#ue4-general

1 messages ยท Page 51 of 1

glacial belfry
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the repo should be local, contract doesnt allow us to use this material online

thin haven
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yes you can have local repos without problem

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I recommend a GUI client either way

kindred mountain
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there are different implementations but they all work the same

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I use tortoisegit for client and server

pallid root
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@thin haven I haven't used git-lfs before. What GUI do you use with it? SourceTree?

thin haven
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yes

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and as I said, the only files large enough are maps

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and even those store nicely enough normally

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so I can't help much with lfs as such but I can with git/sourcetree

pallid root
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Does git-lfs work locally too without a remote?

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Note: only http:///https:// endpoints are supported by the git-lfs client. There is currently no direct ssh:// or file://. This means you can NOT have a local file lfs repo like you can for git. You CAN run a local lfs-test-server, if you want to run everything locally. 
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I'll have to check that out. I've just been zipping my project directory after each major feature and it's been taking up a ton of space and sucks compared to using git.

thin haven
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I never used lfs so I wouldn't know

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and I said, lfs isn't a requirement

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if you just need backups/source control, just use normal git without lfs

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I bet someone in the company has used lfs and can help you

pallid root
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I tried using normal git but it was super slow

thin haven
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@pallid root it's always super slow for the first couple of commits especially if they're large (I mean many files at once)

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I mean when you have an existing project and are setting up a git

pallid root
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Can you share your .gitignore? I'm curious if you ignore the Saved dir

thin haven
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you usually end up having large commits at first

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one mo - I found the gitignore somewhere on the net

pallid root
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Thanks

thin haven
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basically just /Content and /Source are git-controlled

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and ofc the .uproject file

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most of the rest can be ignored safely

kindred mountain
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Config in there too

polar hawk
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@unreal sonnet There are a few people who open sourced the jam entries

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But I don't remember who

cloud cobalt
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@pallid root You should def. ignore Saved, Intermediate, Binaries

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Only version Source, Content, Config

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Plugins if you have that

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And the uproject

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The rest is generated

craggy nymph
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I've got a rather high level question here. How do big game studios handle reusable assets in multiple projects? Lets say I have 3 projects A, B, C. They use 3 different engine versions, let's say 4.1, 4.2 and 4.3 respectively. I now have a material function, which I want to use in all three projects. And I also have 10 footstep sounds, which I want to use in all 3 projects. Is there any way to share a set of common base assets among multiple projects? Or is the only way to use those assets in the 3 projects by copying the files a bunch of times?

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Copy/pasting also means, if there is a bug in the material function, I now have to update it in all three projects.

tired oracle
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Newb question here... If I make a quick update to a blueprint, how can my partner update the project on his end with just that blueprint instead of redownloading the whole project? Can he simply copy/paste the new .uasset file or will that break it

polar hawk
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@cloud cobalt Thats cool :0

unborn matrix
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How do you manage the non game side of releasing

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managing and creating hype

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websites

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forums

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support etc

weary basalt
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With alot of sleepless nights lol

unborn matrix
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Thanks ๐Ÿ˜„

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It just seem like a lot with only 2 people ๐Ÿ˜›

weary basalt
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Hire an PR manager ๐Ÿ˜›

unborn matrix
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thanks again

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I guess thats the most correct answer tho

cloud cobalt
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Just read an article (in french) about Kickstarter. Apparently revenue is freefalling

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Most projects apparently get a few tens of thousands $ now, and the big money is sucked by developers that have an editor / PR campaign etc

tall pendant
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that was predictable. KS is now mostly used by Big Shots that want to reduce their financial risk. Small Devs have almost no chance to get the funding they need to develop a Project.

velvet fern
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why do i need to promote something to a variable when i want to reference it? it seems i should reference it without that

kindred mountain
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you don't have to promote to variable...but if you want to use it outside scope of your current method/branch you'll need to

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like if you got the reference back from a function, you can use fine without making it variable

polar hawk
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You can do a lot of dumb things in BP without promoting variables ๐Ÿ˜„

kindred mountain
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yeah scope isn't always obvious

polar hawk
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If you go out of your way to promote all variables, you can get really funny things with bp graph caching

pseudo parrot
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if i cancel packaging a project while its cooking content, will the content already cooked stay if its not marked as full rebuild? or will it have to start from scratch because it didn't finish the build?

pseudo parrot
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incase anyone is wondering, it doesn't.

upper heart
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anyone familiar with the replay system here?

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ahh it looks like you can still fly around when the replay is paused in shootergame, so I guess i'll have to wait until I upgrade to the latest version

worn granite
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what was your question though?

upper heart
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demopause made it so you couldn't fly around anymore in 4.12.5. I was going to ask if it still did that in 4.13+. I can test tho, I was downloading the latest version of the engine.

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I'm trying to get action screenshots from various angles, so the replay system seems like the best way to do that

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actually no I still can't fly around when using demopause in 4.14

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but it works in shootergame hmm, they must do something different

worn granite
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See, I don't know- but somebody else that does might see it now.

upper heart
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lol

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ahh there is ReplaySpectatorPlayerControllerClass

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that must be it

kindred marlin
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I'm trying to trim down the project I am working on and I went to delete the starter content. There are some things that are being used, but the vast majority are not currently in use. Is there a way for me to only delete the stuff that is not in use?

tribal silo
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Hey guys, I can I make one of these?

thin haven
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of course you can, drag from the actor and type fire

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assuming your variables are named identical to the example

faint cedar
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Has anyone here done UE4 Automation Tests?

supple lake
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so idk where to ask this since this is an odd thing, i replaced the basic model of something with a custom model(i just replaced a cube model with something of my own) and it doesnt show up when the game runs(it only shows up via code)

unreal harness
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Hello.

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I come from Unreal Tournament discord seeking guidance.

floral heart
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Guidance?

weary basalt
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Huh?

unreal harness
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Yeah.

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With the cascade editor.

fierce tulip
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then im prolly the one you want to talk to hehe

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and since I am only around for another half hour or so, id suggest to be speedy :p
@unreal harness

midnight igloo
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anyone know why i get these anoying artefacts when i build light?

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it's just a regular 1M_Cube from one of the templates

unreal harness
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Oh sorry. How long was I gone for?

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Is Luos still on?

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Is there a way to make 3d emitters instead of flat jpegs?

fierce tulip
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im about @unreal harness

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you can, you use meshes

unreal harness
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I don't have photoshop.

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I don't have anything besides UE 4.

tall pendant
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without some other tools you wont get far. if you dont want to spend money search for Gimp and Blender

fierce tulip
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blender and gimp are free alternatives

unreal harness
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I have gimp.

fierce tulip
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but without a painting and 3d program you wont get far

unreal harness
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Fine, I'll use Blender.

fierce tulip
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ever used it?

unreal harness
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No.

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I downloaded it for viewing a lightning gun model, but that's it.

fierce tulip
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then brace yourself, because itll be quite a ride

unreal harness
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Is there a way I can create a 3d beam?

fierce tulip
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some keyboards in order: basic modelling techniques, unwrapping meshes.

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well, there is also the beam emitter

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but if you want to go beyond that

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meshes

supple lake
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Anyone have an answer to my question, I can't fell what's wrong

brave horizon
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V 4.15 isn't out yet is it?

floral heart
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The preview is out, but not the release.

brave horizon
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ah ok

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side question - what is "Cooking" in UE4 context?

fierce tulip
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basically compiling all the files for an actual game version

leaden onyx
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It might be a stupid question, but I have hard time googling it. Is there a way to get tangent or bitangent from a linetrace?

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We can get normal easy, but I need bitangent or tangent in order to make my object "slide"

floral heart
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Wild guess: GetXVector of Normal and UpVector (or Gravity) will get a vector going to the side of the slope. GetXVector of Normal and the new SideVector will get you the vector going down the slope.

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Haven't used them myself... I probably should. Probably an easier way using GetYVector or something.

leaden onyx
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wouldn't up vector be in a wrong coordinate space?

floral heart
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I think anything you get from a line trace is going to be in world space.

leaden onyx
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I'm thinking about getting two line traces and calculating a vector between them, but i might be inaccurate if distance way too much or surface is too detailed

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Yeah, I'm sure its world space

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what I meant is that is not relative to the surface

floral heart
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https://forums.unrealengine.com/showthread.php?62805-Question-about-traces-and-geometry
This thread might help.
Albeit by now you may have found it already.

tawdry quail
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which one was the visual studio version to build ue4.13 with again?

kindred mountain
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2015 prob easiest

thin haven
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@unreal harness you can also try Houdini Apprentice if you're looking for a free 3d modeling program

tall pendant
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a "please" can do wonders ... ๐Ÿ˜„

cursive dirge
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well, tsuzumi didn't say which way we should vote either

green spear
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To satisfy the nitpickers, who is very much right in this case.
Would you please vote this bug up so that it might get some more attention from staff?

green spear
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I wonder who the immature person that actually voted it down was.

unreal harness
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Hey guys.

