#ue4-general

1 messages ยท Page 53 of 1

upper yew
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Awesome, I'll take a look at that

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I put a PlayerController BP class (which is what my GameMode is using) onto my character and still nothing :/

tired oracle
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"hit undo barrier; can't undo any further" is this a bug?

weary basalt
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Doubt it. There is probably a limited amount of undos you can perform.

tired oracle
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my undo history has none in there

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its a new level

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is there something outside of the engine i can delete to clear it up or something

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or do i need to open all my other levels and delete the history?

tired oracle
#

hmm I dont get it. my undo history is empty no matter what level im on. but I cant undo anything.

#

same "hit undo barrier; can't undo any further"

still lake
#

@tired oracle did you save the map? After a you save the map, the undo history gets cleared

tired oracle
#

that might be it. i havent noticed it before but maybe its been doing it all along

still lake
#

well, the engine comes with an auto save feature

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which is enabled by default

tawdry quail
#

is there any way to get a pack ready to be added to a project just like the assets you buy from the marketplace, but private?

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I am making a series of tools for my team and I need a consistent way to share them

candid smelt
#

@tawdry quail - package it as a plugin, but distribute privatly via github or whatever then they can just add it to their project as needed

green spear
#

Is there any connection between the physical size of a SM and its resource size?

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Because I have a mesh that is very big but has fewer tirangles than many smaller SM with higher triangle ammounts.

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I have a 2x2km big with 2048 triangle mesh that has RS ~650kb, but one of the starter content SM is about 150x150cm big with more than 4300 triangles and has ~320kb resource size.

fierce tulip
#

it depends more on the locations of the vertices

#

a vertex on 0/0/0 is less data than one on 12313,1231234/34535,345345/57657567,56756756

green spear
#

Right. So it was that. So the file gets bigger because each vertex need more memory to store its location?

#

So it could be preferable to make many smaller parts.

fierce tulip
#

not particularly

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values behind the dot/comma cost more than before

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so 100000.09 costs less than 100.000009

green spear
#

Hmm. Shouldn't be many decimals. Most of the vertices should be meter values on x and y. might be a few on the z axis.

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I tried to split in up and center the peices but not worth it.

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What I am doing is exporting a landscape at Max LOD.

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So, no real way of fixing this then?

heavy flicker
#

Hey guys is anyone here an expert when it comes to materials in UE4?

south ridge
#

What do you need with materials?

fierce tulip
#

just ask the question, that gets more results than asking if anybody has experience with something

heavy flicker
#

Im working on this landscape material based on this tutorial i found but even after step by step, my end result doesnt follow like the tut. Ive went based about a dozen types withno change. It comes down to my height map not tesselating properly. Ive tested the method on a plane and it worked fine. Also the only way it does work is if i ramp up the height value to like 100 but that causes very large bumps and cracks

fathom elm
#

Anybody ever seen anything like this? I try to start the game on mobile, but the editor keeps ticking this message to me, while the game stays on splashscreen.

next badger
#

I'm looking for UDKInstall-2015-02.exe anyone?

sage topaz
#

Hey guys, I'm playing a levelsequence from c++ but had a problem setting the starting position of a spawnable? I've already set some possessables, and even attaching an spawable to an object (via template object), but I wasn't able to set the initial location, these templateobjects don't have rootcomponent so you can't set their transform. Anyone knows how can I set the initial transform of a sequencer spawnable?

sand onyx
weary basalt
#

Have you setup layerinfo?

sand onyx
#

yup

copper wedge
#

when i start a new level i have a different char there.... so i put the CH_MyCharacter in the scene and the health/stamina/magic problem is I cant use my inventory or equipmetn or anything

weary basalt
#

Does your inventory system rely on a specific PlayerController or other class that isnt your character? You may need to add that class as well.

hazy lynx
#

Hey all!

Having an issue with my camera during PIE

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every time it resets to 0,0,0 location

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does anyone have any ideas on why that might be happening or how to stop it?

weary basalt
#

Is your Character spawning inside of geometry?

hazy lynx
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hm

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sorry, what do you mean?

weary basalt
#

If your character is spawning inside geometry it causes the character actor to be destroyed and your controller will not have an possessed pawn so your camera will be that of the controllers camera which generally just sits at World Origin (0,0,0)

hazy lynx
#

hmm, I actually destroy the default pawn myself

weary basalt
#

Well you might need to revise how your doing that if its interfering

hazy lynx
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yea

#

I see

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thanx man, you pointed me in the right direction

#

yeah, basically I do

for (APlayerController* controller : controllers)
{
UGameplayStatics::RemovePlayer(controller, true);
}

And then

for (int i = 0; i < aNumPlayers; ++i)
{    
    UGameplayStatics::CreatePlayer(this, -1, true);
}
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because otherwise otherwise i'd had a a default player created in a way I don't control

worn merlin
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What's this type of thing called again I forgot. It's not a 3D model, it's a series of 2D images of each angle it can be viewed at.

fierce tulip
#

imposter

worn merlin
#

ty

worn merlin
#

Got it, thanks ๐Ÿ˜ƒ

worn merlin
#

@gentle ivy or @fierce tulip about halfway down that tutorial it says "Select the desired buffer targets under "capture settings"... Play the game in a new window" And the screenshot of his game in a new window is just the screenshot, how do I get this?

#

Do I have to draw the RenderToLevel_BP into the scene and on BeginPlay use that camera instead?

fierce tulip
#

dunno, never used it myself

gentle ivy
#

same

inland granite
#

Hmm, anybody could tell what is the difference between visibility and camera when doing a tracing?

safe rose
#

yes

brave horizon
#

Is there a performance bump on a packaged game vs a simulation in the editor?

static viper
#

yes

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i see that very often and it can be to 5 fps

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wich is really alot to me

regal spire
#

what can i do if i want the engine to only pack contents that are actually used in the game for iOS?
the engine packs loads of unused assets

gentle ivy
#

@brave horizon depends on the game. my game acts better in the editor

shadow ermine
#

can someone help me with perforce pls?

velvet fern
#

no one can if you don't post a question

solemn forge
#

While I am probably missing something obvious. Has anyone had an issue with orthographic views showing either lower quality versions of meshes, degenerate geometry or faces missing?

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I was right, I was missing something obvious. LOD parenting was on the viewports. xD

plush yew
#

Hi, i have a question - I want to implement a simple rowboat that can be controlled by the player.
My first idea is to create the boat as a pawn and than posses the boat by the player controller. But i have quite a view different components attached to my player pawn ( particle effects, sounds, etc. ) that i also want to keep active while the player is in the boat.
Should i just duplicate all components on my boat pawn, or what would be the best option to handle this?

weary basalt
#

@plush yew When you unpossess your Player Pawn you could attach that to your boat when you possess the boat.

plush yew
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@weary basalt thanks, i will try that

tight hollow
#

whats the go with using APIs with ue? is it possible to feed in an API from something like stock market and have values drive charts in widgets for example??

weary basalt
#

Its C++ you can do whatever you like lol

tight hollow
#

is it something that would have to be done just with c++ or is it achieveable with blueprints?

fierce tulip
#

@tight hollow you should ask @sacred crater who recently made a ue4 plugin using toggle's Api

swift wedge
#

If you have to ask that... Well, I won't say that. Don't want to make @maiden swift mad.

sacred crater
#

Def not in blueprints

worn granite
#

you can probably implement it in a hacky way with a plugin

sacred crater
#

But c++ you can do whatever you want really

worn granite
#

if its a webAPI

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Would not recommend

tight hollow
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ye it is

sacred crater
#

Well def not by default, in any way I'd not use a plugin to do that, use cpp for it

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You can easily do json put, get, post in c++ in the engine

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IHTTPModuleInterface or something like that

tight hollow
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hmm ok, well thanks everyone

unreal harness
#

Hey. Is there any way I can import fire effects however they are to the blueprints of a weapon in the unreal tournament editor?

rocky tendon
#

Hello, so I recently tried building UE from the git repository, and upon attempting to sync my fork with the master, I saw that my version didn't have a .git folder. I figured I'd add the .git myself through git init in the bash. Was this the right thing to do? Or did I mess something up.

fathom elm
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Anyone knows why "Launching" a game on mobile gives the error Failed to open description file "../../../Mygame/Mygame.uproject" ?

bronze cedar
#

hello everyone , how is my new profile pic ๐Ÿ˜ƒ

full atlas
#

shouldn't there be a "bugs" chat?

bronze cedar
#

what you mean by Bugs chat

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@full atlas what you mean by that my friend

full atlas
#

a new channel to report bugs..

