#ue4-general

1 messages ยท Page 52 of 1

verbal jackal
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How though?

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not the redirectors

worn granite
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Ref viewer?

verbal jackal
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The actual file movement

worn granite
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You can totally drag and drop the files in editor

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In fact, you should.

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What I'd do

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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

weary basalt
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I only move assets from within the editor, then fix up redirectors straight after.

worn granite
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^

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Safest is 1 by 1

verbal jackal
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What I am tring to do is compile a single asset pack containing all the stuff Epic has released for free

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and I want all the folders and asset names to conform to the style guide

worn granite
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If there are no name collisions, you can probably do that

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In the same folder, at least

verbal jackal
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names are easy but the folders seem to be a non-starter

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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

weary basalt
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Epic is not fully consistent themselves as generally the assets they release are made by different teams

verbal jackal
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I'm sure there has got to be a better way

weary basalt
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So you will have to do it the long way for ever folder/asset if you want it all to conform

worn granite
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What you're probably gonna have to do

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is move the assets individually to the new folder while fixing redirs

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leaving the old folder

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And then removing the old folder in the OS

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You might be able to drag folders over if you don't need to rename them, not sure.

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But fix redirs -> name -> fix rediers

verbal jackal
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how do you move the assets individually?

weary basalt
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Drag and Drop

verbal jackal
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I have a second content browser open and am attempting to drag and drop a blueprint, it does nothing

weary basalt
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There is a little button next to the GREEN Add Content button, this opens a directory list

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Drag and Drop assets onto the folder you want them to move to

worn granite
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Try it within one content browser

verbal jackal
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wow, that's super not intuitive
Thanks guys! That was driving me nuts

worn granite
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np man

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wait tho

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you can't drag between content browsers

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?

weary basalt
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No i think he opened the directory list

verbal jackal
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Try it with 2 content browsers, it acts like that should be okay but then does nothing

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If you drag a bp from a folder in one browser over to a different folder in another browser and drop, nothing happens

supple lake
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can anyone recommend any good VFX tutorials for UE4?

supple lake
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ty

verbal jackal
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np

tired oracle
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how do i get the "manage notifies" window to pop up? Nothing happens when I click it

safe rose
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@tired oracle animations? you should be a bit more specific

tired oracle
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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

safe rose
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I just did a Gamejam in 4.14.3, and we used them, so it works

robust owl
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I'm sure it has something to do with the grass meshes I'm using that have LODs on them

worn granite
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you got valid lightmaps on UV channel 1?

robust owl
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hmm... I would assume since I didn't make this grass mesh. let me check

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yeah, looks valid to me

safe rose
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no fix

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you don't even have to worry about it supposedly

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ยฏ_(ใƒ„)_/ยฏ

robust owl
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hmm. interesting

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thanks

tired oracle
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yeah when I click that Manage Notifies... nothing happens. Not sure why, no window pops up, nothing.

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Also that Anim Notifies isn't on my toolbar so maybe there's an option somewhere to put it back on?

crystal thicket
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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

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so then i have the problem that if they get culled, it's just really popping in and out. Instead of smoothly fading out.

hollow junco
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My collision boxes on this are getting a little out of hand ๐Ÿ˜‚ Is there any way to neaten this upa lil bit?

floral heart
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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.

tired oracle
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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

hollow junco
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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 ๐Ÿ˜‚ I should have explained that better

green spear
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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?

green spear
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No one?

crystal thicket
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tsuzumi, yes that is exactly what it's for ๐Ÿ˜‰

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It allows for endless worlds in SP

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and i think 20*20km in MP

green spear
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I though Origin rebasing didn't work in MP

crystal thicket
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it does in 4.14

green spear
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And, is there some point(size) where its good to start using Rebasing?

crystal thicket
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I heard of people saying >3km from origin weird stuff can happen

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"can"

green spear
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Alright. Yeah, I know how it can look. Not seen it in UE yet. But I saw it in CryEngine ;p

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Thanks for the answer @crystal thicket

crystal thicket
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you're welcome @green spear

ember cypress
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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.

rare jungle
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happened to me this week too. ... a few times

ember cypress
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Did it stop, or still happening?

faint cedar
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Does anyone have any idea what the intended use case for the saveslotname and userindex in UE4's save game system are?

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The userindex, is that for multiple users on a console kind of stuff?

loud vapor
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@faint cedar I'd assume so

green spear
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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.

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It gets stuck at 50% for about 10-20 sec.

pallid root
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@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.

pallid talon
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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.

misty gyro
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maybe you can try disable and re-enable it instead of destroying the actor

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I think that if you destroy the actor, you will lose the static light information

pallid talon
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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.

misty gyro
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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.

pallid talon
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@misty gyro Can you enlighten me? I'm not sure approach you're suggesting.

pallid talon
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@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.

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@misty gyro *now.

agile sluice
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How do I increase the view distance? Pawn disappears, if too far away from another pawn.

cursive dirge
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others get these warnings too?

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[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'```
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I get them on regular builds too, not just on packaging

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there's 10 lines total that it complains about

runic mortar
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What settings should I use when creating a landscape to make it so that the verticies are 1m apart?

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Nevermind, I think it might already be 1m apart ๐Ÿ˜ƒ

loud vapor
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@green spear I think that issue was addressed in 4.15 but we'll have to wait and see i guess

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Addressed as in fixed

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Also could be because its updating references and what else

wheat vapor
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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?

