-core from AMD alone will be nice
AMD doesn't need Intel to drop the prices as much as they need to be able to charge Intel's prices.
although I can't see me upgrading for years
I know I won't upgrade until I can get a 50% faster CPU
Which is in 5 years at the current rates
yeah not holding my breath on that one
is there any roadmap for unified memory from either vendor?
Not than I know of
I'm quite happy with my 3770K, it's like 3 years old and apparently it's still very good compared to new CPUs
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?
@robust tree by all means
I did it already I hope @plush yew be ok with it ๐ https://twitter.com/Bart_Kamski/status/818748984726618112?lang=pl
Footstep Sounds with BP Setup my best selling asset with PDF documentation and 2 tutorials. https://t.co/e330WBkRxX #gameaudio #gamedev #ue4
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?
How come there is no #ue-optimization channel??
often fits in any of the other channels
hmm, makes sense
though, i do agree it would make for a nice channel
I already made a list of things to look after when optimizing.. But would be nice to get the same from others
Perhaps learn / share
For example: I'm working on my first level with a huge amount of foliage. And right now, lighting is a pain
Having a chat with someone that knows about that would be great
Optimizing for graphics can go into #graphics
Few people do both graphics and programming
I'd be happy to help there though
Sweet, thanks!
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!)
nooo clue
heh fair enough
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
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
they are often hidden behind nda/contracts afaik
You're going to want to get the hardware first and build on that
Porting a PC game after the fact is painful
^ you can tell our rad rodger coder guy that again
๐
@fierce tulip Actually I think level design is the most dangerous part
It's easy to do a big open environment on PC and then realize it can't happen on console
It's also costly to rework
You can usually optimize code by good margins
Though current-gen consoles have shitty CPUs
luckily even the 30-ish thousand polygon tree's wherent a problem
resolution was fine as well
mostly just too much memory being in use
so reducing texture size got us quite far already
additionally I did some vfx optims, and the rest of the team did their stuff
but it ran decent on ps4 before optimisations, so thats yay ๐
I'm also working on a PS4 title atm. But that data is indeed hidden behind an NDA
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 ๐
Anyone having issues with drag and drop in 4.14.2?
Every click on a widget is registering as a drag and drop interaction atm
@main lotus and besides performance, some of the rules and guidelines are either so outdated or just stupendous
but.. well.. nda :p
You should see the requirements for being allowed to show a PS4 controller ๐
14 page document
anyone know how much a perforce helix server license costs per user?
try digital ocean
omg that's nuts
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
not worth that kinda $$$ just for some notifications
Perforce used to be fine (used it on previous project)
It was 20 free users back then, which was more than fine, including some bot users for release systems
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
Today you're better off with Git. Gitlab provides free private hosting for large repositories
And it's basically the most well-supported VCS anyway
Sourcetree is not worse than Perforce client, and it's free too
we moved from atlassian stash to perforce, git was just too slow and I really like how perforce is better integrated with the engine
we have our own vmware system so dont need hosting
Yeah, Perforce still has its uses
But generally I think people are better off with Git, Git + LFS with Github, or exotic VCS like Plastic
I'll just stick with the free 5 users for now and not worry about notifications
what even is Plastic?
A version control that will help you develop new features in parallel, go distributed, merge in time, and never break a build again
That's plastic, I actually was looking into this
Perforce used to have a 20 user, 20 workspace free licence trial
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!
You what they say about when you need to ask for the price
ask for quote is always a bad sign haha
I hate that Git sucks with big binary files
My previous project was git sources, p4 binaries
Current project uses 4 Git repos (binary content, sources, sources of content, website)
has anyone got sequence recorder to work with ProceduralMeshComponent? by default it doesn't record the mesh 'growth'
@cloud cobalt i thought you were talking about galaxy in turmoil there for a sec xD
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
no details on the mem leak tho
it's possible because the API isn't available to the public they don't want to expose any function calls. who knows
the physx API that is
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
@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?
