#ue4-general
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Ref viewer?
The actual file movement
You can totally drag and drop the files in editor
In fact, you should.
What I'd do
Is fix up redirectors, then migrate the folder (the whole thing) into a dummy project (from the editor to be extra super safe) and then do everything in that project before fixing up redirs and moving back
I only move assets from within the editor, then fix up redirectors straight after.
What I am tring to do is compile a single asset pack containing all the stuff Epic has released for free
and I want all the folders and asset names to conform to the style guide
If there are no name collisions, you can probably do that
In the same folder, at least
names are easy but the folders seem to be a non-starter
The only way I have found is to start a new project, rename a single folder to "common", fix up redirectors, then pop out to the OS and copy the common folder to a new directory outside the project, then delete that project and repeat for the next folder
Epic is not fully consistent themselves as generally the assets they release are made by different teams
I'm sure there has got to be a better way
So you will have to do it the long way for ever folder/asset if you want it all to conform
What you're probably gonna have to do
is move the assets individually to the new folder while fixing redirs
leaving the old folder
And then removing the old folder in the OS
You might be able to drag folders over if you don't need to rename them, not sure.
But fix redirs -> name -> fix rediers
how do you move the assets individually?
Drag and Drop
I have a second content browser open and am attempting to drag and drop a blueprint, it does nothing
There is a little button next to the GREEN Add Content button, this opens a directory list
Drag and Drop assets onto the folder you want them to move to
Try it within one content browser
wow, that's super not intuitive
Thanks guys! That was driving me nuts
No i think he opened the directory list
Try it with 2 content browsers, it acts like that should be okay but then does nothing
If you drag a bp from a folder in one browser over to a different folder in another browser and drop, nothing happens
can anyone recommend any good VFX tutorials for UE4?
Have you seen this series already? https://www.youtube.com/playlist?list=PLZlv_N0_O1gYDLyB3LVfjYIcbBe8NqR8t
ty
np
how do i get the "manage notifies" window to pop up? Nothing happens when I click it
@tired oracle animations? you should be a bit more specific
yeah the manage notifies in a montage file. When you right click theres an option to "manage notifies" but nothing happens when I click this. Probably a bug though I'm on 4.14.3
Notifies are a system for setting up and receiving events in Animation Sequences to perform external actions.
I just did a Gamejam in 4.14.3, and we used them, so it works
Does anybody know how I can get rid of these errors? https://dl.dropboxusercontent.com/u/1997866/_temp/2017/01/2017-01-26_01-32-59_UE4Editor.png
I'm sure it has something to do with the grass meshes I'm using that have LODs on them
you got valid lightmaps on UV channel 1?
hmm... I would assume since I didn't make this grass mesh. let me check
yeah, looks valid to me
yeah when I click that Manage Notifies... nothing happens. Not sure why, no window pops up, nothing.
Also that Anim Notifies isn't on my toolbar so maybe there's an option somewhere to put it back on?
heyo, anyone here that might be able to help me? My distant grass shadows are way too dark. They kinda overlap each other and almost make them appear black
so then i have the problem that if they get culled, it's just really popping in and out. Instead of smoothly fading out.
My collision boxes on this are getting a little out of hand ๐ Is there any way to neaten this upa lil bit?
I don't know what that is, but it looks like you're better off with no collisions at all!
The model editor has some basic collision creation stuff that should be better than that... but of course, anything would be.
Is there a way to change the blendspaces in an animation blueprint depending on what character you're playing? For example: if I have a mage with different idle animations, but i want him to share the same blueprint. Possible or nay
Oh, Each one of those collisions casts to a specific BP actor in the level. Chuck it all together and you have a motocross bike ๐ I should have explained that better
https://www.youtube.com/watch?v=ypGQ5vaZ36c
Here's a video I did at the start of the day, first WIP for this tech demo
Can someone explain what World Origin Rebasing is used for? My though would be to limit float point errors. Is that it or something more/else?
No one?
tsuzumi, yes that is exactly what it's for ๐
It allows for endless worlds in SP
and i think 20*20km in MP
I though Origin rebasing didn't work in MP
it does in 4.14
And, is there some point(size) where its good to start using Rebasing?
Alright. Yeah, I know how it can look. Not seen it in UE yet. But I saw it in CryEngine ;p
Thanks for the answer @crystal thicket
you're welcome @green spear
Has anyone been having issues with cloning BP projects? If I try to clone any of my projects (of any engine) the launcher just crashes.
happened to me this week too. ... a few times
Did it stop, or still happening?
Does anyone have any idea what the intended use case for the saveslotname and userindex in UE4's save game system are?
The userindex, is that for multiple users on a console kind of stuff?
@faint cedar I'd assume so
Anyone else who have a problem that saving materials(maybe its compiling) takes very long, even with simple solutions. Like just a constant for base color.
It gets stuck at 50% for about 10-20 sec.
@crystal thicket I have that same issue with black models when using the foliage painting on landspaces. I don't think there is a way to fix it.
Question - I have an actor that is Movable and accepts both Static and Dynamic lighting. Works great. But when I destroy the actor and respawn it somewhere else, it has lost its Static lighting information. Is it possible to destroy an actor with static light and have it return with the static lighting information baked in it? Basically its an architectural furniture that gets destroyed and respawned later. Looks nasty after respawn because its lost static shadows. I do have "Light as if Static" checked on the actor.
maybe you can try disable and re-enable it instead of destroying the actor
I think that if you destroy the actor, you will lose the static light information
Xesin, I was trying a similar method by moving the object, but the piece of furniture is replaced by another piece of furniture in the same location. How could I bake the lighting for both pieces in the same location? It appears that their baked lighting information overlaps even if I turn off one of the furniture's visibility during baking.
I think you can't bake lighting info for two object in the same location without any overlap. You can try fake the light info or try another approach.
@misty gyro Can you enlighten me? I'm not sure approach you're suggesting.
@misty gyro I have something working down. Disabling "Cast Shadows" on the actors, "Enable/Disable Visibility in Blueprints", "Enable/Disable Collisions on Actor". Working great now.
@misty gyro *now.
How do I increase the view distance? Pawn disappears, if too far away from another pawn.
others get these warnings too?