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I've been using an S3 bucket for my past 12 patches, but I have a healthy amount of misdelivered binarys

green spear
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@loud vapor Alright, thanks for the info.

wild needle
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help me

loud vapor
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@wild needle what's the problem?

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@wheat vapor UE4 has a built in PAK file system

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Basically PAK can and are used as an update/dlc/content distribution

wheat vapor
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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

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to receive and update the patches

loud vapor
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Are you not distributing through a client (steam)?

wheat vapor
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We also have an updater outside of steam on our site as our demographic doesn't use steam that often

loud vapor
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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?

empty belfry
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for now i just want a way to get the distance between to actors

kindred marlin
empty belfry
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Thx for the math ๐Ÿ˜„

thin haven
kindred marlin
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Yep, and then all you need are the two actors.

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I forgot about that node. I was looking from a purely math/vector point of view.

empty belfry
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thx guys

eager juniper
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guys

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is large chunk threshold working on destructible meshes? it's making 0 difference for me

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in terms of collisions

agile sluice
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Why does my ui texture look different in when I play the game?

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(different than in the editor)

glossy elm
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Probably image size / and the texture filter settings.

agile sluice
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I've tried changing the image size and filter settings :/

glossy elm
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What did you set them to? Use the UI group / and bilinear filter.

agile sluice
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Bilinear worked, thank you!

glossy elm
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Your welcome ๐Ÿ˜ƒ

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*you're

polar hawk
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@empty belfry @kindred marlin

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If you need distance between two points (and they happen to not be actors)

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Vector A - Vector B, then drag out from resulting vector and get Length

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:p

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Its also faster doing that than doing the math in BP as well

kindred marlin
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Oh, that works too. I'd just looked up the distance formula and went from there.

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I'd made it up in BP to show @empty belfry the way to do the math in it.

main cobalt
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If anyone can take a look at my issue in #mobile i'd be grateful, can't seem to find a solution

torpid ingot
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How do you actually deploy a game so that the user can just unzip/install the game?

earnest junco
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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

vale halo
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@torpid ingot I have personally mainly just zipped up the WIndowsNoEditor file, but I have made a tutorial on a .exe installer

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But that forums post issue seems odd

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Did you accidentally exclude the engine files? Pretty sure there was an option for that

torpid ingot
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@vale halo only for dlc

pallid talon
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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.

weary basalt
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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.

pallid talon
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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.

weary basalt
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I havent played with them in a long time so i cant help you there.

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Not in editor at the moment either

sour shard
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@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,

pallid talon
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@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.

sour shard
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yeah

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how does ue4 perform under such conditions? do you have to slightly curve the ocean floor to represent the curve of the earth?

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so ships disapeer over the horizon

pallid talon
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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.

sour shard
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i wonder what the actual distance away two ships have to be to sink below eachothers horizon lines

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i guess it depends on the condition of the ocean too

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are you going to have storms? and waves?

pallid talon
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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 ๐Ÿ˜„

sour shard
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i wonder if the physics engine accounts for ship boyancy

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like do the ships actualy float on the water because of a physics reaction, or is their position set manually?

pallid talon
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entirely physics. Boyancy, floating, etc.

sour shard
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thats cool

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so you set a line on the ship model where its supposed to displace water under that line?

pallid talon
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Not exactly, but it reacts to the water and waves.

sour shard
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awesome

floral heart
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Personally, I don't think AI_Move is a production ready feature. I'm surprised it works with slow turning ships.

pallid talon
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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?

floral heart
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For an open ocean sure. I'm not sure how well a nav mesh would work for shoals and barrier reefs anyway.

pallid talon
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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.

sour shard
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ue4 very good at simulating a real ocean with currents and tides?

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ive never seen an ocean simulator but ive never played many of the ship games

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ship combat

runic mortar
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Any ideas on why my character walks through static meshes when I use the top down template?

tidal lichen
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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

runic mortar
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@tidal lichen Untick the "Visible" option in the rendering section

tidal lichen
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@runic mortar I did, but the arrow still gets drawn. Maybe they didn't implement the visibility setting for interaction component's debug arrow

wet berry
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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

earnest burrow
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Does anyone know if there is a landscape I can buy that is supported on mobile?

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I cant seem to find any that work on mobile on the marketplace

wet berry
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Ah, should have read the docs. Day or two before key request is approved

wet berry
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Yay, took way less time. And steam build is done ๐Ÿ˜ƒ

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Steam deployment is way easier than I thought it'd be, tbh

safe rose
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@wet berry what are you deploying?

wet berry
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Nothing right now. Finally getting off my ass and getting devops stuff done

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So when I start devving a game ina week or so I can only worry about developing

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so yesterday was perforce, today is deployment

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Both of which I shouldn't have put off as long as I have

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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 ๐Ÿ˜ƒ

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this year is about making money. Even if it's not a lot!

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$$$$$

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๐Ÿ’ต ๐Ÿ’ต

keen ridge
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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

wind oriole
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Has anyone made game with modding support?

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I'm thinking about integrating steam workshop support for custom maps but don't know where to start

fallen urchin
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ARK survival is one you looking for

fossil socket
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squad also has it

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you have to talk to someone at epic months before you're going to release it though

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you can't distribute the editor yourself, must be done through epic launcher

unreal jay
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Hey guys! Playing alembic geometry cache on sequencer. Anybody knows a way to do it?

bitter seal
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Good news everyone....

