#ue4-general
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there are different implementations but they all work the same
I use tortoisegit for client and server
@thin haven I haven't used git-lfs before. What GUI do you use with it? SourceTree?
yes
and as I said, the only files large enough are maps
and even those store nicely enough normally
so I can't help much with lfs as such but I can with git/sourcetree
Does git-lfs work locally too without a remote?
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.
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.
I never used lfs so I wouldn't know
and I said, lfs isn't a requirement
if you just need backups/source control, just use normal git without lfs
I bet someone in the company has used lfs and can help you
I tried using normal git but it was super slow
@pallid root it's always super slow for the first couple of commits especially if they're large (I mean many files at once)
I mean when you have an existing project and are setting up a git
Can you share your .gitignore? I'm curious if you ignore the Saved dir
you usually end up having large commits at first
one mo - I found the gitignore somewhere on the net
Thanks
basically just /Content and /Source are git-controlled
and ofc the .uproject file
most of the rest can be ignored safely
Config in there too
@unreal sonnet There are a few people who open sourced the jam entries
But I don't remember who
@pallid root You should def. ignore Saved, Intermediate, Binaries
Only version Source, Content, Config
Plugins if you have that
And the uproject
The rest is generated
@unreal sonnet My game is OSS : https://github.com/arbonagw/HeliumRain
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?
Copy/pasting also means, if there is a bug in the material function, I now have to update it in all three projects.
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
@cloud cobalt Thats cool :0
How do you manage the non game side of releasing
managing and creating hype
websites
forums
support etc
With alot of sleepless nights lol
Hire an PR manager ๐
Just read an article (in french) about Kickstarter. Apparently revenue is freefalling
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
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.
why do i need to promote something to a variable when i want to reference it? it seems i should reference it without that
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
like if you got the reference back from a function, you can use fine without making it variable
You can do a lot of dumb things in BP without promoting variables ๐
yeah scope isn't always obvious
If you go out of your way to promote all variables, you can get really funny things with bp graph caching
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?
incase anyone is wondering, it doesn't.
anyone familiar with the replay system here?
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
what was your question though?
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.
I'm trying to get action screenshots from various angles, so the replay system seems like the best way to do that
actually no I still can't fly around when using demopause in 4.14
but it works in shootergame hmm, they must do something different
See, I don't know- but somebody else that does might see it now.
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?
of course you can, drag from the actor and type fire
assuming your variables are named identical to the example
Has anyone here done UE4 Automation Tests?
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)
Guidance?
Huh?
then im prolly the one you want to talk to hehe
and since I am only around for another half hour or so, id suggest to be speedy :p
@unreal harness
anyone know why i get these anoying artefacts when i build light?
it's just a regular 1M_Cube from one of the templates
Oh sorry. How long was I gone for?
Is Luos still on?
Is there a way to make 3d emitters instead of flat jpegs?
im about @unreal harness
you can, you use meshes
its a tad outdated, but https://www.youtube.com/watch?v=FRXg4ewWi7k
without some other tools you wont get far. if you dont want to spend money search for Gimp and Blender
blender and gimp are free alternatives
I have gimp.
but without a painting and 3d program you wont get far
Fine, I'll use Blender.
ever used it?
then brace yourself, because itll be quite a ride
Is there a way I can create a 3d beam?
some keyboards in order: basic modelling techniques, unwrapping meshes.
well, there is also the beam emitter
but if you want to go beyond that
meshes
Anyone have an answer to my question, I can't fell what's wrong
V 4.15 isn't out yet is it?
The preview is out, but not the release.
basically compiling all the files for an actual game version
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?
We can get normal easy, but I need bitangent or tangent in order to make my object "slide"
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.
Haven't used them myself... I probably should. Probably an easier way using GetYVector or something.
wouldn't up vector be in a wrong coordinate space?
I think anything you get from a line trace is going to be in world space.
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
Yeah, I'm sure its world space
what I meant is that is not relative to the surface
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.