[2017.01.26-18.44.59:001][703]UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: c:\unreal engine\4.15\engine\source\runtime\core\public\HAL/Platform.h(782): note: see previous definition of 'TEXT'
[2017.01.26-18.44.59:064][707]UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Program Files (x86)\Windows Kits\8.1\include\um\winnt.h(17005): warning C4668: '_APISET_RTLSUPPORT_VER' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'
[2017.01.26-18.44.59:146][712]UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: C:\Program Files (x86)\Windows Kits\8.1\include\um\interlockedapi.h(73): warning C4668: '_APISET_INTERLOCKED_VER' is not defined as a preprocessor macro, replacing with '0' for '#if/#elif'```
I get them on regular builds too, not just on packaging
there's 10 lines total that it complains about
What settings should I use when creating a landscape to make it so that the verticies are 1m apart?
Nevermind, I think it might already be 1m apart ๐
@green spear I think that issue was addressed in 4.15 but we'll have to wait and see i guess
Addressed as in fixed
Also could be because its updating references and what else
Hey this is an odd question but is anyone familiar with the best way to distribute patches in terms of architecture of a delivery network?
I've been using an S3 bucket for my past 12 patches, but I have a healthy amount of misdelivered binarys
@loud vapor Alright, thanks for the info.
help me
@wild needle what's the problem?
@wheat vapor UE4 has a built in PAK file system
Basically PAK can and are used as an update/dlc/content distribution
I'm using the pak file system, I actually talked to someone who recommended utilizing P2P and building kind of a bittorrent kind of client
to receive and update the patches
Are you not distributing through a client (steam)?
We also have an updater outside of steam on our site as our demographic doesn't use steam that often
Right. And you're not using UE4's built in cook diff? Basically checks files against the previous binaries and paks and determines the only files that need to be sent for updates?
I want to build a sort of radar for that i need the distance between actors. But i don't know how to math. Any help?
for now i just want a way to get the distance between to actors
In BP:
Thx for the math ๐
@empty belfry or just use GetDistanceTo node, no math needed: https://docs.unrealengine.com/latest/INT/BlueprintAPI/Utilities/Transformation/GetDistanceTo/index.html
Get Distance To
Yep, and then all you need are the two actors.
I forgot about that node. I was looking from a purely math/vector point of view.
thx guys
guys
is large chunk threshold working on destructible meshes? it's making 0 difference for me
in terms of collisions
Why does my ui texture look different in when I play the game?
(different than in the editor)
How does this: https://gyazo.com/43165e8374b42d180f278526eba2747d Turn into this? https://gyazo.com/a56b3896d188531a5f8621af71a9519c
Probably image size / and the texture filter settings.
I've tried changing the image size and filter settings :/
What did you set them to? Use the UI group / and bilinear filter.
Bilinear worked, thank you!
@empty belfry @kindred marlin
If you need distance between two points (and they happen to not be actors)
Vector A - Vector B, then drag out from resulting vector and get Length
:p
Its also faster doing that than doing the math in BP as well
Oh, that works too. I'd just looked up the distance formula and went from there.
I'd made it up in BP to show @empty belfry the way to do the math in it.
If anyone can take a look at my issue in #mobile i'd be grateful, can't seem to find a solution
How do you actually deploy a game so that the user can just unzip/install the game?
Anyone have any good examples of programming lists for games? Trying to work up one, but seeing some examples and how they organized them would be super helpful
@torpid ingot I have personally mainly just zipped up the WIndowsNoEditor file, but I have made a tutorial on a .exe installer
But that forums post issue seems odd
Did you accidentally exclude the engine files? Pretty sure there was an option for that
@vale halo only for dlc
Question - I have an open ocean, and I have a ship that is controlled by AI. How do I make the ship navigate to a target thats 20km away using NavMesh? Do I need to make a NavMesh that's like 2,000,000 in the x and y? Or can I make a small Navmesh and it will still head towards a target very far way? Basically the best way to setup an open world ocean with AI ships.
AI can only navigate within the bounds of a Navmesh. They cannot path outside of a Navmesh. You would have to generate navmesh for the entire ocean.
Is there a way to simplify the size of the grid so it doesn't take 10 mins to generate a 2 million size NavMesh? Perhaps set the size of the grids really large? I tried the NavMesh settings under "Settings" but couldn't get the calulations to go down.
I havent played with them in a long time so i cant help you there.
Not in editor at the moment either
@pallid talon that sounds like a huge map, maybe split it up into mulitple maps? i wonder if you can process ai actions when the level isnt actualy loaded,
@sour shard it is a huge map. The ships are to real-world scale and are 20km + appart. I don't think splitting into multiple maps would work because of the problem you described.
yeah
how does ue4 perform under such conditions? do you have to slightly curve the ocean floor to represent the curve of the earth?
so ships disapeer over the horizon
The water surface is designed as an infinity plane. So it appears to go on forever. There is no curve. Visibility is constant at the moment. So if its 20km away, it will appear as a small dot 20km away.
i wonder what the actual distance away two ships have to be to sink below eachothers horizon lines
i guess it depends on the condition of the ocean too
are you going to have storms? and waves?
That's a minor problem to the bigger problem of getting the AI to work at all. Storms and waves are a very low priority at the moment. Just trying to solve basic Nav and AI issues on calm water before I look into weather conditions ๐
i wonder if the physics engine accounts for ship boyancy
like do the ships actualy float on the water because of a physics reaction, or is their position set manually?
entirely physics. Boyancy, floating, etc.
thats cool
so you set a line on the ship model where its supposed to displace water under that line?
Not exactly, but it reacts to the water and waves.
awesome
Personally, I don't think AI_Move is a production ready feature. I'm surprised it works with slow turning ships.
Im thinking I may not use a NavMesh at all. Perhaps a custom function where the AI will get the Forward Vector of another ship and starts moving towards it. Then when close enough change alignment, etc. This could work?
For an open ocean sure. I'm not sure how well a nav mesh would work for shoals and barrier reefs anyway.
Yeah, I wont have any of that until I have a real solution or a working NavMesh if I figure out how an open ocean nav mesh works.
ue4 very good at simulating a real ocean with currents and tides?
ive never seen an ocean simulator but ive never played many of the ship games
ship combat
Any ideas on why my character walks through static meshes when I use the top down template?
Is it possible to hide a component in the editor viewport? In particular, I want to hide the direction arrow drawn by the interaction component in editor. It is super annoying as it blocks my view for the entire mesh and I can't even change its color
@tidal lichen Untick the "Visible" option in the rendering section
@runic mortar I did, but the arrow still gets drawn. Maybe they didn't implement the visibility setting for interaction component's debug arrow
After you request a steam key for testing, where do they go? I see the request in the request log, I'm just not sure if I need to wait for them or where they'd end up
Does anyone know if there is a landscape I can buy that is supported on mobile?