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.... I'm here

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Stay calm

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What are yall working on?

fierce tulip
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its better to just ask the questions

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it depends on what you want to do inside ue4.
because that will depend a lot on what you want to focus on

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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

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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

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id start small, just the basics for ue4

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especially when starting it can be really daunting

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as there is a whole library of other software you might/will need down the road as well

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one day at a time

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same here actually, hehe

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well.. uhm.. besides the regular resources, it helps to just find a simple game tutorial or so

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pong, tetris, pacman, whatever

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not sure what is and what isnt available

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helps you dabble in a little bit of everything

runic mortar
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Just looked at substance again and it looks really cool

deep gust
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How do you guys add a fall damage?? Tried one using velocity > break > z axis..

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Not working :/

safe rose
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@deep gust ?

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Explain a little bit more

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Character falls = does damage to player?

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Depends on height?

deep gust
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Anyone ?

safe rose
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...

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Ni Hao?

deep gust
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Tried this one :/

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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

safe rose
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That's cool

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And you followed the tutorial

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So...

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What's the problem exactly? Other than it "not working"

deep gust
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Did like in the tut..but the player isn't taking any sorta damage if it falls from any high place :/

safe rose
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Redo the tut?

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Make sure you didn't make any mistakes

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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.

deep gust
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Did it man. . lemme dig more

hazy frost
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Nibir, I realised with the tutorial I watched did go over my issue

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I may have overlooked it and it's possible you've overlooked your tutorial aswell

deep gust
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well anyone care to share thier own process of applying fall damage system ?

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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 ??

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or they are naturally 'Epic" ?

inland granite
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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?

deep gust
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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 ^_^

heavy flicker
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Is there a way i can put my current UE4 version on a portable HDD version?

tall pendant
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copy your engine dir to the hhd?

heavy flicker
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Will that work?

tall pendant
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I can't see why it wouldn't work.

thin haven
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@tall pendant registry entries are a valid reason why it wouldn't work

tall pendant
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Well. Actually it works. Maybe its a bit different with the Binary/Launcher version.

ancient mist
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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

polar hawk
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UE4 doesn't rely on any registry settings

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It'll make use of them, but doesn't rely on them

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It can run completely in isolation

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It chokes though when you run it from a network drive though

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Because UE4 path handling is iffy

heavy flicker
buoyant mesa
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anyone know what could be reason my ue4 is slowing down in material editor?

fierce tulip
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@heavy flicker many have

heavy flicker
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Have you personally used it?

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Theres no real explanation or tutorial to how youre supposed to set it up

fierce tulip
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because its very clear on how to use it

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but since you dont seem to understand the description on gumroad

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"you need to add Distance Field in your project, and uncheck "Affect Distance Field" on your Static Mesh to make it work."

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in other words, enable Distance Field in your project settings

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en uncheck "affect Distance Field" on your mesh

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done.

heavy flicker
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Ok and what next, how do i setup my materials? Im assuming its applied onto the landscape actor

fierce tulip
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you look at the material provided

tight hollow
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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.

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what about the rest of us ? ๐Ÿ˜ฆ

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any aussies here?

weary basalt
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Im auzzie mate

tight hollow
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sweet, are there many that use this chat?

weary basalt
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Yep

tight hollow
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I would love to get all the aussies on my friends list so that when competitions like this arise we can jump on it ๐Ÿ˜„

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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.

weary basalt
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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.

cursive dirge
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@tight hollow check their terms before you feel dissappointed

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you basically have to spend the price money to dev the product they want

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if you get the money, you can't quit or you may have to pay them back

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you can't sell the final game without making contract with them (with revenue share)

tight hollow
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o.O

cursive dirge
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and you have to agree on some other funky terms too

weary basalt
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Its not like a dev grant type situation at all

cursive dirge
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like you have to consult some medical people

tight hollow
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you've looked into all of this? obviously lol

cursive dirge
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yeah, it's all strings attached deal IMO

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yeah, I looked at the terms

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and noped out immeatidly

weary basalt
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Basically they wont accept you unless you have the ability to follow through with the game.

tight hollow
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well I know theres plenty of competitions that go around that a few of us from down under could team up for ๐Ÿ˜„

cursive dirge
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that competition also lasts for one year

weary basalt
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Participate in the GameJams that Epic and the community hold

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There is one in a few weeks

cursive dirge
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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

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and if you don't win

tight hollow
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have you guys got a team for the gamejams @weary basalt

cursive dirge
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then, sucks to be you ๐Ÿ˜„

weary basalt
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Yes ive got a team, what is your proffession?