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So, I want to try to create a 3d lightning mesh.

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Is there any way I can do that?

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I will try using blender and gimp.

buoyant echo
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Can anyone explain in layman's terms how clamping works?

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I'm trying to use it to set my rotations.

cursive dirge
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clamping?

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like the math node or function?

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it just limits the input between the values you set it to clamp against

buoyant echo
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Yeah I'm just trying to figure out how to use them for my character to limit movement only on x or y, and not diagonally.

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The rotator node

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(Yes math)

cursive dirge
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not sure I understand what you want

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you want the char only move in one axis at a time?

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like only up/down or right/left

buoyant echo
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Yes, no upright/upleft or downleft/downright

cursive dirge
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how would that play with keyboard?

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like, where would the char move on up arrow?

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or is this mouse driven movement?

buoyant echo
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Keyboard, not mouse.

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Or gamepad.

cursive dirge
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yeah, but if you press up, where would your want it to move?

buoyant echo
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Forward/back left/right

cursive dirge
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oh right, you didn't want diagonally

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my bad

buoyant echo
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Yeah that was the whole ordeal haha

cursive dirge
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well, clamping will no do

buoyant echo
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Oh.

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I was reading up, and that's what someone suggested.

cursive dirge
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yeah, but that's not how clamp node/function works

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and you'd need to turn the input into rotation for that to work first

buoyant echo
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Hm.

cursive dirge
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and then turn it into back into direction vector

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if it were my game, I'd probably do dot products between input x-axis and and rightvector + input y-axis and upvector

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abs both, compare which is bigger and then let that overrule

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actually you could just abs on comparison so you'd keep the signs

buoyant echo
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I saw someone else do it with branches

cursive dirge
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are you doing blueprints or c++?

buoyant echo
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bp's.

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Still learning C++ would rather logic visual than c++

cursive dirge
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yeah, but that wouldn't work for gamepad

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as that relies on button presses

buoyant echo
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Yeah

cursive dirge
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there's also issue if you press two buttons at once

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not sure what would be the best solution to that

buoyant echo
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I just want to remove diagonal movement lol, didn't think it would be that hard to do

cursive dirge
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well

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do you know the gamedev door dilemma?

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(the joke on it is that even simple task can mean you have to solve way more than you initially thought you'd have to

buoyant echo
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Ah you mean the one with what door opens what doesn't is it for decoration or not

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etc etc

cursive dirge
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that's why I asked what would happen if player presses two keys at once (like up and right)

buoyant echo
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Yeah that's the one I just opened on google

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Interesting.

cursive dirge
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anyway

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before you can solve the issue, you must know how you want it to work

buoyant echo
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Well, I do.

cursive dirge
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well then

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what happens when player presses up and right keys simultaneously?

buoyant echo
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Last key takes priority

cursive dirge
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you mean the most recent keypress?

buoyant echo
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Mhm.

cursive dirge
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also what I said about dotproducts, forget it, I forgot input is in floats already ๐Ÿ˜„

buoyant echo
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I'll go read it, either way. I'm honestly trying to learn the most I can ๐Ÿ˜…

cursive dirge
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issue with the two key situation is that you'd need to store the previous direction to be able to make that call

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if you just look at current values, you can't tell which key was pressed down before

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do you base your game on some ue4 template?

buoyant echo
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Trying to do it from scratch.

cursive dirge
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hmmm, I kinda hacked together something that works so that it keeps your past key pressed if you hold two keys at once

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but this is going to be difficult to explain ๐Ÿ˜„

buoyant echo
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ok ๐Ÿ˜ฎ

cursive dirge
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I just modded thirdperson template movement for this

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yeah, it's a mess ๐Ÿ˜„

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oh crap

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it's in angle form there already

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yeah, you could just force the angle instead too

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btw

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here's the same thing without the previous direction hack

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idea there is to see which axis input is bigger and then only use that one

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the more complex version stored the previous direction and used it on next run (if both input axis were as big)

buoyant echo
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I see what you're doing.

cursive dirge
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yeah, it's not the tidiest thing but it works

buoyant echo
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I'll have to figure out later how to write it in C++. I plan on eventually moving it all to C++, or at least, most of it

cursive dirge
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actually my switch on the firstgraph is bit backwards, but you got the idea (should have made the branch work other way around so I wouldn't have needed that NOT)

buoyant echo
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The second one works best for what I'm working on, I believe.

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I'll try to implement it.

cursive dirge
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well, second one just favors left or right key over up and down

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they both work the same if you just press one key at once

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or use gamepad

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as you can't tell the exact angle on gamepad anyway

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(unless you use the d-pad)

buoyant echo
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Yeup~

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Alright I tried it out with keyboard and it works~ Now I just need to align his movement to a grid.. God, when @upbeat trench said I should bring aspirin he wasn't kidding lol

cursive dirge
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yeah, you'd need a bit of math for that

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it's not super complex to force something to move along the grid but doing it smoothly is another thing

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and again, requires game design decisions

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basically for grid movement, you could just first figure what's the grid spacing

buoyant echo
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Yeah. Slowly getting there. One day I'll be like all of you guys, who help out newcomers. ๐Ÿคฃ

cursive dirge
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most simple thing would just use 1m grid, but you can scale it too (1m grid is simple as then you could use world coordinates directly)

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you could then get rid of the values in between by ceiling that value (or flooring)

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I mean, just lose the decimals that way

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you'd end up with steps that are 1m apart

buoyant echo
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Intriguing.

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I'm trying to make the grid as big as ue4 timplate

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As far as xy.. Z, they're a little short.. ๐Ÿคฃ

cursive dirge
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there has to be some written tutorials for grid movement too

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where people can actually explain it bit better what I try to do here

buoyant echo
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There is one post where one of the asset grid creators gives a tutorial of his grid system but I can't find it for the life of me.

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He even said you could theoretically recreate it with all the info he gave out ๐Ÿคฃ

old bone
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Hello, guys, I am wondering is there a way to get TextRenderComponent's text in C++

old bone
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Thanks, but i figured it by myself, for some weird reason Text var is public

shrewd thunder
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hey guys, i have a question about functions such as UGameplayStatics::PlaySoundAtLocation

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say you have a sound cue with no attenuation set in the cue itself except for an attenuation node that specifies an attenuation asset. If I call a function like UGameplayStatics::SpawnSoundAtLocation and specify a USoundAttenuation, will that override the attenuation node in the cue file?

tired oracle
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anyway to open up child blueprints that lose their parents? I moved stuff around and broke my whole project. FML

shrewd thunder
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did you try adding an ActiveClassRedirect in your DefaultEngine.ini?

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in DefaultEngine.ini, under [/Script/Engine.Engine]

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put

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+ActiveClassRedirects=(OldClassName="oldclassnamegoeshere",NewClassName="newclassnamegoeshere")

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wait

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child of another bp or c++ class?

umbral trout
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Do animations with import uniform scale not get taken into account with root motion?

With no root motion the animation is scaled on character, but with root motion its as if no scale modification from import

solid matrix
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So I've posted for help enough to this group lol. Allow me to post some of the results

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just an environment art project. I would love to know what you guys think!

rocky breach
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Quick question - how do you guys tend to handle menus in terms of their state, inc. widgets? Do you have a state machine and one widget per menu screen? (Options, Server Browser, etc)

rocky breach
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๐Ÿ’”

weary basalt
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What do you mean state?

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Like whether or not a menu is open?

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Can you be more specific

old bone
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Hello, I am trying to add some UTextRenderComponent during runtime by using NewObject, but the problem is that they are invisible. I double checked they exist, bVisible is true, i resized them to enormous size, but they are still invisible, any clue?

rocky breach
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@weary basalt managing the different menu screens - i.e. expressing which menu screen should be active, as well as switching out widgets. Maybe state machine and/or widget switcher? I'm not sure how best to do that

hybrid scroll
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Can someone help me? This is driving me mad... When do instances of BP reset? Sometimes, seemingly at random some of my BP instances reset everything to defaut. Im 99% sure it happens even if I dont modify or compile the said blueprint, but do something completly unrelated.

stable hatch
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its old bug

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happens randomly

pure gorge
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Hi, I've got a weird bug. My game is running smooth. I then simply create a class inheriting from UserWidget. Not even using it. And then there are tons of bugs popping up in my game. Anyone has an idea of why ?