I cant seem to find any that work on mobile on the marketplace
Ah, should have read the docs. Day or two before key request is approved
Yay, took way less time. And steam build is done ๐
Steam deployment is way easier than I thought it'd be, tbh
@wet berry what are you deploying?
Nothing right now. Finally getting off my ass and getting devops stuff done
So when I start devving a game ina week or so I can only worry about developing
so yesterday was perforce, today is deployment
Both of which I shouldn't have put off as long as I have
They were both pretty easy to set up. so now I have source control and deployment, now I just need to make a game and launch it ๐
this year is about making money. Even if it's not a lot!
$$$$$
๐ต ๐ต
So... When we try to destroy a turret in our game, it doesn't destroy the turret mesh, even if the actor is removed from the world. And the turret mesh still has collision. Why would it be doing this? Destroy component doesn't help either
Has anyone made game with modding support?
I'm thinking about integrating steam workshop support for custom maps but don't know where to start
ARK survival is one you looking for
squad also has it
you have to talk to someone at epic months before you're going to release it though
you can't distribute the editor yourself, must be done through epic launcher
Hey guys! Playing alembic geometry cache on sequencer. Anybody knows a way to do it?
its better to just ask the questions
it depends on what you want to do inside ue4.
because that will depend a lot on what you want to focus on
designing world is different than being an environment artist or a modeller.
In case its all three, then yes.. you would need to learn additional tools besides ue4
photoshop and or quixel and or substance, and or 3dsmax, and or maya, and or modo, and or zbrush, and or a shitbrickton more hehe
id start small, just the basics for ue4
especially when starting it can be really daunting
as there is a whole library of other software you might/will need down the road as well
one day at a time
same here actually, hehe
well.. uhm.. besides the regular resources, it helps to just find a simple game tutorial or so
pong, tetris, pacman, whatever
not sure what is and what isnt available
helps you dabble in a little bit of everything
Just looked at substance again and it looks really cool
How do you guys add a fall damage?? Tried one using velocity > break > z axis..
Not working :/
@deep gust ?
Explain a little bit more
Character falls = does damage to player?
Depends on height?
Anyone ?
Tried this one :/
I'm trying to add a fall damage like if the player falls from a certain height place and or accidentally falls from any high place then he should take some damage
That's cool
And you followed the tutorial
So...
What's the problem exactly? Other than it "not working"
Did like in the tut..but the player isn't taking any sorta damage if it falls from any high place :/
Redo the tut?
Make sure you didn't make any mistakes
Think about what you're actually doing, why he is doing it the way he's doing it, if he isn't actually explaining it.
Did it man. . lemme dig more
Nibir, I realised with the tutorial I watched did go over my issue
I may have overlooked it and it's possible you've overlooked your tutorial aswell
well anyone care to share thier own process of applying fall damage system ?
btw, at the right corner , there is a panel named " Epic Staff " and there is showing two people,, by Epic Staff , does it mean they work in Epic Games ??
or they are naturally 'Epic" ?
Good morning! Hey, how would you suggest to start building something like Lighter where the lid of the lighter is all physics driven and can be opened by swinging the lighter in hand?
Holy Macaroni,, i just figured it out and Succesfully Applied in my project ,, Falling damage system,, ^_^ if any of you guys were looking for it too then check out this tut,, its works,, just you have to implement it in your project,, that guy who made the tut deserves a credit,,
one thing to clear out , what was an obstacle in my way is : always use : " Cast to " node ,, dont just make a variable and set the value a reference to whatever you wanna use ,, variable method dont work ,, Casting works great ^_^
Is there a way i can put my current UE4 version on a portable HDD version?
copy your engine dir to the hhd?
Will that work?
I can't see why it wouldn't work.
@tall pendant registry entries are a valid reason why it wouldn't work
Well. Actually it works. Maybe its a bit different with the Binary/Launcher version.
I'm making a fishing rod, i made a pole and a hook and attached the hook to the pole with a physics constraint. however, the hook is swinging a LOT, how do i reduce it from swinging so much?
I've tried playing with the linear damping and the weight of the hook but that doesn't seem to work
UE4 doesn't rely on any registry settings
It'll make use of them, but doesn't rely on them
It can run completely in isolation
It chokes though when you run it from a network drive though
Because UE4 path handling is iffy
Has anyone used this material before for their project? https://gumroad.com/l/BVVFy
anyone know what could be reason my ue4 is slowing down in material editor?
@heavy flicker many have
Have you personally used it?
Theres no real explanation or tutorial to how youre supposed to set it up
because its very clear on how to use it
but since you dont seem to understand the description on gumroad
"you need to add Distance Field in your project, and uncheck "Affect Distance Field" on your Static Mesh to make it work."
in other words, enable Distance Field in your project settings
en uncheck "affect Distance Field" on your mesh
done.
Ok and what next, how do i setup my materials? Im assuming its applied onto the landscape actor
you look at the material provided
Epic Games and Wellcome are inviting games developers based in Europe to participate in the new $500,000 year-long development competition Developing Beyond. Using Unreal Engine 4, which is available for free download, developers are challenged to submit compelling, immersive and highly entertaining game ideas based on the theme of Transformations by February 10, 2017.
what about the rest of us ? ๐ฆ
any aussies here?
Im auzzie mate
sweet, are there many that use this chat?
Yep
I would love to get all the aussies on my friends list so that when competitions like this arise we can jump on it ๐
The winning team will be awarded $150,000 in January 2018. Second place will be awarded $50,000 and third place will be awarded $30,000.
They arent looking for random team mash ups. They want actual development studios, well the chances of a random team actually coming close to winning has little to do with the quality of their submission.
@tight hollow check their terms before you feel dissappointed
you basically have to spend the price money to dev the product they want
if you get the money, you can't quit or you may have to pay them back
you can't sell the final game without making contract with them (with revenue share)
o.O
and you have to agree on some other funky terms too
Its not like a dev grant type situation at all
like you have to consult some medical people
you've looked into all of this? obviously lol
yeah, it's all strings attached deal IMO
yeah, I looked at the terms
and noped out immeatidly
Basically they wont accept you unless you have the ability to follow through with the game.
well I know theres plenty of competitions that go around that a few of us from down under could team up for ๐
that competition also lasts for one year
Participate in the GameJams that Epic and the community hold
There is one in a few weeks
and even if you win with some bigger team (they obviously want teams), that prize money is not enough to pay proper salary for everyone
and if you don't win
have you guys got a team for the gamejams @weary basalt
then, sucks to be you ๐
Yes ive got a team, what is your proffession?