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tight hollow
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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...

weary basalt
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If you have only just started, participating in gamejams is an excellent way to see how others create games

tight hollow
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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

weary basalt
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Take a look at that link and join the discord channel

tight hollow
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kk

weary basalt
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You will have to ask to find a team in the Official Unofficial GameJam discord

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Which is in that link i sent

tight hollow
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is victorburgos aussie?

weary basalt
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No

tight hollow
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ahk

weary basalt
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He is an American

tight hollow
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kk

safe rose
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I am an alien

tight hollow
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wouldnt surprise me ๐Ÿ˜›

safe rose
#

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

tight hollow
#

see, he is aussie ๐Ÿ˜›

weary basalt
#

How does that make him aussie?

safe rose
#

I think he meant me saying I was an alien

weary basalt
#

@safe rose actually lives with me, that doesnt make him aussie either, hes still american ๐Ÿ˜›

tight hollow
#

cause he jumps to conclusions like we do ? idunno shrug I havent slept much over the past 48hrs lol

safe rose
#

I don't know how anyone can live with me and my snoring tbh

tight hollow
#

idea - "Pay a dev to live with you and help you learn ue4" lol

safe rose
#

Unless I have my mask of course

tight hollow
#

shotgun victor ๐Ÿ˜„

weary basalt
#

He sleeps at the end of my bed like a good boy'

safe rose
#

w00f

#

๐Ÿถ

tight hollow
#

lol

safe rose
#

๐ŸŒญ

tight hollow
#

๐Ÿ’ฉ

tepid steeple
#

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.

loud vapor
#

@tepid steeple theres a boolean you need to check to reimport hierarchy

#

But if that doesn't work then i cant help, sorry

solid matrix
#

anyone ever use Poliigon textures in unreal?

tepid steeple
#

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?

tepid steeple
#

Should I be using skeletal meshses for this type of thing? Do Skeletal Meshes have a large overhead?

wide sorrel
#

hi everyone :)
My editor crashes every time I try to clone my project. Is there a known solution for that?

sharp flame
#

Total noob at unreal.

#

Can you use Bifrost liquids in Unreal?

cloud cobalt
#

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

buoyant mesa
lyric perch
orchid sable
#

is it possible to export replays from a Replay Spectator?

grand lake
#

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.

orchid sable
#

just use the landscape tool

#

and set the component amount & size to whatever you need

grand lake
#

Yeah I did but seemed to have problems with splines when I did.

#

Though im trying to do it again

#

Using 7x7 quads

orchid sable
#

not sure what you are having trouble with, ive had pretty good luck farting around with the tool

#

what spline issues?

grand lake
#

My splines would be very glitchy and I wasnt able to make roads with them

#

I was having issues adjusting the sizes

orchid sable
#

something must be wrong because it's made to do that I thought

grand lake
#

The way he makes the roads is perfect

#

for me.

orchid sable
#

hrmm not sure, i havent used splines at all yet...one sec tho

grand lake
#

Yeah reading that right now

#

Though I believe what was made in that video was created in a construction script

#

using a spline

cursive dirge
#

you can make custom road too that changes the landscape too

#

but it's bit tricky

#

there's also this

#
plush yew
#

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?

cursive dirge
#

haven't tested that myself

#

@plush yew you paste them within the same project?

plush yew
#

Yes

#

Example: modular building built in level wanting it in it's own actor

cursive dirge
#

I didn't even know you could paste them, but it's easy enough to pass the ref manually

plush yew
#

I've copy pasted between maps, thought it might be possible to do it into an actor blueprint

cursive dirge
#

hmmm

#

it works for me

#

just tested it

plush yew
#

Weird

next seal
plush yew
#

What do you want @next seal

next seal
#

(I'm new to unreal)

#

I want it

#

to repeat or whatever

plush yew
#

Looks like you need to tile it

cursive dirge
#

@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

plush yew
#

Ok i did a single mesh that works fine, but multiple meshes not working, hhmmm

cursive dirge
#

@next seal use Texture Coordinate node for scaling

next seal
#

Got it

cursive dirge
#

@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

next seal
#

Alright

#

thanks

cursive dirge
#

np

plush yew
#

Damn looks like I'm going to need to rebuild these buildings in blueprints :(

heavy flicker
#

Whats the diff between height blend and weight? and when would you use either?

next seal
#

I think i get the texture thingy now

bitter iris
#

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

loud vapor
#

What source control?

#

Git? SVN? Perforce?

bitter iris
#

SVN or Perforce

vagrant lance
bitter iris
#

ill try again

tepid steeple
#

I'm working with small models. Is it possible to adjust the near clip plane in the editor?

maiden swift
bitter iris
#

thanks

maiden swift
#

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.

next seal
#

I want a sensei to teach me the basics of unreal

loud vapor
#

@Narasu buy me noodles for a month and we're set.

next seal
#

To broke

#

lol

loud vapor
#

Damb
I can settle for helping you with whatever questions you have

tall pendant
#

you could offer your soul kappa

loud vapor
#

But 1to1 needs a bit of noodle here and there

next seal
#

whatever question i have huh

#

well...

#

i have everyquestion there is

loud vapor
#

DONT HOLD BACK

next seal
#

i will just go and sleep

loud vapor
#

๐ŸŽถ

next seal
#

because i have no noodles

loud vapor
#

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

next seal
#

Got it

#

man

#

where to start

#

umm

#

how do i make enemies

loud vapor
#

Damn, straight into the deep ay

next seal
#

lol

loud vapor
#

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

next seal
loud vapor
#

Perfect. That's literally the first steps actually, understanding where things are in the editor and what does what

next seal
#

the only thing i did was useing a texture on that block

#

that where there from the start

loud vapor
#

Yeah thats okay. Baby steps!

next seal
#

ik lol

loud vapor
#

Ah nice. Any particular field of focus in terms of UE you were interested in? Eg. Art, programming or modelling?

next seal
#

well

#

programming seems kind of important

#

So i think it's worth

#

leaning how to program

loud vapor
#

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?