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Update : Creating any class with the editor make random bugs pop up

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I'm on UE 4.13.2-3172292+++UE4+Release-4.13

uncut surge
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When generating LODs. Is there an optimal number and reduction to use? Can having too many become an issue?

buoyant echo
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@pure gorge get better bug repellant

teal tulip
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@solid matrix excellent post process settings there

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and nice textures

ebon dagger
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I'm looking for mentorship in unreal 4, either as a paid service, or in return for dev work on someone's game (I could apprentice with you on your game/write documentation or tests, work out release management or other non-"fun" dev tasks)

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Is that a thing? Do people do that?

safe rose
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No

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You could try to look out for other newbies though

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Or just keep asking your questions on here

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Or just follow tutorials

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Or just experiment

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DO game jams

weary basalt
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Gamejams are an excellent way to learn from eachother

ebon dagger
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are there any gamejams coming up?

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lol

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sorry, wasn't thinking

weary basalt
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Yes there is one in February. @safe rose holds gamejams every month

sour shard
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is it true that octane 4 rendering puts unity on top of ue4 for graphics power?

floral heart
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What is "graphics power"?

sour shard
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realism in rendering?

floral heart
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Does it have real time diffuse interreflection?

sour shard
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not sure, apparently ue4 doesnt have volumetric rendering?

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is that really the case?

floral heart
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Even exponential height fog counts as volumetric rendering, I suppose...

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Ah, so it's just baking for now. Probably better than lightmass.

sour shard
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yeah

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no real time

floral heart
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sour shard
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thats pretty cool

modest trench
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If the answerhub only auths me 40% of the time is something wrong with my account or is this normal?

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I almost always have to use the same answerhub link twice to actually get me logged on viewing the page

maiden swift
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Anyone know why UE4 might think I have code and what I can do to fix it? I'm comfortable editing config files if needed.

cursive dirge
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@maiden swift you have plugins in project dir?

maiden swift
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No.

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If I did in the past, could it have left a record somewhere in a config file that I now need to delete?

cursive dirge
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If there's no source folder or sln there either, then it's pretty odd

maiden swift
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I thought so, too. ยฏ_(ใƒ„)_/ยฏ

cursive dirge
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No ideas then

maiden swift
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It is a mystery. ๐Ÿ‘ป

dawn linden
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@maiden swift Is it actually preventing you from successfully cloning it?

maiden swift
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No. It just worries/confuses me that I receive the warning. Mostly just want to know what's triggering it.

dawn linden
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Yeah fair enough. Though if you worry about every warning message UE4 throws at you, you won't have much time left to get anything done ๐Ÿ˜‰

maiden swift
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Haha, for sure.

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I just wanted to see if it was a known issue and if I should be concerned.

dawn linden
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Yah. Seems strange, but doubt it's anything to worry about.

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Currently, UE4 is spawning 2000 threads every time I start the editor. That is concerning me...

maiden swift
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2 thousand?

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I hope you're exaggurating!

dawn linden
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@maiden swift Actually I understated it. 2280. Then when I hit Play it goes over 3000...

maiden swift
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o_O

fierce tulip
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@modest trench thats normal, i always need to relog in whenever i go to the website.

timid crest
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Hi, does anyone know if 4.15 supports 4K monitors?

tall pendant
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what do you mean exactly by support for 4k? the Editor UI?

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your apps can run at any resolution iirc

timid crest
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editor

tall pendant
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not using an 4k display myself tho

timid crest
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I know in 4.14 was added flag -enablehighdpi, it works in 4.15, but I was thinking if it works out of the box (may be some checkbox in the editor)

tall pendant
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ahh. i didnt tried 4.15p1 sofar so i cant help with that. Sorry.

smoky lotus
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I search since a wile , without success ๐Ÿ˜ชhow to build a Unreal Project with 2 or 3 Monitors ...the best would be if I could show on each screen a camera, with a other angle . Has anyone a idea how to realize this?

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For the Screen Resolutions , if you have a small 4 K Screen maybe that helps :

If you go to Windows tab (top left) > Developer Tools > Widget Reflector > Change the Application Scale to adjust the slate window size.

gaunt panther
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Hi guys, im using the ARTv1 rigging tool
do I have to skin the twist joints
??
anyone knw?

velvet estuary
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hey i need a little bit of help

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how do i have a counter that displays, in minutes, how long until the levels over?

unreal sonnet
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@velvet estuary The counter will probably have to be either a print string or a UMG widget with events updating every second or whatever to display the timer as it counts down. iirc you can use the GameInstance class to get the current time and then use "(current time) - (start time)" to figure out how long it has been since you started.

velvet estuary
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uhh

loud vapor
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I believe the time is counted by seconds. So to convert that to minutes just do Floor(time / 60) in the umg text updater

velvet estuary
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Yeah its just remaining at a solid 2

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Wait is time meant to be an integer or a float

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okay yeah none of this is working

loud vapor
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So whats your current implementation of it?

velvet estuary
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just a countdown that goes down in seconds

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starts at 120

loud vapor
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And how are you displaying that?

velvet estuary
loud vapor
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UMG does have a bind that updates the text within its own thread fyi

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Also, you should just use a timer to count down

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Delays on a tick are iffy

velvet estuary
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Its not actually connected to Event Tick

loud vapor
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Ahh okay. Just hard to tell when lines get chopped haha

velvet estuary
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but uh... yeah... Im kinda new at this Started in September. So uh...

loud vapor
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PM me and I'll help you out

pastel dawn
#

Guys, I tried recording a gameplay from my game using Sequencer Recorder but when I visualize it in sequencer later it shows only the character's view and none of the objects I interacted with for example: I picked a torch and threw it and it showed the torch on his starting place always, any Idea how to get the result I want? And Thanks

dreamy latch
#

@maiden swift that happenend to me too, plus it made me install Visual studio to package the game which previously it did normally. Only changes were upgrading the project to 4.14 and having a plugin in that version of the engine

sturdy kernel
#

does RunUAT.bat use the local or global engine install?

upbeat fern
#

hey peeps, I'm trying to rotate the camera in a sequence, so I can look around while the camera's moving. any suggestions ?

weary basalt
#

@sturdy kernel RunUAT.bat uses its local directory to locate the install.

#

If you move RunUAT.bat somewhere else it will no longer work. It must remain in the folder it resides in.

sturdy kernel
#

sweet. so I can develop against official 4.14 and use a custom build for shipping just by using the custom RunUAT

frigid kernel
#

Has somebody used dynamic navmesh together with world origin shifting?

mighty totem
#

Guys
Can you make a challenge for a friend
he only learned how to set up action keys
he used the fps project.
Thanks

pine mulch
#

I have a PC and a Mac. I've got a project that crashes on my Mac when I try playing it in the editor on 4.14 but it works fine on 4.13. It works fine on both 4.14 and 4.13 on PC. Does anyone have any tips that I can try to get it to work on 4.14 on my Mac?

patent cargo
#

Has anybody played Unreal Tournament Alpha? Just wondering, i have a bit of trouble starting up this game cos it freezes my PC. I can send my log of the crash if anybody with similar experience or knows a bit more about this could help or comment, thank you.

weary basalt
#

You might be better off looking into the UT forums for help.

gaunt panther
#

Hey Everyone, Does anyone knw any rigging tools to use for monster/quadruped characters? does ARTv1 support this?

feral fjord
#

Hey people, is there any way to export actor references and their positions/materials and such into an excel file?

tight hollow
#

ok, so I got a bit of a general question about how I should approach this next part of my game that I'm trying to build.

So I've realised that there are several ways that I can go about doing this but I'm curious as to what would be the best way.. so basically I'm making a card game, similar to that of gwent from witcher 3, I have each of my cards on their own textures, and I've got the calculation set up of shuffling the 'deck' and pulling 10 from the deck into a 'hand' array... now the part that is stumping me is in what type of variable should I have the card images? should I have each 'card' (image) as a material, or as sprites? or just leaving them as textures? or should I create a static mesh for each possible card?