Countdown: https://goo.gl/4lzb9C
Stream link: https://www.twitch.tv/victorburgos_
Discord link: https://discord.gg/AeUQBCE
So, most of you have already heard, but perhaps not, that Epic's #ue4jams are no longer being held on a monthly basis for a variety of reasons. For those who competed or at least tried to compete on a monthly basis, this is a pretty sad outcome. Epic's official #ue4jams will be held (until further notice) in March, June, September (Megajam) and finally December.
well I'm quiet good at modeling, but only just getting a grasp on ue, started a few days ago but I seem to be pushing along my personal project quiet well...
If you have only just started, participating in gamejams is an excellent way to see how others create games
I'd love to participate if you guys will have me, I wouldn't want anything, just think i'd learn alot in a team collab
Take a look at that link and join the discord channel
kk
You will have to ask to find a team in the Official Unofficial GameJam discord
Which is in that link i sent
is victorburgos aussie?
No
ahk
He is an American
kk
I am an alien
wouldnt surprise me ๐
And is it just me or are the words gamejam and unofficial highlighted ?
oh nvm
I see now, your link @weary basalt it was a search
see, he is aussie ๐
How does that make him aussie?
I think he meant me saying I was an alien
@safe rose actually lives with me, that doesnt make him aussie either, hes still american ๐
cause he jumps to conclusions like we do ? idunno shrug I havent slept much over the past 48hrs lol
I don't know how anyone can live with me and my snoring tbh
idea - "Pay a dev to live with you and help you learn ue4" lol
Unless I have my mask of course
shotgun victor ๐
He sleeps at the end of my bed like a good boy'
lol
๐ญ
๐ฉ
Hi folks. In my project we are going to have complex fbx static meshes with lots of nested objects in a hierarchy. We are looking for a way to repeatably import the entire hierarchy from Maya into UE4, maintaining the sub-object pivots. Does anyone have any suggestions about how to set up our workflow / naming conventions / what middleware or tooling we might need to develop?
We've been doing some tests with the new 'Import into level' feature in UE4, but it doesn't seem to support re-importing the hierarchy too well.
@tepid steeple theres a boolean you need to check to reimport hierarchy
But if that doesn't work then i cant help, sorry
anyone ever use Poliigon textures in unreal?
I've got a model like a PC keyboard with a bunch of buttons on it. If I import the FBX and combine meshes, is there any way for me to move the individual buttons later in UE4? E.g. using a geometry shader to offset certain verts?
Should I be using skeletal meshses for this type of thing? Do Skeletal Meshes have a large overhead?
hi everyone :)
My editor crashes every time I try to clone my project. Is there a known solution for that?
Generally speaking you can't handle liquids in game engines
There are a number of ways to fake it, but it's usually very dedicated to one specific effect
anyone know what causes this error in apex cloth tool? http://i.imgur.com/QNaXsQ8.png
Heya guys,I'm giving away 3 GDC 2017 passes via a contest, Right here if you're interested: https://www.facebook.com/SprintRVR/photos/a.1059747734103338.1073741829.1023077881103657/1165894160155361/?type=3&theater
is it possible to export replays from a Replay Spectator?
I was wondering does anyone know how I can make a large landscape with just 1 actor but not have streched out texture on it.
just use the landscape tool
and set the component amount & size to whatever you need
Yeah I did but seemed to have problems with splines when I did.
Though im trying to do it again
Using 7x7 quads
not sure what you are having trouble with, ive had pretty good luck farting around with the tool
what spline issues?
My splines would be very glitchy and I wasnt able to make roads with them
I was having issues adjusting the sizes
something must be wrong because it's made to do that I thought
essentially i need to get something like this in the start of the video https://www.youtube.com/watch?v=nMxfZ3k8TFw&t=61s
The way he makes the roads is perfect
for me.
hrmm not sure, i havent used splines at all yet...one sec tho
did u see this? https://docs.unrealengine.com/latest/INT/Engine/Landscape/Editing/Splines/#applyingsplinestothelandscape
Splines for carving Landscape, modifying blendmask and deforming meshes into roads.
Yeah reading that right now
Though I believe what was made in that video was created in a construction script
using a spline
you can make custom road too that changes the landscape too
but it's bit tricky
there's also this
Hi,
I created a small road tool some while ago. However, because of a bug in the current (and maybe some future) releases of the engines code for Linux I am unable to use UE4 at the moment. Nevertheless I remembered this small blueprint and thought It could be useful for other people too.
The main Idea behind it was to create an actor network which could be used on anything, not just terrains, but to be able to create crossroads and other types of intersections on any kind of mesh.
Hey quick question I tried copy pasting static meshes from level into an actor blueprint but it only puts static meshes with no data in them, any way of doing this?
I didn't even know you could paste them, but it's easy enough to pass the ref manually
I've copy pasted between maps, thought it might be possible to do it into an actor blueprint
Weird
http://puu.sh/tILAD/3705dbd1b3.jpg i dont want my texture to cover everything >_<, i need help to fix this
What do you want @next seal
Looks like you need to tile it
@plush yew oh, I just tried with single mesh, it doesn't copy like location and stuff
it just copied the mesh ref into it's own static mesh compoennt on BP
but it's in 0,0,0
Ok i did a single mesh that works fine, but multiple meshes not working, hhmmm
@next seal use Texture Coordinate node for scaling
Got it
@next seal you can multiply the texture coordinate if you want to adjust the value, then wire it into UV input on texture sampler
or just adjust the scale on texture coordinate node itself
both will work
np
Damn looks like I'm going to need to rebuild these buildings in blueprints :(
Whats the diff between height blend and weight? and when would you use either?
Could anyone provide a correct video / tutorial on how to set up source control correctly. As all the videos ive followed it goes to shit
SVN or Perforce
https://docs.unrealengine.com/latest/INT/Engine/UI/SourceControl/ Doesn't this help?
This document overviews the Source Control features.
ill try again
I'm working with small models. Is it possible to adjust the near clip plane in the editor?
@bitter iris This is pretty much the go-to tutorial for using Perforce with UE4. https://youtu.be/5krob9SlVu4
thanks
Fair warning: You'll need to be comfortable setting up your own server.