next seal
#

that sounds good

loud vapor
#

I'll send you a friend request, sec

next seal
#

FeelsHypedMan

loud vapor
#

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

next seal
#

I want to make some kind of 3d rpg

#

just to learn

fierce tulip
#

start smaller if you are beginning

next seal
#

I guess

#

I always want to rush things

#

_<

loud vapor
#

Yeah we definitely don't recommend rpg for first time projects

fierce tulip
#

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

next seal
#

I'm hyped

loud vapor
#

@fierce tulip is that a question or an example?

fierce tulip
#

example

#

hehe

loud vapor
#

Cause you're experienced in UE i was getting worried hahaha

fierce tulip
#

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

next seal
#

brb

loud vapor
#

OpenDoor();

fierce tulip
#

hehe

#

id probably lerp between two locations over time. 0/0/0 to 0/0/200 when it touched a trigger volume or so

next seal
#

I'm back

loud vapor
#

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

next seal
#

The only thing i hate about programming

#

is that i have to remeber

#

stuff like these

loud vapor
#

Hahah ye, 7 years has got my mind remembering hahaha

next seal
#

well, im 14 (15 in 14 days) gotta take the chance to learn

loud vapor
#

Wait i think the VInterpTo is a latent function, so that probably wouldn't work.. eh

#

Yeah I'm 19 haha

next seal
#

7 years

#

dots

loud vapor
#

I didnt jump straight into c++ obv

#

I started with VB

next seal
#

btw

#

it takes like 10 minutes for me to start c++

#

or whatever

#

and then it says it has expired or something

loud vapor
#

Visual Studio?

next seal
#

i dunno

#

maybe

loud vapor
#

Show me what it comes up with. I think i know what it is.

floral heart
#

I wonder if there's a blueprint node for checking if you're in the editor or pie.

loud vapor
#

@floral heart there's a c++ call
Probably exposed to blueprint

#

If not, it'd be easy to

next seal
#

I'm confues

#

what did i just do

fierce tulip
#

hehe awesome @loud vapor

next seal
#

I should get an ssd

fierce tulip
#

yup

loud vapor
#

Only for your operating system tho

next seal
#

i only have a hybrid

fierce tulip
#

1 ssd for operating system, 1 for art-related software, and 1 for ue4 :p

next seal
#

that

#

would

#

be

#

expensive

#

af

fierce tulip
#

<_< yes

next seal
#

i can barley afford noodles

floral heart
#

Are they barley noodles? ๐Ÿ˜„

loud vapor
#

@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

fierce tulip
#

why four towers? :p

loud vapor
#

1 full
1 mid
And 2 small ones

#

Bc each serve different purposes

fierce tulip
#

i have an old mid tower, and current one is between mid and full.

#

considering to convert mid tower to renderthing for simulations

loud vapor
#

Yea
Full isn't necessary tbh

#

I could literally fit 2 whole computers in it lul

#

But it's a nice tower

fierce tulip
#

tower is weirdly sized was my point

floral heart
#

Send my regards to your neck.

fierce tulip
#

im a tiny person, so its all good

loud vapor
floral heart
#

Oh good. The chair just makes those monitors look tiny.

fierce tulip
#

aww a family of towers

#

pokemon idea:
minitaur, miditaur, fulltaur

loud vapor
#

HAHAHHA

unborn matrix
#

Typically do Unreal Dev grants reply sooner or later?

fierce tulip
#

they might not reply as well, they try to but with all the peeps applying..

#

it really depends on a lot of factors

unborn matrix
#

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

fierce tulip
#

well, they get many many submissions, so it might take a while

#

so just be patient ๐Ÿ˜ƒ

thorny cipher
#

๐Ÿ˜„

#

These are mine

#

Flat towers

#

haha

loud vapor
#

Ayy nice

fierce tulip
#

"flat towers"
there is a 911 joke in there, but i rather not.

thorny cipher
#

WOW

loud vapor
#

HAHAHAHA

#

I honestly was worried whilst opening that image that it was a 911 reference

#

Had to do the sly hide my phone

thorny cipher
#

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

fierce tulip
#

jesus

#

id sell a liver for those speeds

thorny cipher
#

how healthy is your liver? we could work something out

#

๐Ÿ˜‚

placid plover
#

I actually work for a Fiber internet company

fierce tulip
#

i have 7, so should work out

placid plover
#

I was just at a residence a few days ago that has our 10Gbps offering

thorny cipher
#

WHAT

#

GIMI

#

take my money

#

1gbps isnt enough

placid plover
#

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 ๐Ÿ˜‰

toxic prairie
#

did i read 1 on 1 UE training for noodles !?

#

@loud vapor hmmm

loud vapor
#

@toxic prairie yeah, i require upfront payments tho

#

@thorny cipher I'll pay you $40 aud a month for a windows vps

thorny cipher
#

Pirated? Kappa

weary basalt
#

Come to Australia @fierce tulip @thorny cipher we have "super fast" broadband here! ๐Ÿ˜‰

deep gust
#

How do you guys promote your games ?? Facebook page , YouTube videos and ????

weary basalt
#

Anywhere and everywhere you can

deep gust
#

So if this noobie opens a page and uploads some YouTube vids , then can I share links here ??

weary basalt
#

Yep

deep gust
#

๐Ÿ˜

loud vapor
#

@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?

weary basalt
#

I live in Bathurst

#

Doubt NBN will ever arrive here

loud vapor
#

Oh yeah thats right lol
My bad dude, you're not even far from the NBN hot spot either