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or at least verify it with other users

bronze cedar
#

yeah that's right and nice, yep i agree, but maybe we can report it in other channel not sure about it because i am new to UE4 and new to this group too

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brb

copper wedge
#

CNa someone tell why this is happening

#

The asset '/Game/Interactables/Weapons/BP_BaseWeapon' (BP_BaseWeapon.uasset) failed to save.

Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.

vale osprey
#

@copper wedge is this during automatic saving?

copper wedge
#

@vale osprey No , manual saving

vale osprey
#

do you have some custom component in it?

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or using another BP in it? Re-compile and save those first

copper wedge
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found the issue

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had another UE4 open

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right i have another issue....i have a spring arm atached to my char...but whn i rotate the spring arm, the character rotates with it

ruby chasm
#

For some reason all of the mesh in my scene is black even with lights
Any ideas?
There are floors, walls and ceilings in this scene
One mesh (the tree and grass below it) are self-illuminated so they do show up
The reflections on the floor (due to planar reflection) also show up
But none of the mesh

drifting fern
#

go down the list:
Try adding a Directional light
Do you have a skysphere - Is it set to Black?
Are any of your materials set to unlit
Self illuminated as in emissive? Is that hooked up proper?
Have you built lights?
If so, are they Static, movable etc?
What happens when you hit Play?
And the question i should have probably asked first...Do all of your models have a lightmass UV?
Lastly, you might get more help over in the graphics channel so i'd try posting this over there as well.

thorn prism
#

hey everyone how can I enable Landscapes to cast shadows while hidden in game? I am working in a top down game and when I enter a cave the landscape becomes hidden which causes it to no longer cast shadows and the dynamic sun light ends up lighting my cave.

rich stream
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anyone here remember the console command for turning off postprocessing?

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@ruby chasm coudl be good to check the debug render modes to see where the issue is.

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for example, set it to unlit to see if it's related to lighting, or the material.

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@thorn prism wild guess, but there is a "hidden shadow" checkbox

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primitive will cast shadow even if bVisible is set to true

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So, I guess that's worth enabling.

drifting fern
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or that ^ lol

rich stream
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hm, seems like landscape doesn't actually have that property.

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maybe you can have a super lowres mesh which is just there to cast shadow..?

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sort of hacky, but whatever works..

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so, just keep the mesh invisible, but enable the cast sahdow property when you enter the cave.

thorn prism
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I have been looking like crazy for a solution, I really wish the landscape had a hidden shadow option

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I like the method you suggestedKJ its hacky but it should work

rich stream
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you could also disable the sun?

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maybe better

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have a sort of darkening "screen" as you go into the cave, and as you walk through you fade out the sun and disable it.

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better performance that way anyway..

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oh

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and you can use lighting channels

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set the cave to channel 2

thorn prism
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Oh let me try that

rich stream
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and any other assets you don't want the sun to affect.

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guess the problem there is that the character will get the sun, so you'd need to change the character mesh as well. dynamically.

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I would just turn off the sun..

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just turn it off at the same time as you hide the landscape.

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that said, lighting channels are pretty neat.

thorn prism
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they are neat but yes that left me with a lit character lol

rich stream
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yeah, you'd have to change the lighting channel on the cahracter.

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as you enter the dungeon.

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better disabling the light.

thorn prism
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I wonder if hidden shadows is somthing that could be added at the C++ level of the landscapes

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there must be a significant reason it is not included

drifting fern
#

The mesh idea would work if you wanted to do some sort of hanging but not always visable stuff in the cave as well. Like stalactites or something. But yeah, disable lighting is more performace friendly and less to sort if something goes wrong later.

rich stream
#

yeah. I would go that route. You can fake sunlight coming into th ecave using spots. Just have as low fov as possible on them and it'll be ok.

thorn prism
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thanks guys i will try this out and post the result

rich stream
#

coolio

drifting fern
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Good luck yo

late parrot
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Hello everyone

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Can anyone help me to figure out how to make a health bar vertical which is filled with red fluid ( water lets say or blood ) . How to connect the player health with the fluid so when the player loses health the fluid gets lower.

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The project is in c++. But i need a general idea how to do this, i will figure it out afterwards how to make it in c++.

loud vapor
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@late parrot you'd need to make your own images that resemble fluid afaik

ruby chasm
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@rich stream What do you mean debug modes? If I set it to Unlit, how exactly do I then proceed to check for problems?

ebon dagger
#

I must have selected something accidentally in my editor.. now I cant see the widgets representing my actors in my scene view!

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normally I would expect to see teh VRPawn I have selected represented as a camera etc in the scene view there

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and be able to adjust its position/rotation/scale

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what did I do?

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I just loaded a different project I have

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this is what it should be doing:

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notice how I can see the red blue green arrows to adjust location

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I want to get that back!

safe rose
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@ebon dagger Hit the letter "G"

ebon dagger
#

Nice.

safe rose
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You good now?

ebon dagger
#

You nailed it, yeah

safe rose
#

๐Ÿ˜‰

ebon dagger
#

thanks. what setting is that?

safe rose
#

Game Mode

ebon dagger
#

I see, gotcha.

safe rose
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So you see exactly what you would see in game

tepid steeple
#

Does anyone know of any good version control software for game development? Git works great for my C++ code, but for 3D assets the history files can get massive.

safe rose
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@tepid steeple Perforce duh

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BUT

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If you want something new and shiny...

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I say Perforce, since you can get 5 licenses free

tepid steeple
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Thanks Victor

safe rose
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@tepid steeple that's 5 commercial licenses btw

#

Seems Plastic doesn't allow that unless you pay

unreal sonnet
#

Does anyone know how to browse only the already-been-answered questions on the AnswerHub? Because I had the idea recently that it'd be a good way to learn extra stuff about how to do things in Unreal.

weary basalt
#

You would be better off going through tutorials on Youtube and walkthroughs you find on Google. AnswerHub stuff is pretty targeted at users specific usecase and isnt collated into finer topics all together.

cursive dirge
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Or.. Just start making games

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You learn tons of things when you actually have to use the engine

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I could never learn the game engines just by reading around. Otherwise it's hard to see what is relevant/good to know and what is just a user being lazy to open ue4 docs when you browse through answerhub

gray forum
#

Hi, a quick question about static mesh instancing. When creating the blueprint for it is the correct BP blass "Actor" or "Actor Component"?

gray forum
#

Oh. Wrong channel sorry.

fossil socket
#

also i wouldn't recommend plastic

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it doesn't scale at all

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you must always be on the latest revision

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and sometimes it will create a merge for no reason if you try and submit something while behind and that's scary to a lot of non-programmers

#

perforce is a dinosaur but it actually works

silk mural
#

I just checked perforce website they have a trial for 30 days not 5 licenses, am I in the right place or ?

sturdy turtle
#

@ebon dagger
G - game mode
oops, forgot to bring the latest messages

full atlas
#

why is this channel called unreal slackers ??

worn granite
#

from a long time ago, when the community was on slack

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slack + many people "slacking" == unreal slackers

fossil socket
#

did perforce get rid of the 20/20 thing?