A lot of the UI and stuff in the tutorial is outdated, but the general instructions as well as the script Allar provides should all still work fine.
I want a sensei to teach me the basics of unreal
@Narasu buy me noodles for a month and we're set.
Damb
I can settle for helping you with whatever questions you have
you could offer your soul 
But 1to1 needs a bit of noodle here and there
DONT HOLD BACK
i will just go and sleep
๐ถ
because i have no noodles
Haha allgood
But in all seriousness this community is more than happy to offer help as long as you're willing to be understanding that we cant be attentive 100% of the time and we can only try our best! Literally whatever question you have, feel free to put it in its respective chat
If its not unreal related, keep it in #lounge
Damn, straight into the deep ay
lol
I'd suggest getting family with the entity types first
Actor, Pawn, Character, Controller etc
From there understand their rolls
Then you can start to create your own AI
all i can do now is basically this https://puu.sh/tJ1qm/32057495ec.png
Perfect. That's literally the first steps actually, understanding where things are in the editor and what does what
the only thing i did was useing a texture on that block
that where there from the start
Yeah thats okay. Baby steps!
ik lol
the only other thing i know how to do is this https://puu.sh/tJ1E9/9d1aefaf66.png
Ah nice. Any particular field of focus in terms of UE you were interested in? Eg. Art, programming or modelling?
well
programming seems kind of important
So i think it's worth
leaning how to program
Blueprint is one of the best tools to learn how to
So start with them
Just think of random things
Or i can 'assign' you some things to create
Gradually getting more and more difficult if you'd like?
that sounds good
I'll send you a friend request, sec
FeelsHypedMan
UE is definitely one of the better engines for people to learn in
And it's fucking amazing for those who already have some knowledge
diehardfansout
start smaller if you are beginning
Yeah we definitely don't recommend rpg for first time projects
i think we all want that hehe
just find some tutorials, stick with it, finish it, next tutorial
make small games
heck, maybe think smaller
make small mechanics
how can i make a door open and close
I'm hyped
@fierce tulip is that a question or an example?
Cause you're experienced in UE i was getting worried hahaha
well truth be told
materials, textures, cascade, and some other variety of stuff
i know
but blueprints..
hehe..
i still need to dabble in that, i can do basic stuff but never had to open a door :/
i can make a mesh bigger and smaller though :p
brb
OpenDoor();
hehe
id probably lerp between two locations over time. 0/0/0 to 0/0/200 when it touched a trigger volume or so
I'm back
void OpenDoor(float DeltaTime, Vector DoorOpenLocation)
{
DoorActor->SetLocation(FMath::VInterpTo(DoorActor->GetLocation(), DoorOpenLocation, DeltaTime, 10.0f));
}
Tadaaa
That was so hard to do on my phone lol
Hahah ye, 7 years has got my mind remembering hahaha
well, im 14 (15 in 14 days) gotta take the chance to learn
Wait i think the VInterpTo is a latent function, so that probably wouldn't work.. eh
Yeah I'm 19 haha
btw
it takes like 10 minutes for me to start c++
or whatever
and then it says it has expired or something
Visual Studio?
Show me what it comes up with. I think i know what it is.
I wonder if there's a blueprint node for checking if you're in the editor or pie.
@floral heart there's a c++ call
Probably exposed to blueprint
If not, it'd be easy to
hehe awesome @loud vapor
I should get an ssd
yup
Only for your operating system tho
i only have a hybrid
1 ssd for operating system, 1 for art-related software, and 1 for ue4 :p
<_< yes
i can barley afford noodles
Are they barley noodles? ๐
@next seal if you have SN-DBS installed. Uninstall and try doing the C++ project again. I had that issue a while back
Uninstalling it fixed it
@fierce tulip i have 4 towers help
why four towers? :p
i have an old mid tower, and current one is between mid and full.
considering to convert mid tower to renderthing for simulations
Yea
Full isn't necessary tbh
I could literally fit 2 whole computers in it lul
But it's a nice tower
https://i.gyazo.com/92058ea419e2ad17c1fde098c6f52f64.jpg new monitors pending, plus desk is about 1m high for scale
tower is weirdly sized was my point
Send my regards to your neck.
im a tiny person, so its all good
these are mines lolz
2 are works tho
Oh good. The chair just makes those monitors look tiny.
HAHAHHA
Typically do Unreal Dev grants reply sooner or later?
they might not reply as well, they try to but with all the peeps applying..
it really depends on a lot of factors
Yeah I understand that.. :/
We just applied the other day and I didn't know what the typical response time was IF they did respond
well, they get many many submissions, so it might take a while
so just be patient ๐
Ayy nice
"flat towers"
there is a 911 joke in there, but i rather not.
WOW
HAHAHAHA
I honestly was worried whilst opening that image that it was a 911 reference
Had to do the sly hide my phone
I dont even use that bottom server
Top one hosts like 40 websites
Anyone want to rent it Kappa
It's uplink isnt that good though
xD
I actually work for a Fiber internet company
i have 7, so should work out
I was just at a residence a few days ago that has our 10Gbps offering
We have the "fastest" in the United States, but sadly we are still only in Detroit
Only way you can actually fully utilize it is to get an SFP or a Thunderbolt to Optical interface
other then that 1Gbps is the average
If anyone wants to relocate their studio to Detroit... I can get you the hook up ๐
@toxic prairie yeah, i require upfront payments tho
@thorny cipher I'll pay you $40 aud a month for a windows vps
Pirated? Kappa
Come to Australia @fierce tulip @thorny cipher we have "super fast" broadband here! ๐
How do you guys promote your games ?? Facebook page , YouTube videos and ????
Anywhere and everywhere you can
So if this noobie opens a page and uploads some YouTube vids , then can I share links here ??
Yep
๐
@thorny cipher I'm down for whatever lol
@weary basalt idk how yours is so bad
I'm in Melbourne and get 110down and 50up
Are you in perth?
Oh yeah thats right lol
My bad dude, you're not even far from the NBN hot spot either
Thats lame af
Yep, the state of NBN is criminal
bathurst!? why did I think you were in QLD o.O
No idea lol
sweet, I can drive to you and make you teach me ue ๐
LOL
Bring your internet with you and you got a deal lol
ye ok, brb 10hours later only gets to melb
Yeah sick, I'll run a cable
sydney, south-west in a dirty little hole called liverpool
what you getting for d'load and upload?