@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
I'm unware about it if that's the case :<
having some trouble with LowEntryJson. anyone have any experince that could lend a hand? Running into issues parsing JSON https://www.unrealengine.com/marketplace/low-entry-json
This plugin provides you with Blueprints to create and parse JSON strings.
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?
I'll just make 2 sets
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
I did back when I was messing with ipad developement. there was a remote app that helped you connect them I think
but this is years ago now
probably not that helpful
@plush yew do you mean like a wacom tablet or cintiq?
@pallid root Nah, android. Coule be phone for prototyping
@pallid root Sculpting or actually modeling?
sculpting terrain
@humble crow Connect the Ipad and PC or connect the Ipad and UE4 on the pc?
Mostly curious if the pressure tip works with Unreal
@pallid root Hmmmm good question
Well, atleast it was recently updated ^^
I don't think it's something a lot of people are after
anyway know how to do apex cloth?
Anyone familar with this build fail code? Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
i know how to read it
open the output log and just search error
those are the errors you need to fix first
it would be helpful to also fix the warnings too as that would prevent bugs/crashing/freezing etc
@plush yew Here's a link to the answer hub post about it https://answers.unrealengine.com/questions/547314/builds-fail-with-automationtool-exiting-with-exitc.html . I might be blind, do you see in erros in the log?
@plush yew I'm using epics starter content so the project has almost nothing to it.
@plush yew What do you see?
the game is called dialogue haha
its a test map to eliminate possible issues
I'm trying to keep it as simple as possible. I've been trying to nail down this issues for a week.
weird
@plush yew I've hit a wall. This is like the 6th time I've compiled the engine from scratch...
the warnings are very simple too....
i have literally no idea dude, i dont see any notable errors
i had the same issue before, i just started deleting things one by one until i found the issue
granted its unprofessional but i was stumped for months
I'm not even using my own content. I'm using epics starter content to iliminate other possabilites.
did you code at all?
I didnt.
I'm using a the toon shader engine model as a base and its worked in the past just fine for xbox one.
Yup, compiling for xbox one.
I've done it before and its worked.
i dont know dude
well, you tried.
sorry pal
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
I have a dev kit
you just request one?
register as a developer and they will send them to you for free
and its only for development, it cant play any games?
im sorry im not familiar with dev kits
Just jump through some hoops
They sent me two so ones for games and the other is dev work
You can use them for both just not at the same time. If that makes sense.
well i could use one in 2020, after my first game launches
well if they are still in production
just saw the 4.14.3 patch notes THANK FUCK they fixed the physx fps bug
indeed haha
i would open a blueprint and i would get immdeiate lag, because most of my effects are physx based
That's a drag for sure...
well it runs better
i just wish GPUOpen was used in unreal engine, that would make it easier for me
Pokemon-like damage system?
Rock paper scissors but with damage types
I can't find any good tutorials on stuff like that
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.
"D:\Work\TrsTwinstickAssembla12$(EngineDir)\Binaries\Win64.\Win64" what is that dot doing there?
no idea
its a default that pops up when i set it to empty
do you know what that field is actually for?
Anyone familar with this build fail code? Program.Main: AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure). Here's a link to the answer hub post about it https://answers.unrealengine.com/questions/547314/builds-fail-with-automationtool-exiting-with-exitc.html
damn
is there a way to reduce camera speed in the static mesh editor?
@plush yew I have not gone through all of them
I'm using unreals starter content instead of my own project to eliminate other possible issues.
Thanks
hi everybody!
if i have an object with multiple materials on it at different parts of the model
like say, using a rendertarget to draw materials onto an object
is there a way to have a player object be able to return a different value depending on what material it collided with
is there a way export objects from a level (meaning keep their placement) to FBX/ into maya?
I have a few objects block places and want to export them all to maya to uprez into 1 asset
Does anyone here use Skookum Script?
(Related: what plugins do you use?)