#

I know each one of these options is a viable way, but what I'm not sure of, which would be the optimal choice for the later on actions that i'll be implementing on each card..

#

hmm, maybe I'll try a different channel

tawdry quail
#

didn't they update the cable somewhere between 4.12 and 4.14?

#

yay they did โค

astral wave
#

Has anyone noticed that UE4 kind of has some memory leaks? like leaving it for a while will easily occupies 4 GB memory in ram in 1 day

#

I mean i wouldn't be surprised such features it has and update checks would be causing that easily and its elusive to catch any memory leaks source

swift spindle
#

yeah... it's always had memory leaks... at least the editor does... for me it's about 2 gigs wasted over 8 hours... but it only takes 30 seconds to restart if really needed ๐Ÿ˜ƒ

astral wave
#

yeap ๐Ÿ˜ƒ

#

here 3 mins

#

big project =[

astral schooner
#

hey guys is there some way to import *.uasset into my project? I just copied it into the /content folder, but UE doesn't seem to catch them.

fierce tulip
#

should be fine if its from same engine version

#

but it depends on what kind of uasset a bit

astral schooner
#

It's a set of mockups from the official Unreal Global Jam 2017 team

fierce tulip
#

dont have the full project?

astral schooner
#

Nope

fierce tulip
#

hmm, need to see which engine version it was made in, if its made in a newer ue4 version than your own, it might not work

real iron
#

Hey Devs. Anyone can suggest me a price for a basic racing game project with main menu, car/track select menu, basic racing gamemodes (timelap or 3 lap form) and ofcourse with enemy AI!

#

I was asked to create this in ue4, but i dont know how much money can i request for this project..

#

And only prototype of course, no design, no modelling, just programming job :)

astral schooner
#

Ive found there is no solution yet for my issue on the official forum, well thanks @fierce tulip anyway

drifting bough
#

Where is the unreal source hosted now? The git 404s for me.

tall pendant
#

Are you logged in with your Github Account? And also linked it to your UE account? @drifting bough

drifting bough
#

Yea, although looking at it now on the page on the unreal site to link it, the field is clear. I re-entered it and hit saved, but it disappears as soon as I reload.

Would that be required for it to be visible? I swear I used to be able to view the repo without being logged in before

tall pendant
#

thats weird. its working w/o problems on my end

drifting bough
#

RIP :/

pallid root
#

That link works for me. You need to have you account linked for it to work

grave bough
#

I cant delete that spline as result ๐Ÿ˜ฆ

crystal thicket
#

Anyone knows if i have to have compiled UE4 engine to use the auto terrain cover Plugin from the forums?

mortal crown
#

ppl i need a little help, im still new to unreal and all that, so i've put a character in a map that i made and when i click play, it creates another character and i can't seem to switch nor change to control the one i've put in the map, does any1 know what's causing this?

cursive dirge
#

@grave bough point is hidden behind the geo

#

you need it in front of you to be able to select it

grave bough
#

I believe it's sitting on top but I will double check lower the terrain real quick to see if it exposes the control points.

crystal thicket
#

@mortal crown did you link the character you put in to a character controller?

#

Otherwise it will just be an empty shell.

mortal crown
#

yes it is linked in a controller :/

grave bough
pallid talon
#

Question - I have a piece of furniture that is set as an Actor that is movable and receives both Static and Dynamic lighting. When this actor is destroyed and returns later, the static lighting information is gone and is now only lite by Dynamic lighting. This causes it to look quite different from its initial creation. How can I keep the Static baked lighting information on the Actor?

I do have "Light as if Static" checked under the actor's lighting information.

umbral trout
#

If I enable root motion on an animation for my AI, their translation feels like its scaled down. But if I dont use Root Motion, the translations are what you see in Maya 1:1.

Anyone ever run into this?

thorny path
mighty totem
#

@thorny path That is normal

#

@thorny path It is the origin point

thorny path
#

The origing point? I have seen other images from editors and the actors are bight, they are not "dotted".

pallid root
#

@thorny path That looks like a bug to me. I see what you are talking about. It doesn't look like that on Windows.

#

Maybe the graphics driver on your mac? I've never updated the graphics driver on mine though since I think its automatic.

thorny path
#

Yep, I remember when I had Yosemite, it looked nice. Then after I upgraded to El Capitan, it turned like this, but worse, the dots and flicking, I just upgraded today to Sierra (lattest version) together with 4.134

pallid root
#

I've ran UE4 on El Capitan and didn't have that issue. I have a 2012 MBPR. I haven't tried on my mac since 4.12 I though.

thorny path
#

*4.14.3 and then the flicking is gone but it persist that

#

yes, it is automatic

#

Specs: MacBook Pro (Retina, 15-inch, Mid 2015), 2.2 GHz Intel Core i7, 16 GB 1600 MHz DDR3, Intel Iris Pro 1536 MB

pallid root
#

I know all the 2012 came with discrete cards, but the 2014 one I have doesn't Did your 2015 come with a dedicated card?

thorny path
#

I could not open the 4.13, it crashed when starting a new project, just used the 4.12.5, then now the latest version.

thorny path
#

It came with integrated video, Intel Iris Pro 1536 MB

ebon dagger
#

Has anyone done, or know of anyone that has done any work with automated testing in unreal?

#

Is it manageably useful or more complicated than its worth?

swift spindle
#

nothing can bug out a system better then a human ๐Ÿ˜›

#

I had one guy who could always bug out my blockers 99% of the time... great for testing... especially when u have ppl do random stuff like running backwords while spinning and stuff like that hehe

ebon dagger
#

for sure, I believe it! But of course, the longer it takes to detect a defect, the more costly it is to fix

#

so a simple set of regression tests before going out to testers would be great!

gloomy helm
#

Anyone reconmend a server host for a perforce server, and a referral link if you have one. Would be nice if I could run multiplayer servers too with the same provider and have servers in Australia

safe rose
#
#

Obviously, not the free part. But, at least you can get a quick idea of what Assembla's about

gloomy helm
#

Looks good but a bit too much for what I need. It's only me using the server so I dont really need anything too big

frosty bloom
#

When doing advanced Vehicles, such as with turrets and all kinds of stuff, do you combine them into the skeleton mesh and rig them up or do you add them to the car as static mesh?

#

trough a socket

floral heart
#

Could be either way. Probably easier to blow them up and/or switch them out the latter way.

frosty bloom
#

Yeah, I had that feeling too. The skelMesh way is not working for me anyhow, since the PhAT makes the top of my car move like a wave and not really follow the movements

#

How would animation work on the static meshes though? I'm not sure you can add animation to them?

floral heart
#

Just rotate them locally, I suppose.

frosty bloom
#

Okey, and recoil from guns? that would need a animation wouldn't it? O

#

๐Ÿ˜ฎ

loud vapor
#

@frosty bloom not necessarily

#

If you want recoil to be dynamic, then dont do animations

frosty bloom
#

Ah okey, I figured since you can add skelmesh to another skelmesh in BP it would perhaps work if i did it that way. i have a lot of exploring to do lol

loud vapor
#

@frosty bloom I'd suggest having the vehicle as a seperate skeletal mesh and the gun as another skeletal mesh. Just parent the car to the gun at some point and its location will be handled by the car. Then the gun can independently rotate and fire and not having to be on the same class as the car. Also allows for various types of weapons to be attached to the vehicle not just one turret

frosty bloom
#

God that is some really useful information. I'll type that down on a note so i don't forget it. Thank you very very much, this will help me progress quite a bit! ๐Ÿ˜„

loud vapor
#

Also, advantages of skeletal meshes is obviously animations, so weapons can be animated to fire and reload etc

Would cause issues if the car and gun were the same skeletal mesh as you'd need to do some blending but that's not the case if you follow what i said above :D

frosty bloom
#

Yeah exactly, I feel like I can definitely work my way around stuff with your tips above! Been stuck on this issue for 2 days so it's quite a relief to start progressing again! ๐Ÿ˜„

loud vapor
#

@frosty bloom no worries at all! It's what this community is all about

frosty bloom
#

Yea, a lot better than asking on the forums imo!

loud vapor
#

Yeah they get a bit cluttered at times. Feel free to add me if you need any more assistance in the future

frosty bloom
#

Sure will, appreciate it tons! ๐Ÿ˜ƒ

mighty totem
#

Anyone here?

swift spindle
#

yup

#

anyone know how to get UE4 to cache to a different HDD ?

swift spindle
#

no no no... C:\Users*\AppData\Local\UnrealEngine Always fills up...