Hey everybody, I was wondering if there is any way to retrieve any information about the geometry being hit in a line trace. I am looking to get the face that was hit along with it's material and UV coordinate. I was unable to find any definitive answer regarding this issue. Any help in the right direction would be appreciated. Thanks :)
which one was the visual studio version to build ue4.13 with again?
2015 prob easiest
@unreal harness you can also try Houdini Apprentice if you're looking for a free 3d modeling program
a "please" can do wonders ... ๐
well, tsuzumi didn't say which way we should vote either
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?
I wonder who the immature person that actually voted it down was.
Hey guys.
So, I want to try to create a 3d lightning mesh.
Is there any way I can do that?
I will try using blender and gimp.
Can anyone explain in layman's terms how clamping works?
I'm trying to use it to set my rotations.
clamping?
like the math node or function?
it just limits the input between the values you set it to clamp against
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.
The rotator node
(Yes math)
not sure I understand what you want
you want the char only move in one axis at a time?
like only up/down or right/left
Yes, no upright/upleft or downleft/downright
how would that play with keyboard?
like, where would the char move on up arrow?
or is this mouse driven movement?
yeah, but if you press up, where would your want it to move?
Forward/back left/right
Yeah that was the whole ordeal haha
well, clamping will no do
yeah, but that's not how clamp node/function works
and you'd need to turn the input into rotation for that to work first
Hm.
and then turn it into back into direction vector
if it were my game, I'd probably do dot products between input x-axis and and rightvector + input y-axis and upvector
abs both, compare which is bigger and then let that overrule
actually you could just abs on comparison so you'd keep the signs
I saw someone else do it with branches
are you doing blueprints or c++?
Yeah
there's also issue if you press two buttons at once
not sure what would be the best solution to that
I just want to remove diagonal movement lol, didn't think it would be that hard to do
well
do you know the gamedev door dilemma?
(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
Ah you mean the one with what door opens what doesn't is it for decoration or not
etc etc
that's why I asked what would happen if player presses two keys at once (like up and right)
Well, I do.
Last key takes priority
you mean the most recent keypress?
Mhm.
also what I said about dotproducts, forget it, I forgot input is in floats already ๐
I'll go read it, either way. I'm honestly trying to learn the most I can ๐
issue with the two key situation is that you'd need to store the previous direction to be able to make that call
if you just look at current values, you can't tell which key was pressed down before
do you base your game on some ue4 template?
Trying to do it from scratch.
hmmm, I kinda hacked together something that works so that it keeps your past key pressed if you hold two keys at once
but this is going to be difficult to explain ๐
ok ๐ฎ
I just modded thirdperson template movement for this
yeah, it's a mess ๐
oh crap
it's in angle form there already
yeah, you could just force the angle instead too
btw
here's the same thing without the previous direction hack
idea there is to see which axis input is bigger and then only use that one
the more complex version stored the previous direction and used it on next run (if both input axis were as big)
I see what you're doing.
yeah, it's not the tidiest thing but it works
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
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)
The second one works best for what I'm working on, I believe.
I'll try to implement it.
well, second one just favors left or right key over up and down
they both work the same if you just press one key at once
or use gamepad
as you can't tell the exact angle on gamepad anyway
(unless you use the d-pad)
Yeup~
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
yeah, you'd need a bit of math for that
it's not super complex to force something to move along the grid but doing it smoothly is another thing
and again, requires game design decisions
basically for grid movement, you could just first figure what's the grid spacing
Yeah. Slowly getting there. One day I'll be like all of you guys, who help out newcomers. ๐คฃ
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)
you could then get rid of the values in between by ceiling that value (or flooring)
I mean, just lose the decimals that way
you'd end up with steps that are 1m apart
Intriguing.
I'm trying to make the grid as big as ue4 timplate
Since all my lil' guys will be around the same size as him.
As far as xy.. Z, they're a little short.. ๐คฃ
there has to be some written tutorials for grid movement too
where people can actually explain it bit better what I try to do here
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.