Or does anyone here use another embedded scripting language (such as Lua?)
Why am I so stupid?
A question for the ages
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?
that would be great
Is there a way to make a global static singleton variable or class using blueprints?
if you want functions that can be accessed from anywhere, use blueprint function library. for variables, maybe save game object?
how do i connect to source control guys
what source control system are you using?
idk how it works
do you have the $$$ or do you want a completely free solution? because there are several systems out there @plush yew
Free
Ty
np
perforce is free for 5 users as well
but you'll probably find git easier to use/find help for if you've never used source control before
Heh, weirdly enough I just switched from Git => P4 yesterday - seems P4 is way more supported in UE4 than git (for now)
but im only one user - with more users p4 is $$$, and it's harder to find free hosted p4 servers ๐
I don't think there are any free hosted p4 servers now
there was Assembla but when i looked yesterday it seems not so much ๐
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
Run it on an HTPC. ๐
heh, to be honest it's not as crazy as it sounds ๐
apart from if you wanted p4 as a sort of backup also, in which case if your house burns down.... lol
Or someone breaks in and steals your stuff
Hm.
...
Store it in the blocks of some lousy cryptocurrency!
Which is more likely scenario, probably
haha cryptocurrency... i like it!
but yeah, offsite is always better if you can do it ๐
Buy a nuc/ small conputer and hide it to your parents house
Make sure they have internet
or host it on a raspberry pi and hide it under the floorboards haha?
In a fireproof safe.
haha perfect
And waterproof
so like a miniature bank vault
A thousand years later: "We've found a time capsule!" "No, it's just someone's home perforce."
Got water damage twice so far and people have stolen my stuff too many times
Have very little faith in people not screwing things up for me
So I vote for remote location
jeez.. that's really unlucky ๐ฌ
definitely remote then ๐
i store my perforce stuff on my webserver, which is wrong for a whole other set of reasons ๐
If the webserver is what the perforce is for...
not sure, just seems a bit dodgy security-wise? maybe not though!
and no, it's not haha
okay i have a question not related to perforce or house fires!
when are PlayerControllers actually created?
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?
player controllers are kept on map change, actual character blueprints are not, I believe
yeah, i think that's what i'm seeing
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
so i'm not sure how it handles that does it keep a PC around per game mode?
I think it's per mode - I'm in the same boat as you
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
so the main menu or the garage
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
i guess same principle but yours is with cars? ๐ haha
looks like, yeah
does anyone know why my media player keeps saying no media in the top left corner?
i choose the file media source but after i play the game it doesnt stay there
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
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:
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.
fix up redirectors and 99.9% of the time the problem is gone
Does anyone here know Max script?
not many seem to do, as I have asked multiple times and never got a satisfactory answer
Dang
Im really trying to figure out how something like this would be done in 3ds max
It would make a world of difference for level designers
Since it would be the next best thing until probuilder or geometry tools 2.0 come out
I might learn max script just to do this
I know for a fact that its not complex
That seems pretty simple. Extrusion and welding. But subtracting geometry would be tricky.
Also, Geometry 2.0 is probably canceled.
besides the uv's you can already do that
yes but the UVs are the important part
uv's are frickin simple for stuff like that hehe
yes but when you are making lots of iterations and stuff it is very slow
and tedious
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.
if you are making iterations its mean you shouldnt be wasting time with uv's anyways :p
so you would think
thats like building light after every few meshes
but its quicker if everything is UVed automatically from the start you dont have to unwrap at the end
plus you can see your results in real time
you'd need to unwrap for lightmaps anyways, and you dont want floor/wall/ceiling as one mesh for collision complexity reasons
you split it up
You could just use a triplanar material, instead of UVing it.
then just apply a planar map lol
its still a lot more efficient to automatically unwrap
and that
Matcaps and triplanar everything!
in 3ds max?
I'm doing shader editing in blender because its preview is faster. :x
Have you guys used the Source 2 editor?