I posted a screenie up a little further
I thought I heard someone say that the internet out at bathurst is amazing o.O
probably same person that said you were in QLD lol
Maybe if you live in a brand new NBN area
Still 90Mbps is so far behind the rest of the world its still a joke
....................
Yeah no shit
My server gets so much more lol
is that what you're getting atm?!
Nearly 1gbps
ye i'm about the same, 15mbps and .7 up
Is that a commercial line @loud vapor?
1.5mb per second download isnt bad -.-
Nah, just domestic
How the fuck do you get 1gbps on domestic?
melb -.-
Nah my server is in Seattle dude
everything tech-wise is better in melb -.-
Work line is like 300mbps down
i'm behind an exchange so I can't do anything about my net speed except move lol
Man, i just wanna do some ue4 stuff rn
I think I'm hooked as well now, I couldnt wait to get home and continue ๐
I do it as my job but like today has just been a day of watching videos lel
ofcourse you do -.- I'm probably gonna move to melb just cause of the abundance of studios down there
Working for yourself in UE4 is amazing lol
ye that's where I'm sort of trying to head, but if that fails.... -.-
Keep at it mate, even if it looks like its not going to work out, perseverance is important.
if there is one trait that I have in abundance, its persistence
omg, that video you linked
best shortcuts eva
@weary basalt i dont work for myself haha, I wouldn't survive i don't think
I work for a studio in Melbourne
ye well @loud vapor - we dont all live in melb -.- lol
@loud vapor Did you go to the UE4 VR thing at Swinburne recently?
Having 2 jobs helps lol
@waxen vine my boss was the host lol
wutt
But no i didnt go
you mean the host as in the guy who did the presentation?
Yeah haha
I thought he worked for unreal
He does. And he owns his own studio
Ohh nice
ue events like the one @waxen vine mentioned, where would I see any that might occur in sydney?
Facebook mostly
Just do a search every now and then
Even Google has info on them sometimes
igda sydney should post it
Ah okay, thats fair enough
But yeah pretty much every meetup in Melbourne he'll be at
So you'll see him around
Ohh you guys made influx
given that every version of unreal has its flaws, which one would be the most stable for a project that makes heavy use of hierarchical instanced sm?
and indeed, baked lights
and level streaming
and bacon, but mostly I am the one using that
(not the engine itself)
I can't really advise the best engine to use other than making sure that thing you'll use in older version isn't deprecated otherwise might have a lot of changes when you update to a newer release
4.13.x seems pretty stable.
Seems a lot are on it.
But I can't advise for or against it
I personally downgraded to 4.13.1 myself wasn't happy with 4.14.x
@weary basalt while I appreciate all the things that could kill me in australia, an internet speed like that would be the death of me :p
heyo guys.
Im a bit stuck, my grass is waving, but the directional light imitating the sun is moving as well, so I get very flickery shadows, anyone got a clue how to remedy that?
Does Epic have any project from Learn tab featureing displacement and tesselation?
Materials example has it iirc
Overview of the samples provided in the Materials Content Examples.
@heavy flicker
is there any way to get material image? As in content browser?
@feral echo i dont quite understand your question.
Do you mean importing a texture and making it a material?
@loud vapor When you choosing materials for something, you can see a small preview image on a sphere
I need a way to make such thin in-game
I don't think getting the thumbnails is exposed in blueprint but you could definitely make your own actor that does it
so i made a new project with no content and it's around 50MB in size, a project with starter content is ~720MB, why is starter content so huge? i made a simple archvis scene with minimal logic (with starter content) and it took 2GB which is kind of ridiculous
Why is my displacement not working properly?
Ive got 3 functions with a height output linked to a layer blend node
Im using values of over 50 and its barely tesselating
Hey guys, I am having some trouble figuring out this COOK error
Ensure condition failed: AttachParent == nullptr || !AttachParent->AttachChildren.Contains(this) [File:D:\Build++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp] [Line: 1536]
I had no problems cooking this project 2 hours ago, nothing major has changed
is it a UE4 source file that has corrupted it self?
Okay - seems like going through all directories and fixing reference paths worked
๐
Macros > Functions ,
#When_Macros_Saves_The_Day
๐
it let me use " Delay " node,,which function didnt lol
but i was wondering whats the difference between Macros and Functions ?
Is there any way of fixing a "The file is most likely corrupt." error? I just have to revert my uasset?
What is the size of a world unit
1UU = 1cm
Ok thank you, i put in equvilent in exponantial fog for 1.5k but doesn't look right hmmm thanks i'll dig around
1.5km*
hello, all. I'm having a weird/frustrating issue with my all-bp project. i have one blueprint for the player character I'm working on. Everything was behaving/interacting normal up until last night when I saved and closed the editor. I relaunched it and ever since my blueprint has been exhibiting weird behavior that I've never seen before (i'm using the 2d platformer as a base). its specific to my project, but for example, the player speed doesn't change when you hit a bhop when this mechanic was working up until last night...
You asked this in BP
I mean, no one can help you if it's only happening in your project
And you are not providing us with any screenshots
I assume you tried this in a new blank project?
If not, you should see if the project is actually corrupted or you just have bad logic.
I havent done that yet. I'm just wondering if anyone has ran into this issue where their blueprint behavior has changed like that. I'm going to make a new project and see if the issue persists. I dont think its bad logic as i had been working with this bp for a few weeks now, with everything working as expected/described in docs. I'll delete the msg in #bp since its not really blueprint specific
Done
I'll try making a new project in a bit. Going to eat
Thanks for the help btw ๐
Yeah no problem, it's just hard to really help without seeing what's going on in your project. Just because it worked one day, doesn't mean you didn't screw something up later and broke it
I do it all the time
good thing for source control
yep, i have a git repo and made a commit right after i saved everything (i had just finished up the movement mechanics i was working on) for the night
hello!
I'm noticing some of my actors when placed on a level automatically snap so that their capsule is standing on the floor. Others just remain with their 0,0,0 coordinate on the floor (meaning they remain half burried)
does anyone know what I have to do to get my actors to snap up so that they are standing on the floor instead of being half burried and me having to move them up manually?
has anyone here debugged ue4 dmp files before?
nope, but if you find any resources on the subject, I'm very interested
@upper heart whats to ask? you load the dump, connect to the symbols and look at what you can
@cyan steeple yeah I loaded the dump in visual studio, set symbol location, and I get a "Source Not Available"
I'm trying to get the stack trace
symbol load didn't work then
or it crashed in internals where you the symbols arent in the pdbs
Do I only need the pdb that is built when I package?
okay, well if it crashed in the internals I still want to see where it bubbles up to my code
so I can fix it ๐
I see a "Include Debug Files" setting under Project Settings -> Packaging
@cyan steeple do you know if I need that checked?