#

Thats lame af

weary basalt
#

Yep, the state of NBN is criminal

tight hollow
#

bathurst!? why did I think you were in QLD o.O

weary basalt
#

No idea lol

tight hollow
#

sweet, I can drive to you and make you teach me ue ๐Ÿ˜„

loud vapor
#

LOL come get me

#

Drive to melbs

#

We'll have a meetup

tight hollow
#

LOL

weary basalt
#

Bring your internet with you and you got a deal lol

tight hollow
#

ye ok, brb 10hours later only gets to melb

loud vapor
#

Yeah sick, I'll run a cable

weary basalt
#

Where are you @tight hollow

#

Awesome thanks mate

tight hollow
#

sydney, south-west in a dirty little hole called liverpool

#

what you getting for d'load and upload?

weary basalt
#

I posted a screenie up a little further

tight hollow
#

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

weary basalt
#

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

tight hollow
#

....................

loud vapor
#

Yeah no shit
My server gets so much more lol

tight hollow
#

is that what you're getting atm?!

loud vapor
#

Nearly 1gbps

weary basalt
#

No i get 12Mbps

#

Down

#

0.5 up

#

lol

tight hollow
#

ye i'm about the same, 15mbps and .7 up

weary basalt
#

Is that a commercial line @loud vapor?

tight hollow
#

1.5mb per second download isnt bad -.-

loud vapor
#

Nah, just domestic

weary basalt
#

How the fuck do you get 1gbps on domestic?

tight hollow
#

melb -.-

loud vapor
#

Nah my server is in Seattle dude

weary basalt
#

You must live ontop of the melb hub

#

Oh...

#

lol

tight hollow
#

everything tech-wise is better in melb -.-

loud vapor
#

Work line is like 300mbps down

tight hollow
#

i'm behind an exchange so I can't do anything about my net speed except move lol

loud vapor
#

Man, i just wanna do some ue4 stuff rn

tight hollow
#

I think I'm hooked as well now, I couldnt wait to get home and continue ๐Ÿ˜„

loud vapor
#

I do it as my job but like today has just been a day of watching videos lel

tight hollow
#

ofcourse you do -.- I'm probably gonna move to melb just cause of the abundance of studios down there

weary basalt
#

Working for yourself in UE4 is amazing lol

tight hollow
#

ye that's where I'm sort of trying to head, but if that fails.... -.-

weary basalt
#

Keep at it mate, even if it looks like its not going to work out, perseverance is important.

tight hollow
#

if there is one trait that I have in abundance, its persistence

#

omg, that video you linked

#

best shortcuts eva

loud vapor
#

@weary basalt i dont work for myself haha, I wouldn't survive i don't think
I work for a studio in Melbourne

tight hollow
#

ye well @loud vapor - we dont all live in melb -.- lol

waxen vine
#

@loud vapor Did you go to the UE4 VR thing at Swinburne recently?

weary basalt
#

Having 2 jobs helps lol

loud vapor
#

@waxen vine my boss was the host lol

waxen vine
#

wutt

loud vapor
#

But no i didnt go

waxen vine
#

you mean the host as in the guy who did the presentation?

loud vapor
#

Yeah haha

waxen vine
#

I thought he worked for unreal

loud vapor
#

He does. And he owns his own studio

waxen vine
#

Ohh nice

tight hollow
#

ue events like the one @waxen vine mentioned, where would I see any that might occur in sydney?

loud vapor
#

Facebook mostly

#

Just do a search every now and then

#

Even Google has info on them sometimes

waxen vine
#

igda sydney should post it

loud vapor
#

@waxen vine did you get a chance to speak to him at all?

#

My boss, that is.

waxen vine
#

nah

#

just went home after it ended

loud vapor
#

Ah okay, thats fair enough
But yeah pretty much every meetup in Melbourne he'll be at

#

So you'll see him around

waxen vine
#

Ohh you guys made influx

loud vapor
#

Helped make, ye

#

Was made by Impromptu

tawdry quail
#

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)

plush yew
#

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

loud vapor
#

4.13.x seems pretty stable.

#

Seems a lot are on it.

#

But I can't advise for or against it

plush yew
#

I personally downgraded to 4.13.1 myself wasn't happy with 4.14.x

fierce tulip
#

@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

crystal thicket
#

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?

heavy flicker
#

Does Epic have any project from Learn tab featureing displacement and tesselation?

loud vapor
#

Materials example has it iirc

#

@heavy flicker

feral echo
#

is there any way to get material image? As in content browser?

loud vapor
#

@feral echo i dont quite understand your question.

#

Do you mean importing a texture and making it a material?

feral echo
#

@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

loud vapor
#

I don't think getting the thumbnails is exposed in blueprint but you could definitely make your own actor that does it

velvet fern
#

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

heavy flicker
#

Im using values of over 50 and its barely tesselating

glacial belfry
#

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

vale halo
#

๐Ÿ‘

deep gust
#

Macros > Functions ,

#When_Macros_Saves_The_Day

#

๐Ÿ˜„

#

it let me use " Delay " node,,which function didnt lol

#

but i was wondering whats the difference between Macros and Functions ?

plush yew
#

Is there any way of fixing a "The file is most likely corrupt." error? I just have to revert my uasset?

plush yew
#

What is the size of a world unit

tall pendant
#

1UU = 1cm

plush yew
#

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*

ancient badge
#

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...

safe rose
#

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.

ancient badge
#

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 ๐Ÿ˜ƒ

safe rose
#

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

ancient badge
#

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

hazy lynx
#

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)

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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?

upper heart
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has anyone here debugged ue4 dmp files before?

hazy lynx
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nope, but if you find any resources on the subject, I'm very interested

cyan steeple
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@upper heart whats to ask? you load the dump, connect to the symbols and look at what you can

upper heart
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@cyan steeple yeah I loaded the dump in visual studio, set symbol location, and I get a "Source Not Available"

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I'm trying to get the stack trace

cyan steeple
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symbol load didn't work then

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or it crashed in internals where you the symbols arent in the pdbs

upper heart
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Do I only need the pdb that is built when I package?