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or 25/25 whatever it was

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free for 5 users

pallid compass
#

Question if i have a sword thats animated on few bones, and i import the skeletal mesh how do i stop UE4 merging all 3 pieces of the sword in too one mesh?

wild dagger
#

Wheres the last twitch training session stream about ai bieng uploaded, its been a week and i dont see it on thier channel

plush yew
#

Hi there. I have a general question. Inside of the Static Mesh Editor, what does "Approx size" tell you? Does it "approx" the size of the "simple collision"-model or what does this value really mean?

thorn topaz
#

The engine crashes whenever I try to use the merge tool giving the error Assertion failed: Revision.IsValid() any idea why that's happening

brave kelp
lone sundial
#

Does anyone know if most developers use ray-casting for bullets or use actors with projectile movement?

weary basalt
#

Depends on what you want.

#

The projectilemovementcomponent can act a little funny sometimes so alot of the times if you want a projectile based weapon devs will roll their own movement solution for it.

floral heart
#

Depends on the bullets. If they hit instantly you might as well use ray casting.

lone sundial
#

It just seems easier to use ray casting because I can't find a solution on how to destroy a bullet actor if it hits literally anything

ivory gorge
#

my decal material is using one of the default textures and i can't seem to change it... wtf?

floral heart
#

Just call Destroy(Self)

south ridge
#

Source Engine uses raycasting for all bullets

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It's much more reliable for networked games to do raycast bullets

lone sundial
#

seems like the BF games don't use raycasting

thorny cipher
#

Bf?

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Projectiles are bad for close range combat

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If they are moving fast

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They will likely miss

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And go right through

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Also replicating that is quite hard too

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I ended up raycasting because of this

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Raycasting seems more responsive and reliable

floral heart
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BF probably uses repetitious raycasting.

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Cast a new ray each tick from the end point of the previous ray, over a limited distance.

lone sundial
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Aha that make sense, thanks

floral heart
#

Hilariously basic question: How do you rotate something in the editor by a specific amount?

weary basalt
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You can access exact transform values in the details panel when you select an Actor. You can the edit its exact rotation however you like.

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If you want to rotate it by 90degrees just add 90 to the existing values

floral heart
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In this case, I wanted to rotate multiple objects as a group, so it's not just their individual rotations but their positions that change as well.

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And in some ways I'd rather not calculate by hand.

weary basalt
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You can change the rotation scale that the editor uses at the top right of the viewport. Im pretty sure you can go all the way to 1degree

floral heart
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In this case I needed 26.535. (I settled for 26.59 rotating freehand)

#

There's a Delta Transform action in the transform menu, but it only offers translation. (And I don't think it respects local/world.)

floral heart
#

So much talk about geometry 2.0 and I never noticed how bare the actor manipulation tools are.

floral heart
#

Problem: Can't get pivot point in the right spot. Solution: Add a box and use it as pivot point. ๐Ÿ˜’

sour shard
#

maybe cause it was originally on slack?

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damn scrolled

cursive dirge
#

@lone sundial all AAA shooters most likely use raycasting for tons of things, it doesn't make sense to sweep a geometry that's that small when raycast can do the work

#

.....

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sorry

modern root
#

Haha was about to say

cursive dirge
#

discord tagging derped

modern root
#

I swear I didnt say that

cursive dirge
#

yeah

#

I really hate it when this thing decides to change the person I tag =/

#

but I'm sure if you ask discord staff they tell it's user error ๐Ÿ˜„

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they are pretty protective about UX issues

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@lone sundial also, even unreals projectiles use raycasts in the background if the projectile mesh itself is small enough

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there's a condition on sweeps (that projectiles use) that if the thing to sweep is small, it uses raycast, it's not a projectile thing but it should apply to it too

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@floral heart you could probably write a helper tool with blutility, no idea how much work it would be

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I've only ever done "lets make a button with blutility" example ๐Ÿ˜„

plush yew
#

Anyone know of a way to programmatically replace all references to an asset, with a reference to another? but Without deleting the original?

cursive dirge
#

@plush yew right click the asset, asset actions, replace references?

plush yew
#

oooh asset actions

cursive dirge
#

actually I don't even know how that works ๐Ÿ˜„

plush yew
#

i always forget about that

cursive dirge
#

oh

#

you need to select both the source and target asset

#

then do that

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it allows you to select then which to use

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oh crap

#

it's not what you wanted

#

it will delete the old one still

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I dunno then

#

just make a duplicate of the one you want to replace references for, then delete and change the refs on the delete thing

#

then rename the duplicate name back to deleted asset

#

that definitely works

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but it could be smoother workflow

#

@plush yew ^

plush yew
#

Oh, I didn't know that rename trick worked, I thought Unreal used asset IDs behind the scenes, not names/paths

green spear
#

Anyone got a clue about the risk of future updates screwing up a project if you haven't changed the source code?

green spear
#

I know that there is of course a risk that it will. But I am also guessing that they try their best to make version compability or conversion friendly.
I guess I just want to feel more calm about not loosing it all if I want to upgrade to new versions of the engine...

fossil socket
#

well using source control would be a good start so you can revert any changes during an upgrade

#

functions do get deprecated but these produce compiler warnings a couple of engine versions before they remove it entirely

frosty drift
#

this isn't ue4, but does anyone know how to orbit a camera around an actor using console commands in UDK?

#

preferably freeze and actor in place

#

debugcamera while close doesn't allow me to orbit around a particular actor

earnest junco
#

anyone have any expereince with sequencer?

fierce tulip
#

4.15 Preview 4 has just been released!

full atlas
#

in widget bps, if you start PIE game, and minimize the editor, any sliders are bugged when you use them. Somebody report this please.

#

sorry bad explaining, i hope you understood

plush yew
#

Hello!

#

I see box object is defined by max and min vectors. Can anyone help me figure out what exactly do they represent?

copper wedge
#

anyone know a good tutorial or math for parkour and free running?

timber relic
#

I am informed that Conan Age of Exiles uses Unreal ( 12.5) and didn't compress or encrypt their files.

#

If you find one, I'm also interested. The closest is Adventure Kit which requires specific zones

lone sundial
#

Thanks for the help @cursive dirge ๐Ÿ˜

worn merlin
#

Quick question: What's the best practice for working with UMG HUD's? If you have a lot of elements, some elements only visible and animated on certain event triggers do you create them all one 1 UMG Widget? Or is it best to create multiple widgets and add it to the viewport when the events are triggered then remove them after the animation ends

weary basalt
#

Do not just have a single widget that you add all your elements to

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Its better to create a modular HUD which would be made up from multiple widget classes when needed

plush yew
#

Anyone know a way to export an entire UE4 map as a fbx file

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i need to do it to create a pipeline that perfectly fits my map

safe rose
#

@plush yew Can't you just merge actors the whole level ?

#

And then just export that?

plush yew
#

how?

safe rose
#

Google

plush yew
#

whats that

safe rose
#

IKR

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I pretty much told you what you need to do though

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Look at the UE4 docs

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Type this into Google: UE4 Merge Actors

plush yew
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but i need to export as fbx

safe rose
#

Right...

plush yew
#

thats the problem, you cant export as fbx in the engine right?

safe rose
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So, if you are combining them into one single SM...

#

what?

plush yew
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yes but again, i need it in a .fbx format so i can open it in maya, then build my pipeline on that

safe rose
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okay

#

So, have you ever exported an fbx from the engine before?

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Or no

plush yew
#

no

#

never got taught

safe rose
#

๐Ÿ˜ƒ

plush yew
#

AYYYY

#

thanks fam

unreal sonnet
#

With all of the "cast to myplayercontroller" stuff that I see happen all the time in the tutorials I do as well as in my personal projects, I was thinking that maybe I should make a habit out of condensing that stuff into my own "get playercontroller" thing or whatever as a function or macro library thing. Is that proper? Do you guys do that a lot as well in your own things?

Because I know that frequently the way they do things in tutorials is rarely the "proper" way to do stuff (e.g. using the tick function when you could use event delegates).

safe rose
#

@unreal sonnet yes, it is a good habit to get into

#

functions are good for those things

#

since you can make them pure

unreal sonnet
#

Looks like Star Wars

plush yew
#

YAY!

#

means i did my job

unreal sonnet
#

the only way I was sure about it was the turret thing on the top and the three-winged ship thing parked ont he left side.

