#ue4-general
1 messages ยท Page 56 of 1
This is why people have home server racks with network storage ๐
but he pulled it back in a couple of weeks
@weary basalt I am 100% sure he is sick of me saying it. I literally say it everytime we speak :p
last conversation about it was me saying we could use source control and he said "it's too late now". I said "it's never too late, I just redid this code for the third time".
Valve just released a beta version of SteamVr for Linux
Its never to late to get source control lol
wew loonix gets better by the day
he can fire me but I don't get paid so I would only go somewhere else and make some money :p I'm doing this as a friend ๐
he has a plan, he is following it. If it was done my way, we wouldn't be as far along with development because I would have done things "too" right.
like no messy blueprints for one :p
more code solutions is another. It's mostly BP
also, I wouldn't be trying to get TrackIR to work. This thing is a mind-bender.
@kindred viper no luck with TrackIR?
not yet. I have compiled the code into a dll but I am trying to get debug information out of it to see where it's failing so I can rectify it. However I have learned C++ the hard way, via learning what I need at the time. So I missed out on core things. Right now I am trying to create a Delegate so my dll can fire a debug function and in the Unreal blueprint function lib, I relay the args to a UELog func. It's hella confusing though when I don't even know how to debug a dll properly :p
I am tempted to revise it as a shared library, maybe get some easier data flow going instead of exporting dll funcs
Does anyone know where highresolution screenshots are saved if you take them in a game that is run through steam? Does it even work in Shipping packaged games?
Isn't there a console command to set the default location for the hires screenshots?
I think it's saved on appdata for shipped packages
@kindred viper what's the licensing deal with TrackIR nowadays?
I'd want to implement support for it as well
still archaic I hear
I mean the SDK isn't much better. Im converting COM app code from 2005 to make it work right. Just stuck on some c++ issue that I really should have learned by now.
@swift spindle ahh that makes sense. Thanks yo
Hi guys, I have a capsule collider on my character with blockall but it doesn't collide with static mesh. Anyone has an idea why ?
Hi everyone, have you ever seen this issue in UE4? A google search shows it happening in Unreal Tournament but can't find a fix for UE4. Thanks
Yeah I'm not sure how to deal with this on a Mac though :/
Probably something obvious I've missed;
Im inheriting from the TP_ThirdPersonCharacter class to customize some of the inputs, and have made my own BP using my new class. However I cannot get it to move. I have set the GameMode in Project Settings to use it as the default Pawn, and have not overridden it in World Settings. I have its Pawn->Auto Possess Player set to Player 0, and same with Input->Auto Receive Input, but it just won't move!
A log in the function shows its calling the function, just not moving ๐
It's also worth noting its not even playing the idle anim despite its Animation Mode being set to UseanimationBlueprint and the Anim Class being ThirdPerson_AnimBP_C
You didn't make the link clickable
Hi all! I'm moving a project from Unity to Unreal Engine and am having a bit of trouble finding my footing. Anyone have experience with the Community Ocean Project?
have anyone else had issues saving imported TGA's? I've imported a bunch, and I can't save any of them. I can however still use them in materials and whatnot, although they're gone after a restart of the editor
simply getting "The asset '/Game/Textures/AOE_Range'() failed to save." I can't duplicate them either, getting "Name may not contain the following characters:"
(4.15)
Anyone know how to make the perforce main depot point to somewhere else? I have it set up already, but I want it to point elsewhere. (As in another project)
Is there a way to copy and paste a particle emitter?
you mean from one to another particle system?
@Neal can you open the project in Xcode and compile & run it from there?
@steep trout *
What I do on Windows is open Visual Studio and recompile from there, since usually compiling from the popup causes an error that has to be fixed anyway
@silent drum I ended up solving the issue by doing this earlier- Thank you
No problem
Hey, when I test my game with an xbox controller it picks up every button except the X and B keys on the right side does anyone know how I can add those to my input settings ?
A and Y are GamepadFaceButtonTop and GamepadFaceButtonBottom so I assume those would be gamepadfacebuttonleft and right but those events are not triggering
hello, besides adding the proper change into DefaultEngine.ini, do I need to do anything else to make sure DDC doesn't get stored on the default drive?
[InstalledDerivedDataBackendGraph]
MinimumDaysToKeepFile=7
Root=(Type=KeyLength, Length=120, Inner=AsyncPut)
AsyncPut=(Type=AsyncPut, Inner=Hierarchy)
Hierarchy=(Type=Hierarchical, Inner=Boot, Inner=Pak, Inner=EnginePak, Inner=Local)
Boot=(Type=Boot, Filename="%GAMEDIR%DerivedDataCache/Boot.ddc", MaxCacheSize=512)
Local=(Type=FileSystem, ReadOnly=false, Clean=false, Flush=false, PurgeTransient=true, DeleteUnused=true, UnusedFileAge=34, FoldersToClean=-1, Path="%GAMEDIR%DerivedDataCache")
Pak=(Type=ReadPak, Filename="%GAMEDIR%DerivedDataCache/DDC.ddp")
EnginePak=(Type=ReadPak, Filename=../../../Engine/DerivedDataCache/DDC.ddp)
that's what I added to the ini
can we possibly get the content browser to be vertically stacked at all ? like this?
be awesome for single screen users
List works like that
Ohh probs not
hi guys.. just a quick question... what are the recommend "max" draw calls per scene.. i dont have low test hardware yet... so i wanna ask for some experience. thanks!