If you have youll know what I mean when I say building levels is much faster
when everythng is unwrapped and easy to texture automatically
I've used Source 1. Did they make hammer better?
Much, much better
hammer been crap since day 1
an educated one :p
Its much faster to iterate and design levels correctly with hammer than a modeling program outside of the game editor
In source 1, the automatic uvs were basically triplanar.
Personally I preferred the align-to buttons.
Im trying to look for a script/modifer that unwraps in real time
Well yes the align to buttons were useful, but they wouldnt be useful if the bsp wasnt automatically unwrapped
On that note, I actually did have some issues with the world unwrapping, related to diagonally rotated pipes.
In hammer?
For anything rectilinear it was fine of course.
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.
Basically magic. I couldn't do it again if I tried.
I used to mod source quite a bit, used hammer for like 10 years
Thats Agroprom (from STALKER) remade for gmod
Although I dont quite like bsp anymore, the workflow is unparalled even today for prototyping levels and finalizng them too
Mostly because of the auto unwrapping, auto lightmapping, collision, and since it was all built in editor
rather than relying on external programs to design everything
Interesting to see an Unreal 4 game on the Switch
Explains the early mentions of switch support in the UE4 code.
awesome.
using MoveToLocation in an AIController
k
well, if you are using an animbp
you should know the speed at which it go from walk to run
and just reduce said speed in the charbp
to under the threshold
not really @brave horizon
There are probably over 20 games slated for it
Ever since they announced UE4 support
Yeah game engines are always going to support any major new console anyway
hmm
not true
well
I was about to say Wii U
but I think that was 2012
and 3DS
which I am still a bit shocked ue4 hasn't jumped on that
especially with Unity all up in it
So I've worked on the 3DS
Unity support for it is shit
It's an ARM11 with a fixed-pipeline GPU
You can't have UE4, or UE3 for that matter, on that
The Wii U was a previous-gen console from Epic's POV
That's the Switch
๐
But...
not really
that thing is too big
but small
I feel that they can still compete in the "Mobile" dept
with something smaller
I wouldn't expect another device
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
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
Aye
I'd love to do a Switch game anyway
can I change a reflection capture's brightness during runtime?
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).
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
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...
can also be that your UE puts temporary files in the D drive and that something went wrong in the temporary files
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
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).
On phone so can't get proper link but their trello actually has a list of stuff done in 4.15.
proper link: https://trello.com/b/gHooNW9I/ue4-roadmap
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
hmmm
this is marked as done now
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
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
I was wondering about that too
@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
@fierce tulip: I heard they abandoned the idea of stability versions as such, not that they won't bugfix
well, looking at 4.12, 4.13, and 4.14.. im wondering if they abandoned stability hehe
hope 15 is better
Playing Bioshock 2 and I got the feel I was on my UE4 Editor lol
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)
@copper swallow how did you replace them?
Did you fix up redirectors?
click on the nodes in question
it should take you somewhere
yea, but if you use them (move em back) need to remove timestamp
But it's a strange naming convention if not
Steam VR player controller - good, simulates fine
Animation- good, simulates fine
wand- good, simulates fine
shocking grasp- good
timestamps?
I mean I thought I renamed it already?
let me check
yeah timestamp is already gone from it
never tried with blueprints though, not sure if they accidentally redirect to additional timestamp shit
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
see if that steamthing is looking for it still, fix up redirects, etc
also, off to bed. good luck!
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
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?
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!
@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
Thanks, @plush yew! This is the standard for most games, right? I might not have internet connection when installing though
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
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?
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
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
Hmm, this is trickier than I thought it would be!
Thanks a lot for your help, @plush yew! Really appreciate it
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
Yeah, this should do. Thanks @plush yew !
Np ๐
How can I move a meshComponent so that its center is at a location, not its pivot point
Hello guys, when I transfered to a new version of engine, I am getting broken encoding in output log, is it known issue?