#

@safe rose If I do it as a library blueprint, though, then I'll need to select a parent class that it'll apply to. Should I just pick "Actor" so that I can use it for playercontroller, pawn, etc? I don't know if it works that way.

plush yew
#

theres no turret?

unreal sonnet
#

Really? What are those things in the top right supposed to be?

plush yew
#

OH

#

those, those are actually meant to be there, theyre canon for the environment

#

imperial controlled planet sollust, weapon manufacturing plant

unreal sonnet
#

yeah

plush yew
#

anyway im done for the night, been working on that map for a week now, almost done...

unreal sonnet
#

.. does that answer my question? I don't get it

tawdry quail
#

if I am to setup all the features I don't use on a project (ssao, ssr, DoF, motion blur, etc) where do I tell the project these settings? defaultengine.ini - RendererSettings? Is there any compiled ini with all the options? my ini only displays the ones that I changed from default, I'd like to go throught every settings and ponder wether to put true or false

weary basalt
#

The Default configs should have all the settings your looking for.

unreal harness
#

Hey. Anyone here use the Lightning Rifle blueprint in the Unreal Editor?

#

I need help figuring out a problem I've had with it.

#

Can anyone here help me with said problem?

empty belfry
#

Hey i am trying to modify a the Material of the Mesh of an existing spline, does anybody know how or where i can do that in the Editor?ยด

full atlas
#

allowing us to modify the color of wires/reroute nodes, would be incredibly useful. Do you disagree?

#

where can i request this, if it hasn't already been requested?

empty belfry
#

its possible

#

if u exchange the material

#

oh nvm

full atlas
#

sometimes i confuse unreal editor with my browser XD

#

seriously

storm helm
#

Hey guys, bizzare situation I suppose. On my local copy of the project, my collisions work totally fine. However, when the project is opened in a different machine, the collisions seem to be reverting to whatever UE4 tries to generate (even though that should be off on the specific meshes in question). This goes for both custom collision UCX and auto-collisions with manual settings (higher accuracy for example)

fallow raft
#

hi guys ! i was wondering if there is a way to assign a png image sequence as a texture directly ? or does sprite sheets are the only way to go for that sort of things ?

versed pawn
#

Anyone had problems removing from view a UMG Widget? I'm doing a drag and drop event from a pop-up menu, but I want it to be destroyed/removed/whatever, when the Drag event occurs. I tried remove from parent but it does nothing. Tried to set it to collapsed or hidden, it disappears, but it still does not work. On drop event 100% sure works, because if I move away the pop-up menu from the way, and drop it in the zone of my choice, it works. But that way it look ugly. Any ideas?

uneven ravine
#

Hey I'm a beginner experimenting crashes when I am calling a function from my hud writing text to the middle of the screen

#

The function works in the class but not outside the class

#

I want my actor to call the function

#

How do I get the current HUD from the actor and how do I make the actor call the HUD function without a crash?

pallid talon
#

Question. I imported multiple files and disabled "Auto Gen Collision", "Generate UVs", and a few other options. Closed out of my project (using Perforce Source control), and when I returned the next day all of my imported objects had their import settings reset. So clicking on those objects shows "Auto Gen Collision" enabled, etc. I didn't change this and no one else is working on the project.
How can I quickly disable or modify these changes instead of opening each one, one at a time to fix it? Also, what caused it to reset in the first place?

#

Also, is it possible to mass remove collisions?

cursive dirge
#

@uneven ravine you shouldn't crosspost and if you do want to get attention on several channels, please ask people to answer for it in a channel where you've originally presented the issue

#

( I'm referring to the conversation on #cpp )

pallid talon
#

Never mind. I figured it out. Asset Action > Bulk Edit.

pure stratus
#

This is probably really obvious, but what do I put in the UPROPERTY of a boolean so I can only toggle it in the editor if the game isnt running? ie, I cant hit play then Shift->F1 and toggle it, I have to stop to change it

worn granite
#

meta=(EditCondition="bSomeBool")

#

Barring anything more clever, set a bool to true by default and then set it to false on begin play

#

And then back to true on end play

#

I guess

pure stratus
#

Thought there was a built in way ahaha, that'll definitely work if nothing else ๐Ÿ˜ƒ Thank you

alpine furnace
#

random question but what's the more acceptable convention:
USceneComponent& parent;
USceneComponent* parent;

or

USceneComponent &parent;
USceneComponent *parent;

#

as much as the former makes more sense to me when I'm thinking of objects, I see more of the latter

worn granite
#

"Pointers and references should only have one space, which is to the right of the pointer / reference. This makes it easy to quickly Find in Files for all pointers or references to a certain type."

alpine furnace
#

perfect thanks!

#

much appreciated

warm trail
#

It has been awhile (4.6) since I packaged from the editor, but it still seems entirely broken in 4.14. In preferences it's set to only package Map X, and it does, but it also packages the entire Content folder rather than assets referenced in Map X. Does anyone package via the editor and actually get this to work as expected?

cursive dirge
#

@warm trail I thought it was always like that. You can exclude maps though.

warm trail
#

It seems it has always been like this, just seems odd that anyone would need to not package a map if all it does is exclude the <100 kb map file

cursive dirge
#

That is, unless they actually detect used assets nowadays.. In past the reason was that you could load the assets in some cases so that ue editor couldnt detect it

warm trail
#

as per-usual, going to need to read the source and figure out what's going on

cursive dirge
#

if you really need to slim your project down

#

you could just make a temp project and migrate your maps into it, it should only bring the included parts with it

steady quiver
#

I just moved an asset into a folder in the content browser, how do I freely move it back up the folder hierarchy without breaking its references?

cursive dirge
#

if you move the asset using ue4 editor, it should change the refs automatically

#

it wasn't battle proven in past though

#

I usually right click and update redirectors after each move myself

steady quiver
#

I'm not seeing an option to cut/paste or drag it to a parent folder

cursive dirge
#

usually they don't break if they don't bounce around

steady quiver
#

I'm pretty new to this, I'm might just be overlooking something obvious

cursive dirge
#

in case you didn't know, when you move a referenced asset using content browser, it leaves a redirector in the folder structure for the asset

#

so if something did try to access it from the old location, it would redirect it into new place

#

to truly change the assets references to point into new location, you'd have to manually "fix up the redirector" by right clicking either the folder or asset

#

I personally dislike the whole redirector thing as it can keep some ghost directories around

#

ue4 editor doesn't show the redirs by default

#

so you keep seeing empty folders that you can't delete

#

unless they've fixed that already

#

I guess the redirs are more important with bigger teams though

#

as you can only fix the redirs if you have all existing files in the editor at once

#

and in bigger teams, different people could be working on some of them at same time

#

but to the original question

#

you should be able to just drag it back where it belong

steady quiver
#

I want to move MyGame back into "Kin" folder

weary basalt
#

There is a little button under the green Add New button. It opens the directory list. You can move assets by drag and dropping to the directory list.

steady quiver
#

excellent, that did it!

#

thank you!

alpine furnace
#

Double clicking any of my blueprints no longer opens a window, it actually seems bugged

#

clicking it brings up nothing. I thought maybe it's super small but using the windows resize hotkey does nothing either

#

all my BPs are experiencing the same thing

#

ill probably just restart my computer

#

still bugged...

#

restarting layout fixed it!

swift spindle
#

Anyone had experiance with submitting a ue4 experiance to steam ?

bitter seal
#

'GetPlayerController' returns none from a level BP, wtf.

weary basalt
#

What index are you using? You maybe asking it for a Controller that doesnt exist...

bitter seal
#

0

#

Not a multiplayer environment

#

Get player pawn is also returning none

#

It's a VR experience, and there's def a motion controller pawn

steady quiver
#

If Fix Up Redirectors in Folder doesn't work, is there something else I can do?

bitter seal
#

To solve what?

weary basalt
#

@steady quiver Whats the problem your having?

steady quiver
#

Deleting a folder

#

Left over Redirectors are preventing me from doing it, afaik

weary basalt
#

Go and delete the folder from your Windows directory.