He even said you could theoretically recreate it with all the info he gave out ๐คฃ
Hello, guys, I am wondering is there a way to get TextRenderComponent's text in C++
Thanks, but i figured it by myself, for some weird reason Text var is public
hey guys, i have a question about functions such as UGameplayStatics::PlaySoundAtLocation
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?
anyway to open up child blueprints that lose their parents? I moved stuff around and broke my whole project. FML
did you try adding an ActiveClassRedirect in your DefaultEngine.ini?
in DefaultEngine.ini, under [/Script/Engine.Engine]
put
+ActiveClassRedirects=(OldClassName="oldclassnamegoeshere",NewClassName="newclassnamegoeshere")
wait
child of another bp or c++ class?
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
So I've posted for help enough to this group lol. Allow me to post some of the results
just an environment art project. I would love to know what you guys think!
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)
๐
What do you mean state?
Like whether or not a menu is open?
Can you be more specific
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?
@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
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.
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 ?
Update : Creating any class with the editor make random bugs pop up
I'm on UE 4.13.2-3172292+++UE4+Release-4.13
When generating LODs. Is there an optimal number and reduction to use? Can having too many become an issue?
@pure gorge get better bug repellant
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)
Is that a thing? Do people do that?
No
You could try to look out for other newbies though
Or just keep asking your questions on here
Or just follow tutorials
Or just experiment
DO game jams
Gamejams are an excellent way to learn from eachother
Yes there is one in February. @safe rose holds gamejams every month
What is "graphics power"?
realism in rendering?
Does it have real time diffuse interreflection?
Even exponential height fog counts as volumetric rendering, I suppose...
Ah, so it's just baking for now. Probably better than lightmass.
To be honest, I am not sure this should be here, but I felt the other topics were even less relevant as I am talking about rendering. Just not the standard methods in UE4. Feel free to move if I placed it in the wrong area.
To start, let me be transparent. I am working on a masters thesis using VR and scientific visualization. I saw potential in the merging of UE4 and scientific visualization for students, scientists, gamers and all graphical artists alike.
Before I start discussing
thats pretty cool
If the answerhub only auths me 40% of the time is something wrong with my account or is this normal?
I almost always have to use the same answerhub link twice to actually get me logged on viewing the page
My project is Blueprint-only but when I clone it, I get this warning: http://i.imgur.com/Vdv0QUb.png
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.
@maiden swift you have plugins in project dir?
No.
If I did in the past, could it have left a record somewhere in a config file that I now need to delete?
If there's no source folder or sln there either, then it's pretty odd
I thought so, too. ยฏ_(ใ)_/ยฏ
No ideas then
It is a mystery. ๐ป
@maiden swift Is it actually preventing you from successfully cloning it?
No. It just worries/confuses me that I receive the warning. Mostly just want to know what's triggering it.
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 ๐
Haha, for sure.
I just wanted to see if it was a known issue and if I should be concerned.
Yah. Seems strange, but doubt it's anything to worry about.
Currently, UE4 is spawning 2000 threads every time I start the editor. That is concerning me...
@maiden swift Actually I understated it. 2280. Then when I hit Play it goes over 3000...
o_O
@modest trench thats normal, i always need to relog in whenever i go to the website.
Hi, does anyone know if 4.15 supports 4K monitors?
what do you mean exactly by support for 4k? the Editor UI?
your apps can run at any resolution iirc
editor
only thing i know of atm is this post here: https://forums.unrealengine.com/showthread.php?15158-High-resolution-display-support-for-editor
I use a 4k monitor and the ue4 editor font size and UI elements are borderline on usability due to small physical size with my display's high DPI (24 inch ips at 3840x2160). Many of the applications in my pipeline (though not all yet, so ue4 is hardly alone) , offer scaling options, or can be configured to. Is there a way to raise the font size without Windows pixel doubling (unacceptable to use), and if not, any current plans to provide this type of support? Thanks for your time.
not using an 4k display myself tho
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)
ahh. i didnt tried 4.15p1 sofar so i cant help with that. Sorry.
I search since a wile , without success ๐ชhow 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?
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.