#

and for some bizare BS reason ist thows a hissy fit if I use a symlink to change it...

bronze cedar
#

so that means you C drive use to fill fast

#

i think you can use some free software to clean all that data, i am new to UE4 so i don't know there is a setting for that or not

#

brb

#

later

swift spindle
#

laptop.. so small primary SSD =/

#

so many programs force store shit on C drive now..

tired oracle
#

this engine is so overwhelming. Feel like it's gonna take years to learn how blueprints work and all that :/

loud vapor
#

@tired oracle nah, its easy once you start to make things. I recommend following some tutorials

tired oracle
#

I do and my stuff still doesn't work. For example I'm doing the simple UMG quick start guide. I follow it exactly. And yet my health bar doesn't gradually decrease, it just goes from full to 0% after hitting F 4 times (-25 hp each hit). So the mechanics work, but the visual doesn't show the -25 per hit.

#

It's little things like this that piss me off, things not working when i follow it exact

loud vapor
#

Well is your variable default set to 100?

#

And how are you doing your percentage? I think the progress bar is from 0-1

#

Therefore you'll need to divide your health by 100 to get the proper progress

runic mortar
#

Is there a resource that explains how to do a grid based movement system?

loud vapor
#

Define grid based?

runic mortar
#

I am using the top down sample and would like to be able to click somewhere in the world and move to that grid square

#

Kinda like how runescape handles movement

loud vapor
#

Afaik you need to create a grid yourself and then you can use AIMoveTo to move to a location on that grid

runic mortar
#

How do you suggest I handle the grid? I don't know how to tie it in with a landscape. I am sure this is pretty simple but I am a noobie.

loud vapor
#

I honestly would just do it as a flat
XY grid and it should work out fine
Just create an array of Vector2Ds
The size of the array should be Width*Height
And then make a for loop in a for loop
First for loop should be the x which is 0 to your Width-1 and the second for loop should be your y which 0 to your Height-1
Then in that set element array (x + y) to make Vector2D x=x, y=y

#

If you need help add me and I'll guide you through it

runic mortar
#

Which file do you think I should manage the world's grid in? I don't think the player controller should do it because many classes will need to interact with the grid.

loud vapor
#

Is this going to be a multiplayer game or single?

runic mortar
#

Well I would like to eventaully have multiplayer but I am focusing on single for now until I get better at the engine

#

So I think the grid system should support multi

loud vapor
#

If that's the case then just create a new actor

#

Maybe spawn it via the game mode?

#

Then reference it in there

runic mortar
#

So I made a struct that will store some information about each grid cell like the actor in that location.

#

Is there an easy way to specify a variable is a 2d array in the editor?

loud vapor
#

Vector2D array.

#

has X and Y only

runic mortar
#

I think I might use C++ for this part. It will be harder for me to program but I think it will be easier to use once I get the framework down

kindred mountain
#

use a 1D array

loud vapor
#

Not much to it really.. it's probably a few nodes and your done

runic mortar
#

I was overthinking it. I was getting things saying I have to do wierd hacks with structs in my research.

kindred mountain
#

you could make an array of structs that contain arrays.....but if what you want is an array of items you can reference using grid coordinates, that linked method is best

loud vapor
#

@kindred mountain Vector2D is already an XY struct
Making that an array is basically the same in terms of memory and slightly easier to read from a debugging stand point but whatever works :)

kindred mountain
#

think he's after a suitable container structure for storing and referencing grid data

#

rather than just an X,Y value

runic mortar
#

Yeah, I want to store information other than x and y

loud vapor
#

Oh fair enough
I'm going to write something tomorrow if you'd like me to send you it?

runic mortar
#

That sounds great

kindred mountain
#

an array of Vector2D to represent a grid is kinda pointless

#

as you can infer the X and Y from the array index

runic mortar
#

One thing I am worried about is how I will manage maps once they get larger. I think I will takle that issue later though

kindred mountain
#

just use TArray<FGridData> or whatever your grid struct it

#

TArray[GridWidth * Y + X] lets you get and set by co-ordinates

runic mortar
#

Is there a downside to using TArray[x][y]?

feral echo
#

anyone know any interesting articles about life is strange development?

crystal thicket
#

i like that game @orchid canopy

#

@feral echo

#

sorry jamie -_-

kindred mountain
#

you can't do 2d Tarrays

feral echo
#

game was made with ue4 and I'm curious what problems dev encountered and so on

crystal thicket
#

oh i actually didnt know that it's ue4, nice. It has a very characteristic artwork which i do like.

cursive dirge
#

@feral echo Unreal Engine 3

still lake
#

anyone here who had some luck getting apex cloth to run in 4.14?

craggy nymph
#

yes

still lake
#

do you have more than two material slots on your mesh?

craggy nymph
#

yes, like 7 or 8.

still lake
#

did you ever had the problem that after importing the apex file that you cannot assign it to the material?

craggy nymph
#

In UE4? Nope. Do you get any error message? I remember getting an error when the vertices using the cloth were controlled by more than 4 bones. 4 is max for cloth afaik.

still lake
#

Nope. There's no error message at all.

#

And yes, 4 bones are maximum due to limitations of the underlying physx engine

#

however, that ain't the problem here

faint cedar
#

Anyone here rendered out RenderTarget2D into png files before?

pallid compass
#

So how do i attach things to a skeleton socket, when i place the skeleton mesh in to a character bp

cursive dirge
#

@faint cedar I've only done exr for them, is there some issue with png?

faint cedar
#

Yeah, the image is super dark

#

But I am trying a different approach right now

cursive dirge
#

gamma issue?

faint cedar
#

No idea, I just take my render target, get the pixels, compress to png and save to file

#

the render target looks ok in the editor

#

but the resulting file is too dark

#

now that I think of, I might've solved it by just making the render target linear color...

pallid compass
#

anyone?

loud vapor
#

@pallid compass do you want it done at runtime or before gameplay?

pallid compass
#

Before gameplay, i can snap it to a skel mesh fine

#

But as soon as the skel mesh is in a pawn BP, when i attach it to socket with snap feature it just groups it and does not move

#

First time working with sockets

loud vapor
#

What do you mean doesn't move?
If you place another component onto a skeletal mesh you can select what bone or socket you want it attached to in the components properties. It has a greyed out text box with a magnifying glass next to it. Click the magnifying glass and it'll bring up the list of possible socket

pallid compass
#

Oh right so i do it from the editor window?

#

iv been doing it in the world editing window

#

Oh shit

#

I got it

#

Thank you so much

#

It makes more sense now ๐Ÿ˜‚

faint cedar
#

Nothing I do makes the images any less dark =/

loud vapor
#

Welcome haha
Yeah you should be doing in your pawn bp

#

@faint cedar maybe your pngs alpha went all fkd? Open it with photoshop and check out what's happening in the alpha channel

faint cedar
#

They have none

loud vapor
#

How are you saving the render target?

faint cedar
#

Ok it is the gamma

#

if I multiply the gamma by 2.2 in photoshop

#

I get the correct result

pallid compass
#

Is there away to apply advanced collsion?

#

to characters

loud vapor
#

@pallid compass on the mesh component enable CCD

pallid compass
#

Where about is it under?

#

nvm got it

#

Thank you, my hero today ๐Ÿ˜‚

loud vapor
#

@pallid compass by advanced collision you mean being able to detect collision more often right? Or better hit boxes?

@faint cedar why are you converting it to a float then saving the r and g channels?

pallid compass
#

Its the same as complex collision right:?

#

Better hit boxes.

#

I can do it on static meshes, but cant figure it out on Skeletal meshes

faint cedar
#

@loud vapor - I got that code from Rama's BP library, didn't mess with it too much until just now

loud vapor
#

@pallid compass Skeletal meshes rely on physics assets if im not wrong?