#

It will be empty anyways

#

If you have fixed up redirectors.

steady quiver
#

that did it

#

been so used to handling all asset managment in-engine recently

#

thank you

weary basalt
#

Its a small issue and doesnt really happen all to often.

#

Try and avoid changing your asset names all the time. Think about your project structure more before importing or creating new assets and you wont have to deal with these types of things very often at all

steady quiver
#

I started with a tutorial BP project and got it to the point where I had made everything separately

weary basalt
#

Being consistent with your naming and asset locations is a good habit

steady quiver
#

nuked the original BP folder

#

I'll keep that in mind

weary basalt
steady quiver
#

oh nice

weary basalt
#

Follow this style guide if you have trouble managing your projects

bitter seal
#

Sigh, getplayercontroller required me to delay for 0.5 seconds

glacial belfry
#

Anyone has any idea what can happen when you start up a project that worked yesterday and now it crashes on loading?

plush yew
#

heya someone where who got a moment to help me out. pretty new to unreal

cloud cobalt
#

Ask your questions directly, people will answer if they can help

plush yew
#

thanks, so here is what i would like to know. I created a 1k material in substance designer. now i know the result would not be exactly the same in unreal engine but the differences are sorta huge. i have no idea about shaders and stuff but how can i get the result in unreal closer to the one in Designer?

#

well when i importet the material as a sbsr it looked better. anyway the materials is build up like this

#

when i pluged in the textures my self i got a different result

polar hawk
#

Every time someone links my style guide @weary basalt an angel gets its wings

weary basalt
#

That seems counterproductive... hmm

swift spindle
#

Anyone know why compiled versions always give retarded exe names ?

#

and wont let u change names ?

cloud cobalt
#

Like GameProject-Shipping.exe ?

swift spindle
#

yup

cloud cobalt
#

When you create a game release, you get a GameProject.exe at the root of the output, which just loads the actual binary

#

So it's a bit less tragic

swift spindle
#

but I can't change that name without it bugging out

cloud cobalt
#

I don't know if you can change this though

swift spindle
#

hmmm it worked that time

#

very odd

#

different machine and compiler gave diff results

plush yew
#

Hey guys I got a problem with FBX import. The FBX has around 300 Objects, they get imported, but there are many warnings about very small objects. When it finished importing I only got like 100 Objects in the folder and not 300. It's CAD Geometry with unique object names

pliant python
#

Hey guys, is there a way to avoid LODs from getting exported while doing a export selected from the file menu?

green spear
#

How do you box deselect actors in 2D view?

#

becuase this is not working
Ctrl + RMB + Drag Removes any select Actors in the box from the current selection.

pseudo parrot
#

Hey guys, does anybody know how I can set up a device profile to set the max size of all textures per target platform?

We have a LOT of 4k textures for the PC version of our project, however when trying to get it working on other devices we have a lot of issues with memory usage due to our high res textures. seems pretty crazy that we would have to manually set the size of each texture individually every time we change target platform and i can't seem to find much of anything online other than this thread which ends nowehere:
https://forums.unrealengine.com/showthread.php?59433-Feature-Request-Set-Texture-Max-Size-Per-Platform

sour bough
#

Hi gentles, anyone succeed using svn ?

pseudo parrot
#

depends what you mean by "succeed"

#

we used to use TortoiseSVN with out project but we siwtched over to TortoiseGit and GitBucket a few months back now

sour bough
#

well

plush yew
#

why would u still use svn these days

#

with all respect etc

#

just, why

sour bough
#

I try to use TortoiseSVN with free hosting deveo.com

#

@plush yew how to work collaborative without ?

plush yew
#

use git

#

thats the new hip collaborative work tool

#

since idk, 6 years or so

#

again no disrespect meant (readin back i give to short and snippy awnsers lol, sry)

cloud cobalt
#

Yeah, Git + Gitlab is a really solid workflow for gamedev these days

sour bough
#

@plush yew I used git for webDev since years but git is not final on ue4, nor the most used and it's difficult tu make it work efficiently with binary failes (assets)

pseudo parrot
#

yeah SVN can be pretty nasty, but gits not exactly a charmer.

#

Git +_ Git LFS

plush yew
#

thats true i guess

pseudo parrot
#

EpicGames GitHub lets you clone the fork to your machine and switch between their branches, using gitLFS lets you store all of your large files & binaries

#

the only real problem is if you have multiple people working on a source version of hte engine, you will ALWAYS have your .uproject file in a conflicted state 'cause it relies on a has key generated at build time

sour bough
#

ho ๐Ÿ˜ƒ

#

well I know git

plush yew
#

i guess ive just sorta learned to accept git's 'issue' with binary files

sour bough
#

but I guessed svn for more conveniant for ue4 project

pseudo parrot
#

also doesn't UE4's built in source control use Git?

plush yew
#

yea

sour bough
#

and ? it's only code

plush yew
#

true

pseudo parrot
#

I don't use the built in one so i haven't a clue, like I say we use TortoiseGit or SourceTree

plush yew
#

sourcetree here

#

works well

pseudo parrot
#

depends if you want it for code or everything

#

SourceTree struggles with large projects with UE4 i've found, when you use LFS too that is

plush yew
#

we just do code, most assets we actualy have listed in gitignore

pseudo parrot
#

LFS being Large File Storage if you didn't know

sour bough
#

@pseudo parrot waht you say is that you don't use ue4 bluit in checkout/checkin and so on ? only from the third part tools ?

pseudo parrot
#

Yeah that's correct @sour bough

sour bough
#

ok

plush yew
#

what like grabbing and building different versions of the engine?

sour bough
#

In fact I succeed using only tortoiseSVN dialogs, my problemes appear from UE4

pseudo parrot
#

TortoiseGit is my go-to software, a couple of the guys in the office prefer to use SourceTree though, we host our own Git/GitLFS server for storage

sour bough
#

what like grabbing and building different versions of the engine? @plush yew <--- ? what for ?

pseudo parrot
#

@plush yew if you clone/fork from epic's gitHub repo then yeah you can switch branch between all versions/tags/commits on there

plush yew
#

idk i suddenlly thought that was what you where talking about

pseudo parrot
#

we (I) use that to update our engine and to test new versions for stability

plush yew
#

yea i do to gotsomepills

sour bough
#

ok GotSomePills I think I'll keep out from UE4 built in svn commands and see how we go, thanks ๐Ÿ˜ƒ

plush yew
#

actually been trying to update some of them nvidia spinoffs

#

that are all on outdated versions of the engine >_>

pseudo parrot
#

like i say i've never used the built in one, to my understanding it should work just fine if you set it up, we just have always used external software

sour bough
#

seems fine

#

where are you from guys ? @me france

cloud cobalt
#

Same

sour bough
#

Cool ๐Ÿ˜ƒ

pseudo parrot
#

UK

#

I have some family over in Arras though

#

i think that's how its spelt?

sour bough
#

maybe ๐Ÿ˜ƒ

#

I'm not in that area

#

hmm so you disabled the source control in UE projet

#

if you try to edit a locked by other file, unreal can know it ?

ebon dagger
#

what's the difference between a "rotation" and a vector?

south ridge
#

You mean FRotator?

ebon dagger
#

don't know what that is, so probably not, lol

#

when you're setting something's transform, you need a location, a rotation, and a scale. A rotation, to me, is a vector. Except that, I suppose, it has no magnitude

#

is that the only difference? to plug a vector in where a rotation is expected, it has to normalize the magnitude?

south ridge
#

No, rotation isn't a vector

#

Rotation is a quaternion, but for simplicity for you it's exposed as three euler angles (pitch yaw roll)

#

Instead of a full 4-component quaternion

#

FRotator is the set of pitch, yaw, roll euler angles. It has no magnitude, all three angles are independant

ebon dagger
#

ah, interesting. is the 4th component of a quaternion the speed at which it rotates?

south ridge
#

No

#

Quaternion is a 4-component vector

#

(w,x,y,z)