Hi guys, im using the ARTv1 rigging tool
do I have to skin the twist joints
??
anyone knw?
hey i need a little bit of help
how do i have a counter that displays, in minutes, how long until the levels over?
@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.
uhh
I believe the time is counted by seconds. So to convert that to minutes just do Floor(time / 60) in the umg text updater
Yeah its just remaining at a solid 2
Wait is time meant to be an integer or a float
okay yeah none of this is working
So whats your current implementation of it?
And how are you displaying that?
UMG does have a bind that updates the text within its own thread fyi
Also, you should just use a timer to count down
Delays on a tick are iffy
Its not actually connected to Event Tick
Ahh okay. Just hard to tell when lines get chopped haha
but uh... yeah... Im kinda new at this Started in September. So uh...
PM me and I'll help you out
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
@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
does RunUAT.bat use the local or global engine install?
hey peeps, I'm trying to rotate the camera in a sequence, so I can look around while the camera's moving. any suggestions ?
@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.
sweet. so I can develop against official 4.14 and use a custom build for shipping just by using the custom RunUAT
Has somebody used dynamic navmesh together with world origin shifting?
Guys
Can you make a challenge for a friend
he only learned how to set up action keys
he used the fps project.
Thanks
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?
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.
You might be better off looking into the UT forums for help.
Hey Everyone, Does anyone knw any rigging tools to use for monster/quadruped characters? does ARTv1 support this?
Hey people, is there any way to export actor references and their positions/materials and such into an excel file?
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
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
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 ๐
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.
should be fine if its from same engine version
but it depends on what kind of uasset a bit
It's a set of mockups from the official Unreal Global Jam 2017 team
dont have the full project?
Nope
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
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 :)
Ive found there is no solution yet for my issue on the official forum, well thanks @fierce tulip anyway
Where is the unreal source hosted now? The git 404s for me.
Are you logged in with your Github Account? And also linked it to your UE account? @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
thats weird. its working w/o problems on my end
That link works for me. You need to have you account linked for it to work
have a wierd thing happen where certain splines have no clickable control points or segments.. anyone ever see something like that?
I cant delete that spline as result ๐ฆ
Anyone knows if i have to have compiled UE4 engine to use the auto terrain cover Plugin from the forums?
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?
@grave bough point is hidden behind the geo
you need it in front of you to be able to select it
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.
@mortal crown did you link the character you put in to a character controller?
Otherwise it will just be an empty shell.
yes it is linked in a controller :/
@cursive dirge didnt seem to be under the terrain. Here's a little video I put together to demonstrate the bug. https://youtu.be/oDrz9Kbb_SA
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.
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?
Hi, any of you have a mac? When I am in the editor i see the dots in actors. This is annoying.
The origing point? I have seen other images from editors and the actors are bight, they are not "dotted".
@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.
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
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.
*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
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?
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.
and for those not in lounge: https://www.youtube.com/watch?v=J5LXIApQmzA
It came with integrated video, Intel Iris Pro 1536 MB
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?
nothing can bug out a system better then a human ๐
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
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!
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
#ue4jam time again!!!
For those of you that may not know this, I have been graciously given an Assembla server (aka portfolio) named ue4jam, for, you guessed it... #ue4jam participants.
So what?
Typically, you could get yourself an Assembla account for 7-days for free and you would need to change server info with each new email address provided. But, that's a lot of hassle if you have no plans on ever committing full-time to Assembla, and really 7-days is sometimes just a bit too short
Obviously, not the free part. But, at least you can get a quick idea of what Assembla's about
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
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
Could be either way. Probably easier to blow them up and/or switch them out the latter way.
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?
Just rotate them locally, I suppose.
@frosty bloom not necessarily
If you want recoil to be dynamic, then dont do animations
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
@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
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! ๐
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
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! ๐
@frosty bloom no worries at all! It's what this community is all about
Yea, a lot better than asking on the forums imo!
Yeah they get a bit cluttered at times. Feel free to add me if you need any more assistance in the future
Sure will, appreciate it tons! ๐
Anyone here?
Are you talking about this? https://wiki.unrealengine.com/Installing_UE4_To_A_Different_Hard_Drive
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...