What platform @astral pond
And what kinda game
Are we talking about a game that must run anywhere or a game that is worth buying hardware for
If you fit everything in less than 500 drawcalls, you're golden
for Pc.. and is its not a fast fps
its anime based.. so not complex materials.. but high tri/polys sometime
for assets bought from the market of anything else, is it best practice to take out of them what you want and place it under your game/projects sub content folder of use them in place?
I want to take a blueprint from a market asset package, rename them to the style I am using.
You can do what you like with MP stuff. Generally i keep them in their own folders incase i want to completely remove it later on.
Just finished building the engine on a 3rd Gen Core i3. Took 5 hours
I use UE4 on a Intel Core M-5Y10c
and Intel HD Graphics 5300
I really need an upgrade.
I use Linux.
That's great.
I'll probably be switching to Linux soon.
All it needs is a little more applications like Adobe, and more games
Then I'm switchin.
I'm done with Microsoft and Windows 10 and all this crap they're doing.
There some alternatives to Adobe software on Linux
@plain gazelle Just add an Camera to your Pawn/Character
yeah it hit me after a bit, I was two overcompicating the issue.
๐
is it normal that visual studio likes to completely crap itself and start to be blinder than a deep sea fish?
I absolutely suck at the Material Editor, just never been able to create shaders in any language. I was wondering if anyone would be able to help me with a fairly simple shader? Basically I just need to get a depth pass and colour pass from a camera in the world, then block out some parts that conflict with another depth pass being fed in from elsewhere
Any help would be appreciated!
hi all, so I've got items that were removed locally from the vault cache, but the create project button is there, but there's no way to make them download again. It just silently fails.
Anyone know how I can force the download again.
Maybe related errorFItemRepository(or)::RequestById(a04d4db6fb2d4e6d863ef84ad068a862) - Request for Item unfulfilled because neither an enumeration has happened or on demand mode been enabled.
Actually - this is the one
[2017.02.23-06.12.59:265][936]FInstallVaultItemCommandBase: Download Error: Request Failed, AppName: UnrealMatch3_4.15
ah dammit - think I've figured it out. The 4.15 version is just missing from the server
@cloud latch cant you just download again from learn tab or marketplace?
so yeh i am new to this game progamming in general and i would like to progam a game with the engine so any help with starting would be appricated
4.15 was not missing a while ago when I downloaded it
unless this goes in help
But then again, I always update sample projects from learn tab directly
@solar kelp if you face any issues, just ask in appropriate channel
kk cause i have never progammed a game and i thought might aswell try now
Of course it's recommened that you try to solve the potential issue first yourself, that is part of the learning process
If you have absolutely no clue what is involved, you may want to watch some simple games tutorial, to get the idea what could be involved
I am using multiple monitors. When I open a new window, like to edit an asset it is rather radnom(from what I can tell) which monitor that it open in.
Anyone know if there is any logic behind this, a way I can do to make it open on a specific monitor?
Ex: I want my editor windows to open on my main monitor, and if they don't I move them there. But I open stuff in my 2nd screen as my content browsers are there. I obviously closes my windows on the main monitor as it where i have them.
Still 40%(or so) of the time the new windows open in 2nd screen and I cannot seems to find why.(This is of course only if there are no current edit windows open)
how invite friend here?
send em to unrealslackers.org
depends on the game, but i have similiar computers here running ue4 fine, slow... but fine
I like testing my project on those pcs to help find issues
that resolution would kill me though
hey in my project I've got 3 window fullscreen modes windowed, fullscreen and borderless everything works well but sometimes when I switch to windowed mode my window is sometimes in left upper corner and I dont see upper border and sometimes this window is in the center and I see upper border. How can just choose one option? game user settings .ini WindowPosX=-1 WindowPosY=-1
hmm ok x.x, do shipped games work on Windows Vista and older?
because as far as I know the engine itself requires at least Windows 7 SP 1
does advanced sessions work with 4.15, seems like some people say they won't get any session results?
@manic moon What's your actual issue ?
There are plenty of reasons for some UE4 games to work, or not, on this hardware
You can go as far as XP 32b support, though it's not the case by default
so the shipped games should work on vista and xp, even though the engine itself doesn't support it? or is it just the editor which doesn't support the old OS
I'm just curious
because I have some crashes on vista and such specs
Depends on how you do the build and how you setup the projects
But yes, you can provide support for XP or Vista
hmm ok
Releasing a game isn't easy business anyway, even for W10
You need to make sure you understand what you're doing
yeah
SImply put, pay attention to
- dependency installer
- 32 vs 64b
- Graphics API (DX10, 11, OpenGL)
I know I won't support XP or Vista or 32b Windows
Anyone have the time to help me with an issue?
depends on the issue
Ask the question, state the issue
I have been creating material instances and then moving them to a particular folder in the content browser. I noticed that when it came to commit that these files were still showing up in my explorer file system, but not in the content browser. What am I missing?