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okay, well if it crashed in the internals I still want to see where it bubbles up to my code

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so I can fix it ๐Ÿ˜‡

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I see a "Include Debug Files" setting under Project Settings -> Packaging

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@cyan steeple do you know if I need that checked?

cyan steeple
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I don't remember the details

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we automatically move symbols for respective builds on to our symbol server as part of our continuous integration process

upper heart
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yeah I'm using ci too, but I don't have anything around symbols setup

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what symbols are you moving over?

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@cyan steeple I also see this line, not sure what if it needs to be set to true

cyan steeple
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not true in our .ini

upper heart
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okay

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can you share what symbols you move over?

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I would like to at least move them over by hand

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so I can debug these dumbs

cyan steeple
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all build dlls and pdbs for all our middle ware, shared libaries and internal libs

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there's over a 100 folders with sub folders right now for our test and shipping main build

copper wedge
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: 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

cyan steeple
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I didn't set up any of it, so don't really know exactly the details

green spear
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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

upper heart
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@cyan steeple okay yeah are you talking about the engine binaries folder? UnrealEngine-4.12\Engine\Binaries\Win64

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the engine binaries is like 10 gig here

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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

green spear
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Really. What is this visual horror?

next seal
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how do i make stats thingys?

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and i dunno what channel to ask this in

upper heart
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@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.

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I'm still getting Sournce Not Available tho

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sigh

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the exception it hits is in KERNALBASE.dll

past pilot
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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...

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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

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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

thorn topaz
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hurray for version control

safe rose
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@past pilot if you quickly alt tab into editor after standalone or new window, you can bypass the lock up 9/10 times

past pilot
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i think the server was locking up

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cause after a while SOMETIMES it would revert to main menu

ancient badge
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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 ?

thorn topaz
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I made one that exports as a bmp then can be read in to produce the world in game

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the only issue i ran into was not being able to save the bmp in the unreal directory

ancient badge
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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

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since i want to use it both in the editor and in-game later

thorn topaz
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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

ancient badge
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did you make it as an editor plugin?

thorn topaz
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no it's just in my project

ancient badge
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ah ok

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thanks

thorn topaz
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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

loud vapor
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Anyone know how to turn off the Keep Simulation Changes on end play?

green spear
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Level LOD distance. Is that measured from the edge or center of level?

plush yew
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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

thin haven
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@plush yew: seen it a couple of times, annoys me to no end

plush yew
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It only happens on one project of mine, never on the other ;_;

idle rock
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So I opened the Microsoft Visual Studio Solution file & am about to compile

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While it's loading- does anyone have any idea on how I can fix this?

cloud cobalt
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Generally speaking, build artifacts have no reason to be copyable

idle rock
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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 > . <

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Damn, apologies for all the screenshots

cloud cobalt
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When you're copying a project, you shouldn't copoy generated files, which depend on your local software

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VS solution, Intermediate folder, etc

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So just remove these and rebuild in Visual

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What you need top copy is stuff in Sources, Content, Config, Plugins if any

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  • uproject
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Then you do a clean build and voilร  ๐Ÿ˜ƒ

idle rock
cloud cobalt
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What do you mean paste into UE source ?

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UE & game are separated

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I mean I have them on different disks here

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You should have a UE folder and a game folder

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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

idle rock
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Ah gotcha- I'll DL, build then copy these over & then rebuild

cloud cobalt
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Please be aware that using source UE is never going to be newcomer-friendly

idle rock
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Oh yep

cloud cobalt
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Also I hope you are using version control software. Copying projects isn't exactly a serious workflow ๐Ÿ˜ƒ

idle rock
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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

cloud cobalt
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Okay

idle rock
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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

cloud cobalt
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Did you follow the engine installation process ?

idle rock
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Following Allar's video

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On building UE from source

cloud cobalt
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There is a readme at rhe root

idle rock
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2 secs

cloud cobalt
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"Getting up and running"

idle rock
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Gonna follow this, kinda went down watching the video alone route lol

idle rock
idle rock
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Anyone got any ideas? =p

south hatch
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@idle rock try to create a new template C++ project, does that compile and run normally?

idle rock
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Ill try that right now

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From the Epic Games launcher right?

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Been playing with this for hours & its getting frustrating haha, avoiding as many mistakes as pss

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possible*

south hatch
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yes, from the launcher

oblique fern
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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?

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i've run set.bat and generateprojectfiles.bat

idle rock
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My project is based off a product from the marketplace, shall I choose basic code for now?

south hatch
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@oblique fern is the plugin purely source code or does it also rely on compiled libraries?