#

Its induvidual components don't have an intuitive meaning

#

But you can imagne quaternion as encoding a vector (axis around which rotation is done) and an angle that is magnitude of this rotation

#

But neither of w, x, y, z directly show you that data

#

The only linking property is that w^2 + x^2 + y^2 + z^2 = 1

pseudo parrot
#

@sour bough its not that we disabled it, we just never set it up to enable it. we don't bother locking files as we only have a small handful of assets that multiple people may need to work on, in which case we just ask if anybody is working on any of those

#

Organization is key ๐Ÿ˜›

sour bough
#

lol ๐Ÿ˜ƒ

ebon dagger
#

thanks @south ridge

oblique fern
#

is it faster to do many point lights with small range, or few point lights with large range?

plush yew
#

id say fewer lights fewer processing

oblique fern
#

and is there seting for point light not to show up as a lit bulb in one of my reflecting windows? looks like a light bulb floating in mid air.. or is that more a function of the material setting fo rthe window?

ebon dagger
#

... my arrow keeps going through the floor and not colliding with anything.. can anyone tell from this screenshot what im doing wrong?

oblique fern
#

and one more question for now . in blueprint, is there a way to look up in a tree or other what all it inherits from? Sometimes i find i have to pull from another blueprint i wouldn't have considered, to handle a function that might be two or mroe levels deep.

ebon dagger
plush yew
#

Mechrophile what lol

ebon dagger
#

i also tried setting it to block all

#

what what

plush yew
#

your setting makes it not collide

#

with anything

#

it doesnt check for collisions

#

wait no lol

ebon dagger
#

what?

plush yew
#

im getting c++ stuff mixed up with interface stuffs

#

sry

#

hmm idk actually, need to know more, how does your arrow fly? is it physics based?

#

or is it just beeing moved along a curve, not caring about collision events the tip may be firing

ebon dagger
#

the arrow flies using the projectile motion component

plush yew
#

hmmmmm

#

not entirelly sure, checked my own arrows, dont really see a difference

ebon dagger
#

yeah, im using the same tutorial hahaha

plush yew
#

hahaha nice ๐Ÿ˜›

ebon dagger
#

errrrrgh

#

whyyyyy

kindred mountain
#

you need to check that the floor is blocking the object type of the projectile

ebon dagger
#

isnt the floor going to block all dynamic?

kindred mountain
#

best check it

ebon dagger
#

lol, i dont even know how. its a "box brush" in the world outliner

#

it doesnt have a blueprint

kindred mountain
#

ugh I forget how to set the collision on them

#

swap it out for a static mesh box and you can configure the collision yoursel

oblique fern
#

in a blueprint, is there a way to look up in a tree or other what all it inherits from? Sometimes i find i have to pull from another blueprint i wouldn't have considered, to handle a function that might be two or mroe levels deep.

versed pawn
#

How to check a variable type NAME or STRING for a null value? Whenever I don't enter anything in the text box, and press confirm, the returned NAME is: None.

ebon dagger
#

okay so, for collision to work properly, the collision component should be the root.

to control the scale of my actor (so that 1.0, 1.0, 1.0 is the normal size) the scene root should be the root component.

Is there any way to get both?

kindred marlin
#

Is there a way for me to have a cinematic play out in level but as soon as that is done it switches to another level?

oblique fern
plush yew
fierce tulip
#

what do you want to achieve @plush yew

plush yew
#

i want to create a fire particle so i would like to change the color over life of my particles to match that of a torch or something similar

#

oh man im pretty retarded xD nvm i found the menu

#

anyway thanks @fierce tulip

fierce tulip
#

okies :p

plush yew
fierce tulip
#

i find discords upload thing horrible :p

plush yew
#

haha alright 1 sec

fierce tulip
#

ill check these ones out for now though

plush yew
plush yew
#

i guess mine is alpha?

fierce tulip
#

bottom one explains color over life in detail

plush yew
#

argh curse those old videos xD really need to create a decent flame

fierce tulip
#

old? :p i made em recently

plush yew
#

nooo i mean the tutorial haha

fierce tulip
#

same, i made em recently

plush yew
#

haha i didnt mean you. much appricate the video

#

the one im talkin about is a tutorial roughly 3 years old

fierce tulip
#

anyways, you want to change the color or the alpha overl ife?
explain in detail what you want :p

#

oh the imbueFX ones?

plush yew
#

this is what i am following

#

18:38 in

fierce tulip
#

yea thats the color over life

#

press the > icon on the constant curve in your color over life menu

plush yew
#

alright

#

and then?

fierce tulip
#

if there is nothing, press the + button

plush yew
#

clicking on the + adds one more position

fierce tulip
#

check the video I linked you on color over life

plush yew
#

will do

fierce tulip
#

that explains it better than I can do in a chat

plush yew
#

thank you anway much appricated ๐Ÿ˜„

fierce tulip
#

hope it helps

plush yew
#

not working at all

fierce tulip
#

if you have some time

#

share your screen and ill guide you trough

plush yew
#

sure

fierce tulip
#

I might run off for a second to grab my snack thats baking in the oven, but that be about it

plush yew
#

yea 1 sec figuring mike out

fierce tulip
#

ok

plush yew
#

well mike wont work for some reason but sure

#

yes

fierce tulip
#

watching what someone is doing makes it all so much easier hehe

plush yew
#

@fierce tulip could you help me out again?

fierce tulip
#

sup?

plush yew
#

i need help on two things first is changing the direction light of the sun 2nd is some help with lightning now that i've done the flames

fierce tulip
#

bit much for when im about to head off to bed.

plush yew
#

no worries then i will figure it out somehow haha

fierce tulip
#

๐Ÿ˜ƒ

pallid talon
#

Question, when viewing your scene with Lightmap Density, do you want everything Green? Or are blue items ok?

floral heart
#

They're ok if you're expecting them. The view is there as a reference point rather than strict rule; to that end, you can change the 'optimal' values if you find yourself needing a different reference point.

candid smelt
#

4.15 release is out? my launcher isn't saying preview anymore, but i cant find anything on the forums about it?

swift spindle
#

only seeing preview 4 still

weary basalt
#

@candid smelt I had that same glitch

#

Preview 3 wouldnt show up as a preview for me and i thought it was out haha

plush yew
#

Any reason why a WidgetBP will fail to save? I know of the issue where i'm using a dynamic render target instance inside a level, but this is just a bp that lives in the content browser

bitter seal
#

2 copies of the project open?

candid smelt
#

@plush yew - also try right clicking on your content folder and hit "Fix up redirectors in folder"... if you've moved stuff around this can also sometimes be an issue

frank bane
visual spear
#

4.15 is crashing verry frequently on blueprint compile/save ever since i enabled the steamworks plugin. anyone else got this?

candid smelt
#

@frank bane - i'm assuming everything is network ready for that plugin?

frank bane
#

@candid smelt it will be in later free update ๐Ÿ˜ƒ

unreal sonnet
#

@frank bane looks like Gears of War

frank bane
#

@unreal sonnet ๐Ÿ˜„

tired oracle
#

I'm using a material instance to override part of my landscape for a different biome. But the grass layers from the first material is still being applied to my components that are overridden. This feels like a bug but I'm not sure

sand spear
#

Hello guys, I'm trying to make a bullet effect eject for weapon, but I don't know why there's a little delay when i fire and start particle, how i can fix it ?

teal tulip
#

@visual spear you have any other plugin not enabled by default, enabled now ?

#

there was a problem with the network testers not sure if has been fixed

tired oracle
#

Actually seems like the bug I'm experiencing is that the Grass Types in my overridden material aren't being placed in the world at all. It's only allowing me to use the same grass types from the original material

#

Is there a better way to use multiple materials per landscape instead of overriding?

plush yew
#

is it possible to mirror a camera track? like i am recording one side of a wall from left to right and would like to record the other side of the wall with the same camera movement

safe shoal
#

I don't suppose anybody has experience implementing a Voronoi split-screen system do they?