I don't remember the details
we automatically move symbols for respective builds on to our symbol server as part of our continuous integration process
yeah I'm using ci too, but I don't have anything around symbols setup
what symbols are you moving over?
@cyan steeple I also see this line, not sure what if it needs to be set to true
not true in our .ini
okay
can you share what symbols you move over?
I would like to at least move them over by hand
so I can debug these dumbs
all build dlls and pdbs for all our middle ware, shared libaries and internal libs
there's over a 100 folders with sub folders right now for our test and shipping main build
: right....i have a simple greastplate mesh, but when i equip it to my character it doesnt look right when it runs because it shakes around all over the place, it is extremly lo poly
I didn't set up any of it, so don't really know exactly the details
Anyone got any knowledge why my landscape and water plane looks like this and why the water vanishes in the shallow areas(dirt color). I know that landscape loses depth when it changes resolution but this doesn't seems to be the case.
https://puu.sh/tK7ZS/806405f8c2.png
@cyan steeple okay yeah are you talking about the engine binaries folder? UnrealEngine-4.12\Engine\Binaries\Win64
the engine binaries is like 10 gig here
okay well I'm coming that big boy over and hopefully vs can recursivly pickup all the pdb's in there because there are a ton
Really. What is this visual horror?
@cyan steeple I copied the entire Engine/Binaries folder over from the build machine. It was like 10 gig and added it to the symbol path with a "/r" that I was hoping would make it recursively search those.
I'm still getting Sournce Not Available tho
sigh
the exception it hits is in KERNALBASE.dll
welp RIP 4.14.... my project locks up when i run it, i did a full recompile, now when i hit play it tells me my modules arent up to date in about 4 windows...
i have litterally nothing on my level now except my player character and some static meshes and particles. ive deleted everything and the game goes into lockup mode and leaks memory slowely
lol and magically after running it over and over, the 15th time it doesnt lock up anymore and i ran it 8 times in a row with no issues. cant wait for 4.15
hurray for version control
@past pilot if you quickly alt tab into editor after standalone or new window, you can bypass the lock up 9/10 times
i think the server was locking up
cause after a while SOMETIMES it would revert to main menu
what would be the best way to implement a block-based level/world editor that can be reused as an in-game tool? Can a custom ue4 editor plugin be used ?
I made one that exports as a bmp then can be read in to produce the world in game
the only issue i ran into was not being able to save the bmp in the unreal directory
interesting, i was planning on going to the save-as-image route as well. but i was more interested in how the tool itself should be implemented
since i want to use it both in the editor and in-game later
I made mine where you define a length and width for the world, then you can define the height and stuff like that when you place the blocks
did you make it as an editor plugin?
no it's just in my project
When you get to the part about saving the image out, feel free to message me because i beat my head against that for like 2 weeks until I finally got it working correctly
Anyone know how to turn off the Keep Simulation Changes on end play?
Level LOD distance. Is that measured from the edge or center of level?
Does anyone else have a bug w the UE4 editor where new tabs/windows appear as 0px size windows? You have to hit Windows+Left to resize the current window and find the hidden one to get it to show up
@plush yew: seen it a couple of times, annoys me to no end
It only happens on one project of mine, never on the other ;_;
Hey guys, I transferred my game build from another PC (Source UE4) & when I try open up the project in the folder- I get this first: https://www.screencast.com/t/bGVNFvwi1r0d
And after that I get this one: https://www.screencast.com/t/SAmwsqPG
So I opened the Microsoft Visual Studio Solution file & am about to compile
While it's loading- does anyone have any idea on how I can fix this?
Generally speaking, build artifacts have no reason to be copyable
When trying to compile: https://www.screencast.com/t/D6lq2N7yS I hit yes & then it shows: https://www.screencast.com/t/D6lq2N7yS I hit yes again (https://www.screencast.com/t/kwmkg8lot8gm ) Yes again & finally I get this: https://www.screencast.com/t/1yfD2LI6Z2In & it doesnt work > . <
Damn, apologies for all the screenshots
When you're copying a project, you shouldn't copoy generated files, which depend on your local software
VS solution, Intermediate folder, etc
So just remove these and rebuild in Visual
What you need top copy is stuff in Sources, Content, Config, Plugins if any
- uproject
Then you do a clean build and voilร ๐
Apologies for the screenshot again aha: https://www.screencast.com/t/NVKNIXOJyJc So these are my files. They're all in a folder on my desktop. And it's UE source- so I delete everything except: Sources, Content, Config- then paste into a new download of UE source, rebuild & it would work? I'm a little nooby at this aha
What do you mean paste into UE source ?
UE & game are separated
I mean I have them on different disks here
You should have a UE folder and a game folder
If you're cloning the project to a new computer, you should download / build UE from scratch, then copy your Sources/Content/Config/uproject and build that too
Ah gotcha- I'll DL, build then copy these over & then rebuild
Please be aware that using source UE is never going to be newcomer-friendly
Oh yep
Also I hope you are using version control software. Copying projects isn't exactly a serious workflow ๐
I spoke to a gentleman who's happy to set this up for me using Perforce & Jenkins- I just need to get this working so I can get that sorted + have some freelance work done on it
Okay
For some reason I'm getting this error when trying to GenerateProjectFiles, it's completely brand new from download:
Setting up Unreal Engine 4 project files...
GenerateProjectFiles ERROR: It looks like you're missing some files that are required in order to generate projects. Please check that you've downloaded and unpacked the engine source code, binaries, content and third-party dependencies before running this script.
Press any key to continue . . .
Searched on google but couldn't find the right solution
Did you follow the engine installation process ?
There is a readme at rhe root
2 secs
Gonna follow this, kinda went down watching the video alone route lol
I just finished building & I tried to rebuild since there was 1 error but its still there, this is the log: http://pastebin.com/Ru8YwM5q And there's no UE4Editor.exe in binaries/win64
Anyone got any ideas? =p
@idle rock try to create a new template C++ project, does that compile and run normally?
Ill try that right now
From the Epic Games launcher right?