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
@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
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?
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
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
yeah, that would do that ๐
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)
no idea tbh
is it a bug?
could be, I don't even install those stereo drivers myself so haven't seen anything odd myself ๐
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
so i should report it as a bug on the website?
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
but i have played many games and used many apps and never see them use anaglyph by default
could be it's limited to some DX modes
I haven't read about the limitations myself
well im just happy that i can start learning ue4 now and be able see stuff properly
๐
Thank you again ๐
np
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 ?!
Whe are you using SVN? I have not heard about anyone using it these days, because everyone is using git or mercurial
@old bone well it's good enough for local version control. it does the job
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, yeah I'm currently download it, thanks ๐
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.
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
@supple lake what is the format?
@thin haven sculpture file, i can export it though in a certaion way thjough
try exporting to fbx or obj, ue4 reads both formats easily
@thin haven ok ty
np
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
Uh, so, if I see this happen, should I assume UE4 is doing something bad, or should I assume my video card is choking?
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
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.
@frigid plover Unless you're making a 8bit space-invaders, i think your gpu is dying
@sturdy kernel have you checked https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/index.html#collision ?
Setting up, exporting, and importing Static Meshes using the FBX content pipeline.
@bright aspen afaik there is no way to change the colors in the editor ui, you might want to submit a feature request for that. I know there are more people with color blindness here that would benefit from this. https://forums.unrealengine.com/forumdisplay.php?24-Feedback-for-Epic
Tell us how to improve Unreal Engine 4!
@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
Fortunately it didn't do that again after restarting the editor once
So I'm a bit perplexed.
I've had it too, also some artifacts in the content browser, soon after my video card was gone
I just got this gtx 1080 in September :/
Still under warranty. But I haven't had any problems in any other games
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
Bake lighting?
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
I doubt if many will even know what "unity lightning" looks like (i dont)
unity style lighting.... you mean crap?
global illumination?
Segue: How do you do vertex lighting in UE4?
Maybe he means unlit
I'm guessing "low poly flat shaded"
Wow, huge bug in UnrealEngine's latest version. Some clients just can't move without console command: https://issues.unrealengine.com/issue/UE-39087
Totally gamebreaking, we just figured it out awhile ago.
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
That's interesting considering what I know about lighting.
Or at least, from Source Engine. I just joined..
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
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 ๐
well, it never will, as it always has some cost
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.
Wow
Sounds like the cast was just failing. Are you sure you're using your custom game instance?
Also @hot sandal nice find... that was probably a wierd regression caused by this bug I found in 4:13 and below
https://www.youtube.com/watch?v=5yXRu4xP0xg
@safe shoal Needs a fix. We fixed it by running the console command at start of matches.. but.. wew.
It's bad! ๐
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
It's fine, using it fine on my game.
But you need to do that console command for multiplayer games...
@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!
Be a nightmare for me in an MP-heavy game, or an already shipped title.
That was a good one, but also not necessary for core
I thought VOIP always worked with Steam anyway?
@safe shoal Well, casting should have worked.. I cast it exactly the same way inside the class and the crash wont occur
I am working on an early access title already launched, and I can't push a single public build
@inland granite You got code to copy-paste? Might be a nullptr
Yeah we stuck to 4.12 for our release
any idea when 4.15 drops? The master branch has been on 4.16 for a couple of weeks already
first preview this or next week
@safe shoal is that a Cobra cockpit?
@stoic halo https://forums.unrealengine.com/showthread.php?128759-4-14-Released!&p=645966&viewfull=1#post645966
Whatโs New
Unreal Engine 4.14 introduces a new forward shading renderer optimized for VR, enabling crisp multi-sampled anti-aliasing in your games. The new Contact Shadows feature renders beautifully detailed shadows for intricate objects. We've also introduced a new automatic LOD generation feature for static meshes that does not require a third-party library.