#

I want to tackle it in an efficient way that doesn't involve rendering the entire scene multiple times. Ideally rendering to the GBuffer in sections would be better

plush yew
#

@fierce tulip are you here ?

fierce tulip
#

half half, sup

plush yew
#

well i figured ot half ot trhe work yesterday thanks to you haha. but one quick question when working with manitee when i want to modify my camera position after i set keyframes. it spins forever without being able to do anything. what could i do to fix that

fierce tulip
#

I know a lot of about materials, particles, 3dsmax and photoshop. anything else you better just ask in the chat/answerhub/forums because I probably cant help you with that :p

plush yew
#

haha alright, thanks tho! i will tag you when the render is done

fierce tulip
#

alrighty

tender violet
#

is there a cpu cost to an actor that has tick enabled but no tick event?

south ridge
#

@indigo mason what do you mean no tick event?

#

If you have tick enabled, the actor will tick with the default (empty) tick, so kinda yeah

tender violet
#

ok, so sounds like its worth going through and disabling tick on actors even if its empty

#

was never sure if it was actually doing a tick if the event was empty

south ridge
#

Well, you shouldn't have actors tick if they don't tick

#

I'm not 100% sure if blueprints will disable ticking when you remove the event (but I think they still get processed for ticking)

tender violet
#

ya that's my hunch as well, thx!

chrome plover
#

Anyone knows why inthe new updates of unreal when I press "play" I`m not "inside" the game yet until i click inside the game window ? Where I change that ?

kindred marlin
#

I'm trying to get a camera to go along the cinematic rail but it isn't working. I followed the online tutorial to no avail. Does anyone else have a better guide or video to follow along with?

kindred marlin
#

...

safe rose
#

... ?

#

@kindred marlin

kindred marlin
#

Just no response in awhile, so I figured the .. would mark the channel as having a new message. I can't get this to work even after following the tutorial 1:1... :/

safe rose
#

Right

#

But, you didn't leave a link to said tutorial

#

So you aren't really helping anyone to try to help you

kindred marlin
#

The one that Epic made.

safe rose
#

Okay

#

And what's the problem exactly?

#

Not 'it doesn't work'

#

You have to be very descriptive if you want help from people ๐Ÿ˜ƒ

kindred marlin
#

Made the spline, attached the camera but it is not following the spline.

safe rose
#

And you redid the whole tutorial?

#

People usually make mistake, miss one crucial step....then complain that the tutorial is bad

kindred marlin
#

Yep, a few times over. Albeit not in their exact project/level.

safe rose
#

But if they redid it, they figure out, oops, missed something silly

#

?

#

You should probably do it once the right way

#

And then go ahead and expand upon it however you want

kindred marlin
#

Nothing changed other than not having a "look at" or the level geometry. Everything pertaining to the tutorial is the same.

safe rose
#

So, you're saying if I followed this tutorial right now, it won't work?

kindred marlin
#

Yes.

safe rose
#

Ok, I don't use sequencer, so I am the typical newb for this

#

This is cool

kindred marlin
#

Its cool, but it is not working in 4.13.2. I don't have the ability to move versions right now. I went back, restarted everything except for making the rails, and it still doesn't work. :/

safe rose
#

@kindred marlin Ehhh

#

No, I agree, something is missing from this tutorial

#

I just did it twice to make sure

#

Ah

#

I see what the problem is

#

But, not sure how to fix it

#

hmm

#

oh

#

lol

#

okay, so that was dumb

#

So, in the tutorial they tell you to key the Transforms

#

Usually, in most apps also, when you change a value it will autokey

#

Usually most people disable that

#

Anyway, you have to make sure to manually key the Current Position on Rail to 1 when you go to frame 150

#

Pretty sure I had done that

#

It even says it

kindred marlin
#

Thanks!!!

kindred marlin
#

@safe rose How'd you get the last transform key? I followed the tutorial and what you said, the values for "Current position on rail" changes, but my camera does not move. ๐Ÿ˜

safe rose
#

yeah so

#

go to frame 150

kindred marlin
#

Okay

safe rose
#

click on the rail

#

and then go over to the details tab

#

and type in 1

#

and then go back to the left

kindred marlin
#

Yep, got that.

safe rose
#

and manually set the key

kindred marlin
#

My only keys are 0.0 and 1.0.

safe rose
#

right

#

so it will translate from 0 to 1

#

from frame 0 to frame 150

#

Essentially a lerp

kindred marlin
#

It does when playing, but the camera does not move.

safe rose
#

then you did something wrong ๐Ÿ˜‰

#

here I will zip this project up for you

#

@kindred marlin wait

#

did you child the camera to the rig?

kindred marlin
#

Yep, in the world outline like in the tutorial.

safe rose
#

can you take a screen shot of your whole screen?

kindred marlin
#

Thanks.

safe rose
#

um

kindred marlin
#

I'm not under NDA, but I was asked to not share pictures of the project. (Hence the blacked out editor)

safe rose
#

your transform

#

is not keyed?

kindred marlin
#

I know I'm missing the key at the end.

#

Its keyed at the beginning, but they never show how to key the end.

safe rose
#

I just told you

#

you go to frame 150

kindred marlin
#

I know how to add the key.

safe rose
#

and manually key it ๐Ÿ˜ƒ

#

And they do go over it in the tutorial

kindred marlin
#

They do it for the rail.

safe rose
#

?

#

#17

#

well

kindred marlin
#

Oh, never realized that I had to select the transform and then do it.

safe rose
#

ยฏ_(ใƒ„)_/ยฏ

kindred marlin
#

Thats at frame 0.

safe rose
#

@kindred marlin hmm?

#

You still dont have an end point key

#

so it will never move

#

0 to 1 lerp is keyed probably

#

but, your transform is still at the start

#

since frame 599?

#

is still not keyed

kindred marlin
#

Just adding a key to the transform makes it the same spot as start. (ie. No movement.) I can't find a way to tie the rail and the camera.

safe rose
#

did you actually move it?

#

to the end?

#

You need to redo that tutorial, just one more time

#

with all the knowledge I just gave you

#

Make sure to read every word

#

There is a key concept I think you are misunderstanding

sharp crest
#

I think I broke my Unreal lol

weary basalt
#

Press F1

safe rose
#

op

#

you changed viewmodes

sharp crest
#

oh xD

#

Probably a short key lol

#

Thanks

kindred marlin
#

This stupid thing is still not working... ๐Ÿ˜ฆ I've tried time and time again with getting the CineCameraActor to follow the rail and it won't.

#

@safe rose For some reason it is the map/project that was giving me issues. I loaded up a new project and doing the same steps I'd been repeating for hours got it working in no time. ๐Ÿ˜

#

Thanks for your help earlier though.

#

No idea why it isn't working in that map, but at least I know I'm not crazy. I'll leave that for me to work on Monday.

umbral trout
#

Is there a console command to toggle rendering of debug lines on the fly?

safe rose
#

I think maybe just DEBUG ?

#

ah

#

you get flush them

umbral trout
#

@safe rose Sweet! but there's no flag or way to just keep them disabled entirely, some of our designers love going crazy with them and I'd rather not look at them in editor (or have to make a ship build)

inland granite
safe rose
#

@inland granite DOF

#

?

#

mipmaps?

#

What are your settings in your textures?

inland granite
#

I show

safe rose
#

@inland granite Change mipgen setting to no mipmaps

#

get texturegroup to ui

#

click down on compression

#

change to ui

#

cclick down on texture

#

change filter to nearest

#

that's what I use for my voxel games

inland granite
#

Thank you very much, kind person. I will try these!

#

Worked. Perfect!

safe rose
#

@inland granite Glad to hear it

spare topaz
#

is there a good guide to integrate SteamSDK? every guide I have found either breaks the installation or results in SteamSDK failing at every step

#

engine version 4.14

safe rose
#

@spare topaz You need newer version of SDK?