#

@faint cedar hmm. Try commenting out the g channel and check the results?
You really should just be leaving as a GBRa format though.

faint cedar
#

yeah I'll try that

pallid compass
#

Oh right okay, see the moving char is huge

#

I need my other char to be able to walk around on it

faint cedar
#

Actually @loud vapor I got it to work... a bit convoluted but it works now...

loud vapor
#

@faint cedar nice haha

#

@pallid compass open up its physics asset and check what's happening on it

faint cedar
#

I used an alternative method that will generated UTexture2D* from the RenderTarget, I get the pixels of that and save it, but that got me the same results. However, setting the target gamma of my Render Target to 2.2 now gets the trick done.

loud vapor
#

Thats weird af but okay haha

#

Good job

pallid compass
#

I did im either blind or its not in there

loud vapor
#

@pallid compass send me a photo of the physics asset?

pallid compass
loud vapor
#

@pallid compass basically every capsule you see there has collision enabled by default. Now you should be able to manually go through and edit them to conform a bit closer to the actual skeletal mesh. You could also try reimporting and seeing if ue4 will do the work for you but I think that one is an auto generated one anyways

pallid compass
#

Oh ๐Ÿ˜ฎ

#

I shall try and let you know thank you for this help its really awesome!

loud vapor
#

@pallid compass more than welcome

pallid compass
#

holy fuck mapping in advancec collsion is hard

#

advanced*

loud vapor
#

Yep. That's why I'm a programmer :D

pallid compass
#

So i have an outer skull attached and it works perfectly

#

But the body

#

using the physcial asset

#

is not going very well ๐Ÿ˜‚

loud vapor
#

@pallid compass how so?

pallid compass
#

So i can just use advanced physics calculation on the skull because its a mesh attached via socket

#

But the body is not playing nice

#

Trying to adjust these capsuals

loud vapor
#

@pallid compass was it originally just an auto generated one?

pallid compass
#

Yes i think so?

#

Shame i cant just use the mesh as collsion ๐Ÿ˜ฆ

#

so annoying

#

omg are u joking

#

there is a per poly collsion box omg

#

im so blind

loud vapor
#

Hahaha

pallid compass
#

Wait it says i need to add the bones to a per poly physics array but i dont see it

#

.>

#

"In the meshtab, you have to add all the bonenames you want for the collision to the array named "per poly collision bones". And enable collision in the viewport so you can see it."

#

There really is not

loud vapor
#

I have no idea. I dont have the editor infront of me so i cant be of much help atn

pallid compass
#

Its alright man, just gotta keep trying!

loud vapor
#

Keep trying until things break! - I mean work! But mostly break!

pallid compass
#

Gotcha i shall!

#

Fuck is there no way to use just a mesh, attached to bones as physics asset

#

this is annoying xD

loud vapor
#

Frustrations of an Artist. Gotta hand it to them. They do some seriously tedious work

pallid compass
#

Right i got it figured out, however when the mesh is moving its not moving my char ๐Ÿ˜ฎ

loud vapor
#

How have you got it parented?

pallid compass
#

Not sure what you mean?

#

Its using per poly collision and u can walk on it fine, however its not moving the char around when the floor of the mesh is moving

loud vapor
#

Ermmm
Is physics enabled?

pallid compass
#

It is on the big mesh u walk on

loud vapor
#

Show me an example I'm not quite following

pallid compass
#

Like

#

If i was stood on a moving platform

#

The platform would move away and id stay in the same position

loud vapor
#

Do you fall when the platform moves from underneath you?

pallid compass
#

Yes.

#

I just fell through the mesh

loud vapor
#

Da fuq .-.

pallid compass
#

Yeah lmao

#

If only i could create a static mesh from my skeleton mesh

#

and attach it to the skeletal mesh and make it invisible or something

#

lmao

loud vapor
#

Well you can lol

#

But its kindaaa ugly doing that

pallid compass
#

ahh

#

fml omg game y u do dis to me

loud vapor
#

Whats happening now? Hahaha

pallid compass
#

Just cant get the bigger mesh to move my character

#

it just slides through him

loud vapor
#

The bigger mesh is an independent actor ye?

pallid compass
#

Yes

#

Okay so

#

I set full collsion to the capsual on my char

#

I no longer slide through it

#

However my char still does not move when the ground underhim from the mesh is moving

#

WAIT

#

Is there away

#

I can attach the character

#

as a child

#

to the Moving mesh

#

Then he will move with it

#

wait nvm wont work because its not actually in motion

#

๐Ÿ˜‚

feral echo
#

@cursive dirge thanks for article. Interesting how much ue3 differ from ue4

pallid talon
#

Question - How can I set an Array to say if 1 out of 10 actors has a variable to True, branch for True instead of false? Right now I'm using a "ForEachLoop", but not sure how to only continue if 1 of the actors has a variable to true.

pallid compass
#

Im still going

#

someone send help

#

Ugh how can i get Mesh accurate Physics assets?

pallid talon
#

Does your Actor that has the Physics assets have bones?

dark musk
#

@pallid talon : Not sure what you mean exactly. -Only- if 1 has, or at least 1?

#

if the former, just create a local int or byte and set it to 0, check all the elements and if their variable applies, increase the counter. after the loop check the counter value and use counter == 1 as your branch condition

pallid talon
#

@dark musk If at least 1 has it. Basically I have multiple windows. When one of the windows opens I want traffic sound to play. So I've setup in my level blueprint an Array to get all Window Actors. If Open = True on at least 1 of them, I want to traffic sound to play. I'm using ForEachLoop to read the variables of all window array elements.

dark musk
#

Oh, easy then

#

use a foreach loop with a break, if the condition is true while scanning any of them, play the traffic sound and break the loop

pallid talon
#

That sounds like the winning method! I'll give that a try!

dark musk
#

there's a break execution pin you can escape to in the for each with break node on the left side

pallid talon
#

Thanks for the help!

dark musk
#

you're welcome!

pallid compass
#

Yes it does

#

Its a large creature, i need other people to be able to walk on it

pallid talon
#

@pallid compass so you're not missing the physics assets file, you're just trying to setup the collisions on it? Is that the issue?

pallid compass
#

Yes

#

Having trouble getting accurate collison

dark musk
#

I think he wants per-poly collision and not preconfigured box/capsule collision

pallid compass
#

the character is rather large, and you need to be able to walk on its skin

#

Per poly works, but the issue with it is

#

The character does not stick to the mesh with per poly

#

it kinda just slides under him

pallid talon
#

This is what I did for my object, I had selected all of my phones in the PhysicsAssets, hit Reset > And selected Multi(boxes? Can't remember) This created a preset collision that worked great for me. Not sure if that will be the same for your character.

#

*bones not phones

pallid compass
#

il take a quick look

pallid talon
#

Right click the bones to see the "Reset" option.

pallid compass
#

iv got some soft vertices

#

So i cant do that

pallid talon
#

@dark musk I ran into an issue. Not sure what I would plug into my "Break" Here is a screenshot.

#

@pallid compass Sorry buddy, I haven't used soft vertices with collisions in UE4 yet on with bones.

dark musk
#

@pallid talon so the Loop Body execution pin at the topright of the ForEach node is an execution per array element

#

you'd connect that to a Branch and check your bool there, if True then play sound and connect to Break, don't connect anything to False

#

like this

#

just connect your element's bool variable to the Break's condition so it checks against that array element's variable, then Breaks the loop so it only does it once for that array group

pallid compass
#

ugh why is my character not being moved by the collsion under him D:

dark musk
#

to the Branch condition* sorry

pallid compass
#

its like its not updating unless he is moving

dark musk
#

@pallid compass check the Physics options for that character?

#

I'm not sure if Physics Transform Update needs to be switched, or if you have Simulate Physics on or not

pallid compass
#

Would it be under char movement if capsual for col?

dark musk
#

maybe, i'm not sure. I'm a bit newer to UE4. I know mesh components have physics and collision settings

pallid talon
dark musk
#

yup

pallid talon
#

Im getting a duplicate feedback, as if a hundred traffic sounds were created. I think this is close, but its spawning a LOT of traffic sounds. I just opened one window.

dark musk
#

that's because you're not telling it to NOT play anymore, it's just playing once per frame

pallid talon
#

Hmm, what I am missing?

dark musk
#

so you'd want a second condition

#

like ShouldPlayWindowFX as a bool

#

or CanPlayWindowFX

pallid talon
#

ok

#

this goes before the ForLoopWithBreak?

dark musk
#

have that set to true, check against it before even parsing the array with the loop, when you play the sound make that false so it won't do it again until you change it to true

#

yeah

#

make that a branch where True goes to the ForLoopWithBreak

pallid talon
#

Ok, what I have here works. But not sure how to tell it to stop when the window closes again.

#

Is that hard to see?

#

I can zoom in.

dark musk
#

I can read it

#

one sec, I'm making an example

#

is it a looping sound or?

pallid talon
#

Its a traffic sound for about 2 mins,.