Weโve streamlined the animation tools to help you be more productive, and added many new features to Sequencer (UE4โs non-linear
that comment was little less than 2 weeks ago
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)
yes, I'm having lots of problems with 4.14
i still hope for feb/march .. cuz more stability ๐
yeah
release will be there anyway
unless they just do one preview build this time ๐
I should be more patient and just wait for all the hotfixes and even then, it might not be worth it
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
hmm just read nvidia is preparing for ~Feb for a final SDK release. yet its already in engine...
yeah, at least they are getting the SDK out eventually
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
Try 4.14.3
also, what are you running it on
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
well, that's only like 1.5 years old engine
@ivory gorge yeah, just using it for the prototype tho ๐
Is that a laptop @plush yew ?
That graphics card isn't going to cut it
Pretty old hardware, I know, but it is supposed to be enough to run the UE
Yes it is @whole quarry
Laptops are for office work, not for this type of things
I know tons of people who use laptops for UE stuff
nontheless it should at least be able to open ue4 though
me too
Biggest problem is that usually a video card is not dedicated in a laptop and has shared (thus limited) available memory
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
Never heard of a game company developing with laptops.
yeah, that's their explanation
I have no idea how to fix that issue
@wary wave welcome to finland ๐
I wouldn't take them seriously
yeah, it's absurd
but they dev mostly for mobile and with unity
so laptops are enough
But no, I don't think the 520m is up to snuff for UE4
It's a card intended for browsing the web at the most, I don't think UE4 will even support it
@plush yew Can you make a screenshot of the error?
The 520MX has 512MB of VRAM
heh
shared RAM or dedicated?
dedicated
@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
I can't remember when desktop GPUs had that little RAM anymore
Is the GPU lower spec or just older?
It's just older
I'm in doubt that the error is producerd from ue4 tbh...
but yeah, it might run the editor
Heck it doesn't matter
just don't expect to do anything with real game art
its ddr2 era
My Geforce 6800GT had more memory, lol
"Target platform manager was requested, but not available."
Can you make a screenshot of the error please
only thing i can think of is "update drivers"
It's showing a short traceback in the Crash reporter, I will just send it your way
what OS?
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
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?
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.
I think your best bet is a reinstall or try to get the newest engine
Okay then ^^ How can I verify the installation though?
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
try and google for good local wifi spots perhaps
There's a verify button when you click on the little drop down arrow next to the launch button in the launcher
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 :)
good luck!
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?
Why cant my hwk be ue4 work ๐ฆ
I imported a level from my partners computer, but now after building lighting the BuildData.uasset, only loads partially.
So I can't save it and I can't package my game
@unborn matrix did you delete the builtdata and rebuild?
Also make sure all the references of the assets came in as well
fix up redirectors
Cannot delete build data as it is referenced by the map
etc etc etc
Fixed up re directs as well
delete the freaking thing...
Force delete it??
duh
Of course it's going to be referenced to the map it's supposed to be saving the data from.
But, if you are having build issues...
You should just start from scratch, since you're wanting to rebuild lighting anyway
Are you using Source Control?
Uhhh okay imma back up first
Also...
Do you have more than one instance of the Editor open?
As in, you may have two of the same projects up
Nah I checked that
Just go through the PC flowchart? xD
Right
You'd be surprised
But sometimes there are things that get left in mem
But really, after you delete the built data
you can rebuild
As long as all your references are 100%
Not sure how you imported that map
migrated the folder above
yeah all the data came with it
i deleted the old one and am now building an old one
nope I get this same error
yeah it just looks like my lighting isnt fully loading?
isnt it set to read only or so?
i tend to see that message when someone borks version control
Well I deleted it, so It should be making a new one yeah?
So, I asked though
Are you on Source Control or not?>
Can you save anything?