#

If not, use integrated one. Just enable it vai plugin

spare topaz
#

even 1.32 is fine

safe rose
#

then use plugin

#

enable it, restart

#

add stuff to ini, win

#

no fuss, no mess, ggwp

spare topaz
#

well, I'll try that again

#

that didn't work either

#

it tries, but the log fills with Steamworks failures

safe rose
#

You are doing something wrong

#

Literally all I've done is enable that plugin

#

restart editor

#

Add to the config

#

and made sure steam was on

spare topaz
#

well, that resulted in 31 lines saying that various steamworks stuff failed

safe rose
#

What version @spare topaz ?

spare topaz
#

engine 4.14, sdk 1.32

#

I'll make a new project and check all steps again

safe rose
#

K

#

I mean, I'm on my 3rd steam project on 4.14

#

And that's literally the only thing I've needed to do

spare topaz
#

same results

safe rose
#

Um

#

Is this a BP or C++ project?

spare topaz
#

former BP, latter c++

safe rose
#

hmm

spare topaz
#

well, I'll just nuke every engine installation and wipe the launcher too, maybe starting from scratch will fix these problems

safe rose
#

Even then, I was able to do it

#

So, double check you have all those set up right

#

in your buildcs

#

You don't need to add any .dlls though

#

that is prior to 4.13

#

jeez

#

that's 4.9 doc update

#

Anyway

#
[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")

[OnlineSubsystem]
DefaultPlatformService=Steam

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=480

[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"
#
DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");
#

That last bit is what you need for C++ projects

spare topaz
#

yeah, I have those

safe rose
#

yeah, so it should be working

#

You have steam logged in?

#

And overlay is not turned off in steam settings?

spare topaz
#

yeah, I have steam online and overlay enabled

safe rose
#

no clue then

spare topaz
#

I'm going to reinstall everything, seems like the last option

#

thanks for help though

past pilot
#

is it a bug that when im in play mode if i try to open a BP it crashes the editor?

safe rose
#

@past pilot 4.14?

past pilot
#

yea

safe rose
#

But generally...yes

#

Yeah 4.14 is fucked

#

I usually get engine stalls

past pilot
#

so its a bug and not just something i should never do

safe rose
#

Oh

#

Well

#

Pretty sure I've done that before with no issues

#

Usually so I can debug executions

past pilot
#

thats why i did it

#

crashed 3 times

safe rose
#

Yeah, let me try

past pilot
#

learned my lesson lol

safe rose
#

nope, it works for me

#

I was in play

#

then hit F8

past pilot
#

hmmmm. if i open the bp first, no issue

safe rose
#

and then opened up a BP

#

just fine

past pilot
#

if im in play then go to UI mode in game and then double click a BP

safe rose
#

UI mode?

past pilot
#

set the input mode to ui only

safe rose
#

ah

past pilot
#

so i get my mouse back

safe rose
#

And you can escape the play window?

past pilot
#

and to interact with my ui

#

yes

safe rose
#

Yeah, that's definitely intended behavior then probably

#

Well

#

DO this...

#

Hit F8

#

whenin play mode

#

and then open a bp

past pilot
#

crash

safe rose
#

But I am pretty sure since UI mode is looking for in game behavior, it's bugging out

#

hmm

past pilot
#

i just wont do it lol

safe rose
#

๐Ÿ˜ƒ

past pilot
#

cant wait for 4.15... i hope its fixed.

frank bane
#

guys

#

Greenlight R.I.P

floral heart
#

The King is dead, long live... the same thing as the King, but worse?

tall pendant
#

old news

plush yew
#

hey wait, does that mean that the new steam direct will not take 30% royalties?

fierce tulip
#

better ask in lounge, there is a discussion about this going on

tall pendant
#

nope. they still charge for their services

#

afaik ๐Ÿ˜„

plush yew
#

@fierce tulip thx for letting me now, I will listen ๐Ÿ˜„

#

@tall pendant damn it ๐Ÿ˜ฆ

south ridge
#

@plush yew as far as I'm aware, they will not charge you royalties for a little while

#

Until you recoup the costs of application fee

#

After that, it's the same as before

lone sundial
#

Does anyone know how to change the lighting in Blender to unlit?

full atlas
#

shouldn't there be a Select on String node? Because now, we have to use switch on string instead.. :/

worn granite
#

There probably should be

full atlas
#

but why isn

#

pfff

worn granite
#

ยฏ_(ใƒ„)_/ยฏ

#

seems like an easy engine contributor badge

#

Take select on string code

#

merge with select node code

#

ez pz

slim mica
#

Anyone knows if there is a volumetric spotligh plugin or something that is free?

#

It's weird that there are only two payed plugins :l

plush yew
#

which do you mean?

#

there is one volumentric light plugin but that is already integrated into the engine afaik

#

I mean the functionality in integrated, not the plugin

weary totem
#

Hi all.. Can a static mesh be used as a "ProceduralFoliageBlockingVolume"?

flat spade
#

what are good resources for a ue4 newbie? I don't remember what I used when I was starting

weary totem
#

ue4 youtube channel

fathom elm
#

Anyone here knows about proper iOS packaging? We got a problem we cannot get past, no matter how we try.

#

@weary totem AFAIK the "Procedural Foliage Blocking Volume" is a volume actor itself, thus it's not an "option" that can be toggled for Static Meshes.

halcyon cradle
#

Question is: Do i put lever and base into different models or is it one skeletal mesh?

south ridge
#

Mmm

#

It's the easiest to make it all a skeletal mesh

#

Generally if the non-moving part doesn't have a lot of vertexes, it's totally fine to have it be part of skeletal mesh for simplicity

sturdy kernel
#

has anyone written a runtime OBJ->ProceduralMeshComponent loader? I'd pay for a solid implementation

sharp crest
kindred viper
#

What is the game about?

sharp crest
#
In this game, the player will drive, and not the game for him - he will do exactly what he wants whenever he wants, and everything that he does will progress him in different aspects of the game.
When the player starts a save, he will have to choose a gamemode theme, each gamemode theme will include a different map, story, creatures, items, weapons, tools and more. The vanilla game will have at least 3 themes at launch, and modders will be able to create their own themes. 
"It's technically one game, but every game."```
#

All of these names will fit, just gotta pick the best one :P

craggy nymph
#

The best name of those is "Straw Poll"

#

๐Ÿ˜ƒ

sharp crest
#

You have a better idea then? :P @craggy nymph

craggy nymph
#

nope ๐Ÿ˜›

sharp crest
#

So be silent in your little corner xD

kindred viper
#

"Eternal" is a pretty good one in that case, but I would probably use something less generic but still as catchy. Maybe "The determined few" or "Sandbox City"

craggy nymph
#

Maybe you could give the game an encompasing story or theme. Cause "this game does everything" is a bit broad :). If you make up an interesting story why you can create different things, games, story lines, you might find a better suiting name.

kindred viper
#

maybe something really prolific like "City of God" or something creationist.

sharp crest
#

Thats an interesting idea, will write it down, thanks :P @craggy nymph

kindred viper
#

I dont really understand how you can pimp the idea of "you can do anything" though. Unless the player is coding their own experience, it's limited by the tools you give them, and that cannot be everything they want to do

sharp crest
#

Well even with coding things are limited :P

craggy nymph
#

Or just call it "The not so limited game" ๐Ÿ˜›

kindred viper
#

yeah. I wouldn't mind a game with a full scripting language to do things with though

sharp crest
#

Why wont you just send players to Unreal for that? :P @kindred viper

kindred viper
#

hmmm reading that back.... Unreal is that for me :p

sharp crest
#

Yep lol

kindred viper
#

all I need is the engine to make the art for me whilst I code away.

sharp crest
#

lol I wish

#

I like how @plush yew is playing Unity xD

kindred viper
#

it would be pretty cool if there was a nice method created to hook up with CG websites to aquire models in-game and on-the-fly (purchase and free) that downloads, registers and imports FBX for such purposes.

plush yew
#

@sharp crest what lie is this now?

#

I've never heard of Unity

#

omg that icon

sharp crest
#

@plush yew Totally, never :P

#

Yea thats a cool icon with Nitro