Been playing with this for hours & its getting frustrating haha, avoiding as many mistakes as pss
possible*
yes, from the launcher
how do i package for linux and mac if a plugin is c++ (not free), and when i try it says 'code based projects aren't supported'.. is it possible to package to linux and mac under windows? if so how?
i've run set.bat and generateprojectfiles.bat
My project is based off a product from the marketplace, shall I choose basic code for now?
@oblique fern is the plugin purely source code or does it also rely on compiled libraries?
@idle rock just start the engine and create a new starter project (e.g. "top-down"), not from something marketplacey
@south hatch it's the dungeon architect plugin
@south hatch It works & renders perfectly
@oblique fern maybe ask @eternal dagger about it?
I just need to get my main project to work aha, it's got a lot of custom code
@idle rock thats good, it means your engine install is good, so the problem lies in your project
Here's the thing: I downloaded the source of UE
And tried to build that
It hasn't been altered in any way
My project is from another PC that im shifting
- in your project dir: delete all folders, except for "content", "source" and "config"
- then right click on your .uproject file and regenereate project files
- open the visual studio solution and build your project from visual studio
Trying it now
Generated files, about to build
So far looking good
Brb in 2 secs, drank hella too much water
https://www.screencast.com/t/zz5ORYMG Im getting this error when I go debug > start new instance
Is there a specific directory I should put this in? https://www.screencast.com/t/pgSMbzZwLKMB
It needs to be set to J:\GameDev\Software\Epic Games\UE_4.14\Engine\Binaries\Win64 right? Thats where the UE4Editor.exe is
@south hatch should I try put this folder into the Template folder? Idk if it'll make a difference
what? no
don't touch the engine folders
did you install the engine via the launcher or build it yourself from github?
Launcher
I tried to rebuild
More things are happening now lol, will re-update
It now says FPSTemplate could not be compiled. Try rebuilding from source.
could you make a screenshot of your Visual Studio window?
And the project compiles and starts on your other PC?
Does your other PC also have the same engine version? Because these errors look like you are trying to compile it with a different version.
The other PC got destroyed during the shipping from our old office to the UK, this is the only back up of our project aha
So I can't really test on the old & yes, this is an older version
Okay, that makes more sense then
You have to systematically fix all the errors in the log (just search for "error", they are a bit buried in there)
For example error C2440: 'initializing': cannot convert from 'AGameStateBase *' to 'AGameState *' - they changed the class to AGameStateBase I think, but your code still references AGameState
Is there a way I can setup a new engine & import the old data into it? Because I'm not too great with C++
Why not use an older engine version instead?
If you want to use 4.14 there is no way around fixing these error and they might not be that easy to fix for a beginner
I'm happy to go with an older engine version & have someone later upgrade it
but then you have to fix the errors again
there is a reason you cannot change the engine version later in a project
because it is a lot of work to fix all the code to work with the new API
So based off this log, if I do the renaming, it should technically work?
I need to get this running (any engine version) so I can put it up on a server for a developer to connect & do all the programming
No, it is sadly not that easy.
I mean you could hire someone from the forum to do it for you - for someone experienced this is a few hours of work at most, so it should not be expensive for you.
But if you have a programmer, why does he not fix it?
I don't think you need a couple ^^
So if I send this to a programmer: https://www.screencast.com/t/UpzWVd1vplWy
He'll go ahead and update it & make it work?
Yes, say it should compile and start under 4.14.
And again, you just need to send the folders from above (+ the .uproject file), everything else is generated
Also, I hope you put everything in version control?
Right now Im just looking to get it running, I know a guy who's happy to do that for me via perforce & jenkins
This makes it also easier for another developer to work on it and to see what they did to make it work
Ill just ask him to setup source control
Was really hoping I could make it work lol
Its hard af though I've owned this for the last 2 years
You can, just install an older engine version
Any ideas on how I can find which version?
right click on the uproject -> Change version, Regenerate project files and you should be good to go
I would say 4.13 or 4.12 from the looks of the error messages
I think 4.11
It randomly popped up
If I go ahead & install this on here, could I easily get it working using 4.11 as main engine?
I would think so
Installing & giving it a shot aha
it is also possible that it runs under 4.12 or 4.13, because not every engine upgrade breaks the code
it depends on what you reference of course
After 4.15 I dont think I'm ever gonna upgrade lol
you give up after 4.15? ๐
UE kills me ๐
Ah true
We do a bunch of physics in an app we are playing with and in editor it seems to be a constant 4-5ms game thread, but in a packaged (dev) build the game thread starts OK (8ish ms) but then climbs through the roof to like 20+ms...?
its clearly physics related, but were just confused as to why editor is so snappy, and packaged bogs down
is there a way to get an offset spline to left/right of center other than doing (right vector at point/distance) + location at point/distance? this way is giving weird gimbal lock problems sometimes, would it be possible to just offset the center spline by local x or y?
@knotty brook open a bug report?
yeah
Anyone used the Stereo panaromic plugin to capture image/video? My outputted images black channel is translucent and I'm curious if anyone knows why this is
No you can use AppID=480
480 is the SpaceWars developer appid
Its free to use to test your Steam integration
Reduced built engine from source to less than 4gigs uncompressed on my svn repo for a student project. Total repo size compressed is around 3gigs with it being around 20gigs uncompressed with the project folder included. We have about 12 plugins installed and several asset packs included as well.
Spent the last two weeks figuring this out and thought it was cool to share.
@split trail That is a horrible un
OH it did it
Anyway, that's a horribly unoptimized/unorganized project ๐ฆ
I would be scared for life
What do you mean?
Do you have anything that can gotten rid of at all?
I am assuming that most of those assets packs are models/textures?
big bloaty things
This is actually very optimized from what we had originally
I reduced the size from around 60gigs
jeez
Like, none of you could do anything that those packs could do?
What kind of school project allows use of other people's content anyway?
Unless it's some critical bug fix plugin
The kind of school project that actually wants to finish a game in 3 months lol
....
Just curious, what is the project?
I only have 10 weeks to finish the complete game.
With only 4 on my team.
That's cool
And I have my alpha due next Tuesday.
๐
Which means all gameplay, gameloop done in 4.5 weeks.
Well, it's a shame you guys were given such leeway/crutch, but hopefully you'll learn something on your own. Good luck.@split trail
ok lol
Hpw do I make it so when i drag in an "Empty Character" it uses that when I press play?
When i press play Im just a free moving camera
You need to setup that character to be used in the GameMode for that level