In that folder
put whatever you want and save it
Don't get me wrong, I absolutely love UE4 and I'm so thankful to Epic for creating and releasing it. I am curious though about the choice to leave so many features that EVERYONE could use out of the engine. I'm talking about features like a proper menu system with the ability to adjust graphic settings, remap key bindings, adjust sound levels etc. Or a save game system, or a basic multiplayer system. I realize that some of these features are available on the marketplace - I even purchased one
let your voices be heard
What?
Check to see if the map is actually read-only
as in go into windows explorer and check
Cant fidn the build data in explorer?
we meant the map itself
it's not set to read only
@safe rose replied ๐
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
and with generic purpose engine, it's just hard to implement full features on framework that would work properly for every users
Oh, I wanna see
True in most cases
But, there are things that just get implemented that are half-asses
half-assed
Like VR..
or networking
or many components that are too hardcoded
like CMC, vehicles etc
well, splitscreen setup is hardcoded too ๐
I agree, should definitely be a bit more decoupled
unity doesn't force you into similar things
you can put viewports anywhere you like
use input controllers how you like
although I admit unitys input system isn't perfect either
I approach from the back usually...
:)))) sorry I haven't finished my sentence and accidentally pressed enter
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).
?
You just fake the shit out of it
All they are are probably beam particles
source and target
source and target
source and target
That's what I would do
^ that, or even just meshes that change uv-depending on scale and trace the fucker
You could also do a "mirror"
But then you'd need lots of 3d math involved
to get the bounces
Just easier to fake it by getting a source and giving it a target
And be done with it
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?
Right
I mean, if you want a dynamic mirror gameplay thing
then you're going to spend a lot of time on just that part
But that will probably be your core mechanic
so you should
I don't know, maybe it's not that hard actually
You can probably just get the angle
and bounce it to a certain direction depending on the normals
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.
Why can a print string node be outputting to the log but no to the screen? I checked "print to screen"
@safe rose Well it's working now.... I literally have changed nothing
is it possible on unreal to spawn particles accordingly to a texture grayscale map (spawn on whites an not on blacks)
hey, uh can someone please help me with an export error from maya to unreal?
I have installed Unreal Engine 4 on 2 computers and I want to access my project on both. How can I do this?
version control
Dropbox
Google Drive
whatever
OneLive, whatever
SourceTree
up that biotch to git
which is SC
put project on usb stick, attach to pidgeon, send pidgeon to other computer.
or a gull for e-gull
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.
xcoming by email, thats like playing UT with the only visual feedback being a printer
do we have a rough date for 4.15?
@fierce tulip - use version control (github, bitbucket etc). it can be confusing at first, but it's a good habit to get into
Can anyone recommend a good folder structure? The Folder structure on the epic wiki is kinda confusing.
do you mean for within your content folder? check out https://wiki.unrealengine.com/Assets_Naming_Convention and allars naming guide
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
Well yeah that's what I'm referring to at the moment
So the top layer I've got is like.. 14 folders?
current project i've got open has Audio, Blueprints, Fonts, Maps, Materials, Meshes, Textures, Widgets
Packaging my product results in a sucsessful build. However it crashes when I launch the .exe
Logs to crashed build
@copper swallow posted on answerhub already?
Yes
The important bit of that pastebin is
LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000238
It built sucsessfully. So I don't know if it'd help but here's my packaging logs.
Hello. Since there was noone in #audio to help me, maybe I will find someone here:
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.
4.15 preview 1 is available to test
awesome ๐
"engine compiling 25-50% faster"
my body is ready
Though one may ask why the fuck that obvious c++ good practice (include what you need) wasn't done from the start
@cloud cobalt "compiling 25-50% faster"? ... let's build it ๐
We'll see about that anyway
But any move in that direction is great
Especially if that applies to game sources too
I hope they will move to clang 3.9, too. While this might not be on prio list first.
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
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
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
Is it possible that the lighter is aligned automatically because it's colliding with the hand?
Even if i attach the blueprint to the socket it fits fine, the position is only incorrect when attached runtime
Any idea?
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.