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@idle rock just start the engine and create a new starter project (e.g. "top-down"), not from something marketplacey

idle rock
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Gotcha

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Creating proj

oblique fern
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@south hatch it's the dungeon architect plugin

idle rock
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@south hatch It works & renders perfectly

south hatch
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@oblique fern maybe ask @eternal dagger about it?

idle rock
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I just need to get my main project to work aha, it's got a lot of custom code

south hatch
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@idle rock thats good, it means your engine install is good, so the problem lies in your project

idle rock
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Here's the thing: I downloaded the source of UE

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And tried to build that

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It hasn't been altered in any way

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My project is from another PC that im shifting

south hatch
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  1. in your project dir: delete all folders, except for "content", "source" and "config"
  2. then right click on your .uproject file and regenereate project files
  3. open the visual studio solution and build your project from visual studio
idle rock
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Trying it now

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Generated files, about to build

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So far looking good

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Brb in 2 secs, drank hella too much water

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It needs to be set to J:\GameDev\Software\Epic Games\UE_4.14\Engine\Binaries\Win64 right? Thats where the UE4Editor.exe is

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@south hatch should I try put this folder into the Template folder? Idk if it'll make a difference

south hatch
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what? no

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don't touch the engine folders

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did you install the engine via the launcher or build it yourself from github?

idle rock
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Launcher

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I tried to rebuild

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More things are happening now lol, will re-update

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It now says FPSTemplate could not be compiled. Try rebuilding from source.

south hatch
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could you make a screenshot of your Visual Studio window?

south hatch
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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.

idle rock
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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

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So I can't really test on the old & yes, this is an older version

south hatch
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Okay, that makes more sense then

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You have to systematically fix all the errors in the log (just search for "error", they are a bit buried in there)

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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

idle rock
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Is there a way I can setup a new engine & import the old data into it? Because I'm not too great with C++

south hatch
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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

idle rock
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I'm happy to go with an older engine version & have someone later upgrade it

south hatch
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but then you have to fix the errors again

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there is a reason you cannot change the engine version later in a project

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because it is a lot of work to fix all the code to work with the new API

idle rock
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So based off this log, if I do the renaming, it should technically work?

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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

south hatch
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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.

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But if you have a programmer, why does he not fix it?

idle rock
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Yeah Im cool with paying for a couple of programmers

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I mean hours

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lol

south hatch
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I don't think you need a couple ^^

idle rock
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He'll go ahead and update it & make it work?

south hatch
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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

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Also, I hope you put everything in version control?

idle rock
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Right now Im just looking to get it running, I know a guy who's happy to do that for me via perforce & jenkins

south hatch
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This makes it also easier for another developer to work on it and to see what they did to make it work

idle rock
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Ill just ask him to setup source control

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Was really hoping I could make it work lol

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Its hard af though I've owned this for the last 2 years

south hatch
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You can, just install an older engine version

idle rock
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Any ideas on how I can find which version?

south hatch
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right click on the uproject -> Change version, Regenerate project files and you should be good to go

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I would say 4.13 or 4.12 from the looks of the error messages

idle rock
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I think 4.11

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It randomly popped up

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If I go ahead & install this on here, could I easily get it working using 4.11 as main engine?

south hatch
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I would think so

idle rock
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Installing & giving it a shot aha

south hatch
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it is also possible that it runs under 4.12 or 4.13, because not every engine upgrade breaks the code

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it depends on what you reference of course

idle rock
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After 4.15 I dont think I'm ever gonna upgrade lol

cursive dirge
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you give up after 4.15? ๐Ÿ˜„

idle rock
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UE kills me ๐Ÿ˜‚

safe rose
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I will probably hold out after the next true stability release

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Just a few versions.

idle rock
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Ah true

knotty brook
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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...?

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its clearly physics related, but were just confused as to why editor is so snappy, and packaged bogs down

thin haven
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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?

south hatch
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@knotty brook open a bug report?

knotty brook
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yeah

sweet crane
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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

shut jay
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hey lads

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does my game need to be green lit in order to test steam multiplayer?

weary basalt
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No you can use AppID=480

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480 is the SpaceWars developer appid

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Its free to use to test your Steam integration

split trail
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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.

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Spent the last two weeks figuring this out and thought it was cool to share.

safe rose
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@split trail That is a horrible un

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OH it did it

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Anyway, that's a horribly unoptimized/unorganized project ๐Ÿ˜ฆ

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I would be scared for life

split trail
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What do you mean?

safe rose
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Do you have anything that can gotten rid of at all?

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I am assuming that most of those assets packs are models/textures?

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big bloaty things

split trail
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This is actually very optimized from what we had originally

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I reduced the size from around 60gigs

safe rose
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jeez

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Like, none of you could do anything that those packs could do?

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What kind of school project allows use of other people's content anyway?

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Unless it's some critical bug fix plugin

split trail
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The kind of school project that actually wants to finish a game in 3 months lol

safe rose
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....

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Just curious, what is the project?

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I only have 10 weeks to finish the complete game.

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With only 4 on my team.

split trail
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That's cool

safe rose
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And I have my alpha due next Tuesday.

split trail
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๐Ÿ‘

safe rose
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Which means all gameplay, gameloop done in 4.5 weeks.

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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

split trail
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ok lol

upper yew
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Hpw do I make it so when i drag in an "Empty Character" it uses that when I press play?

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When i press play Im just a free moving camera

weary basalt
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You need to setup that character to be used in the GameMode for that level