#

I guess it would start over after it hits 2 mins./

dark musk
#

you may have to set the sound asset as looped if you want that, but

#

anyways

pallid talon
#

roger, thanks

dark musk
#

so really, you want to change the audio state whenever you change the windows, so you probably want to make that an event

#

whenever a window is opened or closed fire off an event and use this to handle it:

pallid talon
#

Interesting.

dark musk
#

ignore the Can be Damaged boolean name, I was just using an Actor as an array quickly

#

let me comment the blueprints real quick and I'll screencap again

pallid talon
#

cool thanks!

#

All of this goes on my level blueprint, right?

night root
dark musk
#

@pallid talon depends on how you want to use it

#

honestly could be anywhere in the map

#

but level BP is fine

pallid talon
#

Thanks a bunch!

dark musk
#

yw

pallid talon
#

will give this a try.

pallid talon
#

@dark musk Works like a charm! Slight issue. I had to add the "Is Playing Window FX" bool at the end of my Audio "Stop" command set to False. Without this, after the window was closed the audio never returned. This bool was stuck in a True condition.

#

Thanks a lot bud!

dark musk
#

Oh right sorry, didn't test it just threw it together for you. NP, glad that worked out!

noble wedge
#

Is there a max rendering FPS on mobile?

#

It seems to be capped at 60 fps

#

Hmmm doesn't affect mobile rates

pallid compass
#

Still having col issues whyyyy

pallid compass
#

Anyone know how i can get accurate colision on something thats animated? so u can walk on something thats boned and animated its driving me mad

cursive dirge
#

@noble wedge mobile screens will not update faster than 60Hz anyway

pallid compass
#

why is my char passing through a convex D:

noble wedge
#

@cursive dirge So it's a hardware restriction?

#

I would figure an engine could still swap buffers at 90 FPS even if the display only renders at 60 Hz?

eager juniper
#

help, I'm trying to disable collisions on destructible mesh debris, but the "Large Chunk Threshold" option doesn't seem to do anything, even when I set it to values like 3000... any ideas?

cursive dirge
#

@noble wedge no idea about that

#

sounds like waste of energy on mobile though

#

devices heat up for even less use

eager juniper
#

anyone who can help me with the DM issue? ^^

whole ferry
#

hmm im not sure where to ask this, but i was following the documentation on releasing and patching. I got it working, but from what i understood if i want more then one patch based on the same release, should i release at the same time i create a patch, so i can base the next patch on that?

#

(i don't want them to be two complete patches as is stated in the end of the doc)

vagrant vine
#

I'm trying to set up perforce for an already existing project. When making a new workspace should I be selecting the existing project folder or making a new one?

safe rose
#

rhahahahahah

#

@noble wedge

#

Go into your project settings

#

click on all settings

#

type in "frame"

#

and adjust as needed

eager juniper
#

@here anyone? I'm trying to disable collisions on destructible mesh debris, but the "Large Chunk Threshold" option doesn't seem to do anything, even when I set it to values like 3000... any ideas?

noble wedge
#

Ah thanks so much

#

Still capped at 60

#

But nice to know where the settings are

tired oracle
#

do variables of a blueprint not transfer to it's childs? I've added a couple variables to the base character, I compile, none of the children have those variables. Is it a checkbox I'm missing?

runic mortar
#

On the left side of the BP editor there is an eye symbol to the right of the search bar

#

Click that and check show inherited variables

ashen brook
#

@pallid compass you mean your character is intersecting static level geometry? That's why most projects use a capsule collision for the character, not mesh collision. if you want a skeletal mesh to collide with geometry you need to disable kinematics on the respective bones and set them to simulated instead. But then they won't be driven by animation. So... if you want both, you need to be smart - use IK for the hands and feet for example.

gaunt panther
#

Hi, guys I try importing Nvidia Hairworks file, but it matches with the Y up axis in UE4. When I exported from maya I set it to Z UP axis in the export options, and Maya scene is in Z UP axis aswell. Any solution for this?

unreal sonnet
#

I don't know about you guys but the more I learn about this UE4 stuff the more I like it.

bronze cedar
#

that's nice @unreal sonnet because i am also new to UE4 and want to learn about it as much as i can ๐Ÿ˜ƒ

thin haven
#

I have a weird issue with arrow components. I'm adding them in construction script. placement and rotation works fine, but color and size don't, at least not on first run. to get the desired color and size, I need to re-run the script

#

happens both with c++ and bp version of the code

bronze cedar
#

hi everyone, want to know basics about building UE4 from Github

#

I got some questions or you can say confusion

#

Que. 01. Can I run that Build UE4 to other computer or I have to build again for that computer, both are 64 bit, but my Desktop is Win 8.1 Pro, and laptop got Windows 10 Home edition

#

Que. 02. How i can update my old UE4 from Github , I mean to say do I have to download it from start and than build it again in Visual Basic Editor Or i can save some of my downloading and work from Old UE4 version, I mean to say just update some files and such,

#

hope you guys can understand what i mean to say, if not let me know

tall pendant
#

Q1: You can run the Engine on another PC without any problems once build. Q2: AFAIK you have to rebuild it with Visual C++ everytime. @bronze cedar

thin haven
#

github doesn't do incremental stuff, you can only download the whole source, therefore you can't just "update some files"

bronze cedar
#

ok so for update , i have to start from start every time , is this what it should be

#

thx @tall pendant and @thin haven for the help ๐Ÿ˜„

thin haven
#

np

tall pendant
#

np

bronze cedar
#

so for 2nd que, i have to download it every time as the update comes

tall pendant
#

yup

#

afaik

bronze cedar
#

ok np ,thx ๐Ÿ˜ƒ

#

awesome , awesome chat group, very very good and helpful, i am lucky to find this treasure haha , much more precious than Pirates of the Caribbean treasure, lol haha ๐Ÿ˜›

whole ferry
#

i may not be understanding the question properly @bronze cedar , but as for question 2 altough you do need to rebuild if you know your way around gitbash, you can just pull the most recent version, you don't need to do a fresh download for every update

heavy flicker
#

UE4.14 keeps crashing when i reimport an asset

#

is this bug known?

tall pendant
#

Thats weird. I have no problems when reimporting assets. What kind of asset it is you try to reimport?

heavy flicker
#

simple mesh from maya

#

im reiterating from maya to ue4 and making changes and it crashes

#

Gonna update to 14.2 and see it it fixes

tall pendant
#

Odd. I'am on 14.1 and use Maya as well. But i dont have reimport issues.

heavy flicker
#

Can any devs confirm when can we expect 4.15 final release?

fierce tulip
#

looking at the date, probably around gdc

heavy flicker
#

Damm thats ages away

fierce tulip
#

well, might be sooner. depends on bugs. they do tend to release a new version around gdc time. but it feels unlikely thatthey want to pump 4.16 out so soon

tall pendant
#

Final 4.15 around GDC sounds realistic. Its only ~1 month.

fierce tulip
#

Trump being president still doesnt sound realistic, so anything is possible haha

buoyant mesa
#

hi where I can find ue4 mannequin mesh and import it in blender to have correct scale factor for stuff I create?

fierce tulip
#

he is 1m80

#

unreal units are 1cm

pallid compass
#

Jesus so hard to get accurate collsion on a animated char, something big u can walk on you know haha

cursive dirge
thorny path
#

Hi guys, morning ( or afternoon, or evening, wherever you are ๐Ÿ˜ƒ ) , where is the best source you recommend for learning?

cursive dirge
#

@thorny path whatever interests you

#

start with fun things

thorny path
#

so you mean

#

i watch something cool, and replicated it ...

cursive dirge
#

my recommendations would be just some intro tuts from epic

#

and then try to learn as you go

thorny path
#

soem video tuts in youtube?

#

or do you know a better place to watch video tut ..

cursive dirge
#

official docs + video tuts

#

if you are new to the engine, you need to learn the basics

#

(well that goes without saying)

thorny path
#

i was learning like some months ago

#

but sterated to get issues with ue4 in mac ....