Looks like in 4.16 the FBX animation code will be restructured. Unfortunately, Persona still crashes.
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.
PREVIEW!
A Preview of the upcoming 4.15 release is available now on the Launcher and Github. We have made this Preview available so that our developer-community can help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle. Please be aware that the preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final
guys
i need help
i am literally killing the engine
it is lagging SOOO hard right now, and ram usage is off the charts
it came out of nowhere
i mean its so bad it almost crashes windows
it halts everything
had to force stop it, its on all levels
every map i switch to even a blank world, it just eats up like 6gb of ram for no reason
6gb seems fine
how much ram do you have?
12
thats not a lot
-_-
that said, about 1gb would be used in an empty scene, so it might be wise to track whats going on
Deleted and empty folder and UE4 locked up for 30 minutes... i7 6700k 64gb ram on SSD, is this normal? lol http://prntscr.com/dx0rjw
DUDE FUCKING SAME
WHAT IS WITH THE RAM
i say wait for a patch
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
4.15p?
4.14.3
dude its honestly so annoying
i cant get ANY work done
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
im gonna try 4.15 tomorrow
i find that if i have a main window on one screen and an editor window on the otehr i lose FPS
same
but i get 120fps locked in general in editor
i get generally if the game wasnt bugged around 100fps on my least optimized map
at 4k, keep that in mind too
well thats obvious
with 4k you would need a heavy gfx card
it seems one big object doesnt lag the engine but multiple small models lag it
i have an r9 fury x
are those really 4k cards? didnt think they were as fast as the new 480
Its around 20 percebt faster than a 480
hmmm... for some reason i always seen peopel talk down the fury x.
Only for coil whine
It was extremely overhyped
Its cheap. I found one for 240 on newegg
Just search sapphire r9 fury
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?
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?
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.
I'm looking for projects people have done so that I can open them up and learn from how other people made stuff.
@solar junco have you tried to Google anything?
I am sure there has to be a few tutorials out there
took 2 secs
Yeah but ill try again
doubt youdid
But anyway
Google is your friend, don't neglect it
Because that's what 95% of anyone else is going to just do for you
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
only breaking when I launch my packaged .exe
Unless anyone can help me with that I guess I start rebuilding my level
@unreal sonnet : apart from Tom Looman's survival game project and a couple of testbed/university stuff projects I'm not aware of anything
@unreal sonnet Go check out the Content Examples
it has most of what you might be looking for
hello people
if anyone can help with this we would really appreaciate, we're getting desperate here
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?
I had the same bug when I tried the Sequencer on 4.14.3
@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
Maybe there is a bug to report to Epic here.
We found out the exact reason
we wanted to override the game mode > that corrupted entire game mode
Thanks for that tip, it might also be a solution ๐
So exporting the sequencer crashes as soon as you have a custom gamemode?
yep
@sly inlet: report that to Epic, as it looks like you have a solid repro case
Ok thanks
it's way to deppression when something just like, decides it will not work
๐
hey does anyone know how I can use multiple arguments when opening a level
i'm trying to open a level with both the argument of "listen" and "game mode"
can't seems to get both to work
I'm doing
OPEN MAPNAME?listen?game=survival
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.
Right clicking the project and say "Launch Game" works without a hitch
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
Yeps. Replacing them with a backup of the .uasset worked. Nice ๐
aka. I really need to get source control up and running on this network
or perforce if you're OG :p
Yeah I know, but problem is that my company wants everything on network drives for our backup system
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
can't you use git with network drives?
I will be honest, I havent tried setting up GIT because my experience has always been with Subversion
Git will work with network drives FYI. I used to do that in the past.
how does it handle large binary files like FBX models, JPG/PNG textures etc?
there is git-lfs for that
on my end, the only files triggering the GUI client to recommend lfs are the maps themselves
I'm storing models/textures in the normal way and seeing no problems
hmm interesting. Are there different brands of GIT servers or just the one?
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