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
laptop.. so small primary SSD =/
so many programs force store shit on C drive now..
this engine is so overwhelming. Feel like it's gonna take years to learn how blueprints work and all that :/
@tired oracle nah, its easy once you start to make things. I recommend following some tutorials
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
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
Is there a resource that explains how to do a grid based movement system?
Define grid based?
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
Afaik you need to create a grid yourself and then you can use AIMoveTo to move to a location on that grid
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.
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
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.
Is this going to be a multiplayer game or single?
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
If that's the case then just create a new actor
Maybe spawn it via the game mode?
Then reference it in there
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?
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
use a 1D array
Not much to it really.. it's probably a few nodes and your done
I was overthinking it. I was getting things saying I have to do wierd hacks with structs in my research.
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
@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 :)
think he's after a suitable container structure for storing and referencing grid data
rather than just an X,Y value
Yeah, I want to store information other than x and y
Oh fair enough
I'm going to write something tomorrow if you'd like me to send you it?
That sounds great
an array of Vector2D to represent a grid is kinda pointless
as you can infer the X and Y from the array index
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
just use TArray<FGridData> or whatever your grid struct it
TArray[GridWidth * Y + X] lets you get and set by co-ordinates
Is there a downside to using TArray[x][y]?
anyone know any interesting articles about life is strange development?
you can't do 2d Tarrays
game was made with ue4 and I'm curious what problems dev encountered and so on
oh i actually didnt know that it's ue4, nice. It has a very characteristic artwork which i do like.
@feral echo Unreal Engine 3
We catch a glimpse of Life is Strange and it's looking delightfully charming
anyone here who had some luck getting apex cloth to run in 4.14?
yes
do you have more than two material slots on your mesh?
yes, like 7 or 8.
did you ever had the problem that after importing the apex file that you cannot assign it to the material?
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.
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
Anyone here rendered out RenderTarget2D into png files before?
So how do i attach things to a skeleton socket, when i place the skeleton mesh in to a character bp
@faint cedar I've only done exr for them, is there some issue with png?
gamma issue?
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...
anyone?
@pallid compass do you want it done at runtime or before gameplay?
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
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
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 ๐
Nothing I do makes the images any less dark =/
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
They have none
How are you saving the render target?
Ok it is the gamma
if I multiply the gamma by 2.2 in photoshop
I get the correct result
@pallid compass on the mesh component enable CCD
@loud vapor - http://pastebin.com/8cw91h2e
@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?
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
@loud vapor - I got that code from Rama's BP library, didn't mess with it too much until just now
@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.
yeah I'll try that
Oh right okay, see the moving char is huge
I need my other char to be able to walk around on it
Actually @loud vapor I got it to work... a bit convoluted but it works now...
@faint cedar nice haha
@pallid compass open up its physics asset and check what's happening on it
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.
I did im either blind or its not in there
@pallid compass send me a photo of the physics asset?
@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 more than welcome
Yep. That's why I'm a programmer :D
So i have an outer skull attached and it works perfectly
But the body
using the physcial asset
is not going very well ๐
@pallid compass how so?
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
@pallid compass was it originally just an auto generated one?
Yes i think so?
Shame i cant just use the mesh as collsion ๐ฆ
so annoying
omg are u joking
there is a per poly collsion box omg
im so blind
Hahaha
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
I have no idea. I dont have the editor infront of me so i cant be of much help atn
Its alright man, just gotta keep trying!
Keep trying until things break! - I mean work! But mostly break!
Gotcha i shall!
Fuck is there no way to use just a mesh, attached to bones as physics asset
this is annoying xD
Frustrations of an Artist. Gotta hand it to them. They do some seriously tedious work
Right i got it figured out, however when the mesh is moving its not moving my char ๐ฎ
How have you got it parented?
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
Ermmm
Is physics enabled?
It is on the big mesh u walk on
Show me an example I'm not quite following
Like
If i was stood on a moving platform
The platform would move away and id stay in the same position
Do you fall when the platform moves from underneath you?