#

but i want to retake it

tall pendant
#

huh funny. it seems a lot of the doc is broken

bronze cedar
#

thx for the help, but can you let me know how i can do that

whole ferry
bronze cedar
#

what i mean to say is, i want to upgrade the existing version of UE4 from github, and i was thinking that it can be done by just downloading those latest files and keep them with old UE4 and done

#

thx for the help ๐Ÿ˜„

whole ferry
#

it can, but you need a version control system

bronze cedar
#

how i can find that, do we have that on github too or not

whole ferry
#

i use everything at console, but that implies learning a little bit... i dunno if theres a GUI that can make it easier for you

#

maybe someone else can point you on another direction if it exists

bronze cedar
#

oh ok thx, i am not good at programming

whole ferry
#

np

pallid compass
#

ready to shoot my self, seriously how can i make it so you can walk on a animated character properly? i just cant get the collsion right

crystal thicket
#

anyone here got Landscape auto material and can tell me how i get rid of the texture tiling?

pallid compass
#

Anyone know why per poly collsion on a skeletal mesh, is sliding under my charcter instead of moving him with it?

crystal thicket
#

@pallid compass you trying to make an elevator?

pallid compass
#

no, im trying to make it so my character can walk on a very large animated animal

#

But he just slides around on it, i have to use per poly col because physics asset is not accurate enough

crystal thicket
#

the problem i think is that it doesnt register as walkable surface, collision aside.

#

Thus it might not trigger the walking animation

#

If you know what i mean.

pallid compass
#

It does not need to trigger the walk animation the character is not being moved at all

crystal thicket
#

Oh so there's no friction either?

pallid compass
#

everything slides under him, instead of him being moved with it

#

I think so

crystal thicket
#

I think ark made it possible.

#

So it should be doable.

pallid compass
#

Hmm adding more friction didnt help

#

unless im missing something

#

Its like its not registering it because its animation

ashen brook
#

yo, question

#

Config variables

#
  1. why don't they work, and
  2. where do I put them in a packaged project?
#

I put a section in the file it said and tried to set a variable via it, but when loading in editor it doesn't update it from the ini

#

(this is a blueprint variable in game mode)

worn granite
#

Where are you putting them? There's multiple places it can be

#

In packaged games, I seem to remember them being in AppData

pallid compass
#

my brains starting to melt @_@

ashen brook
#

when I set that config variable to a different value and reload the project, the default does not get updated

#

which is not that bad if I can at least control that variable in a packaged project - but no idea where configs go for those. AppData, I assume? And in this case Engine.ini?

worn granite
#

I don't have that folder anymore :/

#

Not AppData, but the game that I did that in

ashen brook
#

ah hehe, was getting worried for a sec you'd lost your appdata folder ๐Ÿ˜‰

worn granite
#

But the file automatically updates with the section and values IIRC

ashen brook
#

hm, it didn't here

worn granite
#

So it'd be a case of looking in common folders for configs

ashen brook
#

nothing in the Saved folder Engine.ini

worn granite
#

It's pretty weird

#

lol

ashen brook
#

wondering if it's a gamemode thing, because shouldn't that be DefaultGame.ini?

worn granite
#

I think it actually is under game

ashen brook
#

oh shit

#

that seems to have worked

#

so the tooltip was wrong

worn granite
#

wow

#

good work man ๐Ÿ˜‰

ashen brook
#

now how do I do that in packaged builds ๐Ÿ˜‰

worn granite
#

Should be in AppData, just change it in the Game.ini file

ashen brook
#

I mean for distribution

worn granite
#

Oh

#

Uhhhhhhh

#

I didn't get that far, but I'd think DefaultGame.ini or else the one in the Saved folder

ashen brook
#

gonna see if I can edit the value via appdata config i packaged

#

which should be enough

worn granite
#

Well

#

You're talking about having your players get those settings, right?

ashen brook
#

this is a bit of a specific situation

#

this build is for a demo machine that will be put on exhibition for a month

worn granite
#

Ah

ashen brook
#

and it would be great if this value were tweakable without having to repackage

worn granite
#

So it doesn't matter if it isn't installed with the perfect settings, then

ashen brook
#

yeah

worn granite
#

Just so long as you can change it

ashen brook
#

we'll find out in a second

worn granite
#

It'll work

#

But

#

\AppData\Local\<GAMENAME>\Saved\Config\WindowsNoEditor

#

to clarify, not the roaming folder

ashen brook
#

yeah, I know ๐Ÿ˜ƒ

#

but thanks!

#

testing it now

#

hm

#

adding the section to the game.ini or engine.ini in appdata has no effect

worn granite
#

Gamedir?

thorny path
#

Gracias @whole ferry

pallid compass
#

Is there anyway to have collsion per poly update on animation? the sketal mesh collision is just sliding under my char like there is no friction

grim trout
#

Hello All I'm new to this discord Channel but I have an Crash that I get when I try to run the Unreal tournament Play/Editor
I updated 3 days ago and then the game crash started It always crashes around 96%

#

Does anybody know what I can do to fix this? I posted on the forum as well but there didn't came a comfirmation about my thread

thin haven
#

96%... compiling shaders?

grim trout
#

Loading the game when I try to launch then it load untill 96%

ashen brook
#

@worn granite no luck

#

probably some bug somewhere

#

might work more reliably from C++

worn granite
#

Yeah, probably. That tooltip likely indicates the state of the feature ๐Ÿ˜‰

#

Well, sorry I couldn't be more help

ashen brook
#

thanks anyway ๐Ÿ˜ƒ

pallid compass
#

Any chance anyone here has the ark dev kit installed?

velvet fern
pallid compass
#

my god im going to blow my own brains out at this rate

#

Actually considering just trying rig up epic and be like

#

"can i borrow one of your staff for a moment thank you"

polar hawk
#

@velvet fern files are in use

#

Are you running a cooked build while cooking

#

Or some shit

velvet fern
#

@polar hawk i had a problem with google drive making duplicates of my assets with " (1)" appended to their names. unreal complained that i can't have a space in the file name of some assets

cursive dirge
#
pallid root
#

@cursive dirge +++ Fixed! UE-39819 Line Trace Does Not Register Hit On Bottom Of Landscape I was wondering why that didn't work for me when I tried doing it.

#

oh that's a hit on the underside ignore me

verbal jackal
#

How do basic file operations work in Unreal?

#

What is the operation for moving a bunch of assets from one content folder and dropping them in another?

#

Or, say, pulling every sub-folder in a content pack up one level?

weary basalt
#

Unreal doesnt exactly "move" files

#

It will create copies at the new location and mark the old as redirectors

#

The old basically turn into pointers

#

So essentially references to those assets dont have to change

#

A reference will look at the redirector, the redirector will point it to the location of the actual asset

verbal jackal
#

Yea, that redirector thing is kind of odd but I was wondering how to get the editor to essentially merge two content folders

#

As a programmer used to IDEs that index references and update them when a user relocates or renames a file I'm having a hard time adjusting to the idea that I can not simply reorganize a bunch of content folders as needed

weary basalt
#

You can, there is an option called "Fixup redirectors" if you right click on a folder in the content browser directory list

#

It will find all redirectors and basically remove them by changing references to the location of the actual assets

#

If you merge a directory just do a fix up redirectors and it will be all good

verbal jackal
#

sorry for being unclear, how do I merge two directories

weary basalt
#

Drag and drop?

verbal jackal
#

At the top level I mean
Say I have a "VirtualReality" folder with sub-folders of "Meshes", "Materials", etc
I also have a "VirtualRealityBP" folder with "Blueprints" and "Maps" sub-folders
I would like to rename one to "common" and drop the sub-folders of the other into the new common folder

#

Drag and drop puts the "VirtualRealityBP" folder inside the "VirtualReality" folder similar to the what one would expect with an OS file system

weary basalt
#

The editor doesnt have nice features like that sorry haha

#

You will have to do it the long way

verbal jackal
#

Do you just live with whatever random folder structures content packs come up with then?

#

I'm okay with a long way

weary basalt
#

Pretty much, Marketplace assets have to adhere to a reasonable structure otherwise they arent accepted, however the structure is at the descretion of the content creator

verbal jackal
#

programmer sense twitches

weary basalt
#

Everyones different, there is no unified structure when it comes to project management, there are resources which encourage people to follow similar naming styles and structure, but really its down to the team working on the project how they want stuff laid out.

verbal jackal
#

Oh I'm cool with that, it's the same everywhere; people do their own thing

weary basalt
#

Check out this one.

verbal jackal
#

I just want to do my thing and re-organize all the uassets in to a pretty folder structure that makes my programmer senses happy ๐Ÿ˜„

weary basalt
#

If i were to use assets from the marketplace they would be in their own high level folder, i would not merge them with my core project.

worn granite
#

I'd keep MP content in its own folders

#

MP_PackA
MP_PackB

#

etc

#

But you can move everything into your structure with enough care

#

I'd use the ref. viewer and start with things that aren't referenced and go from there

#

but bottom line, fix up your redirectors

#

as often as you can