Da fuq .-.
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
Whats happening now? Hahaha
The bigger mesh is an independent actor ye?
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
๐
@cursive dirge thanks for article. Interesting how much ue3 differ from ue4
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.
Im still going
someone send help
Ugh how can i get Mesh accurate Physics assets?
Does your Actor that has the Physics assets have bones?
@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
@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.
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
That sounds like the winning method! I'll give that a try!
there's a break execution pin you can escape to in the for each with break node on the left side
Thanks for the help!
you're welcome!
@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?
I think he wants per-poly collision and not preconfigured box/capsule collision
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
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
il take a quick look
Right click the bones to see the "Reset" option.
@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.
@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
ugh why is my character not being moved by the collsion under him D:
to the Branch condition* sorry
its like its not updating unless he is moving
@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
Would it be under char movement if capsual for col?
maybe, i'm not sure. I'm a bit newer to UE4. I know mesh components have physics and collision settings
@dark musk Is this what you mean?
yup
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.
that's because you're not telling it to NOT play anymore, it's just playing once per frame
Hmm, what I am missing?
so you'd want a second condition
like ShouldPlayWindowFX as a bool
or CanPlayWindowFX
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
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.
Its a traffic sound for about 2 mins,.
I guess it would start over after it hits 2 mins./
roger, thanks
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:
Main script
AreAnyWindowsOpen function
Interesting.
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
Hey guys, hope I'm not interrupting. I was hoping someone might be able to help me with stat groups, I can't seem to get them to show up in the profiler. I posted a question here: https://answers.unrealengine.com/questions/553476/stats-group-does-not-show-up-in-profiler.html
@pallid talon depends on how you want to use it
honestly could be anywhere in the map
but level BP is fine
Main script (commented)
AreAnyWindowsOpen function (commented)
Thanks a bunch!
yw
will give this a try.
@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!
Oh right sorry, didn't test it just threw it together for you. NP, glad that worked out!
Is there a max rendering FPS on mobile?
It seems to be capped at 60 fps
This is probably old, but looks like the cap could be higher - https://wiki.unrealengine.com/How_to_Change_FPS_Cap_,_Near_Clip,_Editor_%26_Game
Change max FPS
Hmmm doesn't affect mobile rates
Still having col issues whyyyy
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
@noble wedge mobile screens will not update faster than 60Hz anyway
why is my char passing through a convex D:
@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?
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?
@noble wedge no idea about that
sounds like waste of energy on mobile though
devices heat up for even less use
anyone who can help me with the DM issue? ^^
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)
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?
rhahahahahah
@noble wedge
Go into your project settings
click on all settings
type in "frame"
and adjust as needed
@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?
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?
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
@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.
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?
I don't know about you guys but the more I learn about this UE4 stuff the more I like it.
that's nice @unreal sonnet because i am also new to UE4 and want to learn about it as much as i can ๐
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
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
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
github doesn't do incremental stuff, you can only download the whole source, therefore you can't just "update some files"
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 ๐
np
np
so for 2nd que, i have to download it every time as the update comes
ok np ,thx ๐
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 ๐
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
Thats weird. I have no problems when reimporting assets. What kind of asset it is you try to reimport?
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
Odd. I'am on 14.1 and use Maya as well. But i dont have reimport issues.
Can any devs confirm when can we expect 4.15 final release?
looking at the date, probably around gdc
Damm thats ages away
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
Final 4.15 around GDC sounds realistic. Its only ~1 month.
Trump being president still doesnt sound realistic, so anything is possible haha
hi where I can find ue4 mannequin mesh and import it in blender to have correct scale factor for stuff I create?
Jesus so hard to get accurate collsion on a animated char, something big u can walk on you know haha
@arctic flicker https://forums.unrealengine.com/showthread.php?134990-Page-is-missing&p=656248#post656248
https://docs.unrealengine.com/latest/INT/Engine/Actors/Volumes/
I am getting 404
add, but docs are missing
https://docs.unrealengine.com/latest/INT/Engine/Actors/Brushes/index.html doesn't work either
Hi guys, morning ( or afternoon, or evening, wherever you are ๐ ) , where is the best source you recommend for learning?
my recommendations would be just some intro tuts from epic
and then try to learn as you go
official docs + video tuts
if you are new to the engine, you need to learn the basics
(well that goes without saying)
i was learning like some months ago
but sterated to get issues with ue4 in mac ....
but i want to retake it
huh funny. it seems a lot of the doc is broken
thx for the help, but can you let me know how i can do that
@thorny path this is really based on personal choice more then anything, but when i was just starting, this one really kept me interest:
https://www.youtube.com/playlist?list=PLZlv_N0_O1gYqSlbGQVKsRg6fpxWndZqZ
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 ๐
it can, but you need a version control system
how i can find that, do we have that on github too or not
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
oh ok thx, i am not good at programming
np
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
anyone here got Landscape auto material and can tell me how i get rid of the texture tiling?
Anyone know why per poly collsion on a skeletal mesh, is sliding under my charcter instead of moving him with it?
@pallid compass you trying to make an elevator?
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
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.
It does not need to trigger the walk animation the character is not being moved at all
Oh so there's no friction either?
Hmm adding more friction didnt help
unless im missing something
Its like its not registering it because its animation
yo, question
Config variables
- why don't they work, and
- 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)
Where are you putting them? There's multiple places it can be
In packaged games, I seem to remember them being in AppData
my brains starting to melt @_@
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?
ah hehe, was getting worried for a sec you'd lost your appdata folder ๐
But the file automatically updates with the section and values IIRC
hm, it didn't here
So it'd be a case of looking in common folders for configs
nothing in the Saved folder Engine.ini
wondering if it's a gamemode thing, because shouldn't that be DefaultGame.ini?
I think it actually is under game
now how do I do that in packaged builds ๐
Should be in AppData, just change it in the Game.ini file
I mean for distribution
Oh
Uhhhhhhh
I didn't get that far, but I'd think DefaultGame.ini or else the one in the Saved folder
gonna see if I can edit the value via appdata config i packaged
which should be enough
this is a bit of a specific situation
this build is for a demo machine that will be put on exhibition for a month
Ah
and it would be great if this value were tweakable without having to repackage
So it doesn't matter if it isn't installed with the perfect settings, then
yeah
Just so long as you can change it
we'll find out in a second
It'll work
But
\AppData\Local\<GAMENAME>\Saved\Config\WindowsNoEditor
to clarify, not the roaming folder
yeah, I know ๐
but thanks!
testing it now
hm
adding the section to the game.ini or engine.ini in appdata has no effect
Gamedir?
Gracias @whole ferry
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
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
96%... compiling shaders?
Loading the game when I try to launch then it load untill 96%
@worn granite no luck
probably some bug somewhere
might work more reliably from C++
Yeah, probably. That tooltip likely indicates the state of the feature ๐
Well, sorry I couldn't be more help
thanks anyway ๐
Any chance anyone here has the ark dev kit installed?
anyone know why my build failed from the output log
http://pasteall.org/215625
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"
@velvet fern files are in use
Are you running a cooked build while cooking
Or some shit
@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
4.15 p2 notes: https://forums.unrealengine.com/showthread.php?133621-Unreal-Engine-4-15-Preview&p=656186&viewfull=1#post656186
PREVIEW!
A Preview of the upcoming 4.15 release is available now on the Launcher and Github. We have made this Preview available so that our developer-community can help us catch issues before the final release. As fixes are implemented, we will release updated previews throughout the development cycle. Please be aware that the preview releases are not fully quality tested, that they are still under heavy active development, and that they should be considered as unstable until the final
@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
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?
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
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
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
sorry for being unclear, how do I merge two directories
Drag and drop?
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
The editor doesnt have nice features like that sorry haha
You will have to do it the long way
Do you just live with whatever random folder structures content packs come up with then?
I'm okay with a long way
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
programmer sense twitches
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.
Oh I'm cool with that, it's the same everywhere; people do their own thing
Check out this one.
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 ๐
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.
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