There is a redirector file left
I have fixed redirectors and even selected show redirectors
from my explorer? OK
any idea why it is happening? So I can avoid it in future?
Am sorry but I am very new to all of this.
I don't know. Those files are harmless, to be honest
so as long as nothing is referencing them, im good to delete them?
OK thanks for your help
Hey all, just posted this problem both on graphics channel and unreal engine forum. Can someone help me, please?
https://forums.unrealengine.com/showthread.php?137757-Serious-performance-drop-on-4-15
Thank you.
I hope this is proper channel for this kind of question.
apologies if this is the wrong spot to ask tech questions! I've been trying to solve this for two days now and I've tried everything I could find from google. Every time I attempt to build from VS, I'm met with this
compiling from the editor works fine, rebuilding works fine, just the build from VS after the first rebuild that blows up
checked all permissions and the editor, VS, and MSBuild all have admin permissions and my entire project folder has every permission allowed
every attempt seems to dump more libs and DLLs into that intermediate folder along with this failed.hotreload file that appears every time the VS build fails (at bottom in this)
hm looks strange.. did you update your unreal engine? what is your unreal engine location path? did you maybe use a outdated function/bluebrint?
@gilded silo I'm having this issue too, just compiling from the editor atm
I wonder if it was introduced with the new 4.15 @ionic oxide
i'm using the 4.15 which is the "current" version, no outdated functions/blueprints since it's a blank project except for a single C++ Pawn derived class
i'm glad it's not just me at least
4.15 here too
I've filled in the physical surface members in Project Settings which I assumed would populate the enumerator, but this is my result: https://gyazo.com/ddb0a9842e0843937b2b174674308142
Whenever changing one of the surface types, the members are added under Physical Surfaces, but they don't return when getting the surface type
An editor restart was required
@wicked lotus - I saw that. Looks interesting
Been reading the forums
They have a UE4 integration they will be showing off at GDC
it already works pretty smoothly in UE as long as you write the code yourself, no components
i didn't do anything fancy with geometry occlusion yet but just playing basic sounds through the C API from UE works pretty well
can you attach cameras to actors? Or do they have to be pawns?
you can attach camera components to any actors
Hi guys, when I creat a tiled world In UE4 my player cannot spawn outside the yellow square when I click play to test and have always to keep moving my heightmap inside the square , looks like I need to enable origin rebasing setting, which I can't find
Tried to google this and only get info on setting blueprint for multiplayer which is not my case.
Anyone got knowledge about the packing of imported assets? Or know where to find that info. What determines the resource size? EX: Why do a 69kb SM fbx become 640kb when imported?
because it's compressed/serialised within an FBX file and it needs to inflate it to get realtime data flow going I guess
Maybe, then. Any away to improve this?
You can disable some stuff upon import
Disable extra generated data that helps tessellation etc
I couldn't really say but I presume yes as we have C++ at our fingertips. However if you are looking for optimisation routines I would ask around for people who ran through the Epic Game Jam in the smallest package category
You know where I can find info about them?
ummm I can't recall who entered it now. It was a couple of months ago at least.
I would just ask and pray
Where would you ask? ๐
how do i disable discord autostart with windows, hate this thing poping up on screen everytime i turn on my pc, i barely use it ๐ฆ
grr found it nevermind
I kinda feel like people are copying each other nowadays
Is one guy copying the other?
they shouldget the "wow you used fresnel on a sphere" badge
But textures and whole setup is identical
And here is another twist to that story
Guy who stole that material is getting robbed by another guy ๐
O_o
It seems this one is using Dean Ashford stuff from his other tutorials and selling them in his pack
shouldnt you mention this to steph/adam on the marketplace channel?
I just found it out on facebook, UnrealEngine4 Dev Community
make a tut based on a tut. love it.
best ones are when they share the same errors ๐
And was curious what other people think, because I just saw the tutorials and the stuff that is in the video is suspiciously the same
yea, send steph or adam a link about it. might be best
I swear, if I auto subscribe to something like my last bug report on answerhub ๐
Is it Adam#2406 ?
Unreal.AdamDavis#0146
thx โค
;-; I was messing around with my level, i made a new level and now i dont know what to do, to get back to my first one, im currently using the starter pack for firstpersonshooter
nvm LUL sorry
Facepalm I feel like i am stuck on something for 10 miuntes, give up because its something so simple and easy and i know it is but i cant figure it out, ask in the discord, .... then figure it out like 1 second after asking
@random mulch @plush yew can you tell me what will happen with the pack once you know more? because if it is using stolen content stuff I'd like to remove it from any group im admin of.
@fierce tulip Just send pm's to people, but stuff like that is difficult to say. Because if someone is using small stuff from other tutorials and it's pretty simple, how can you be sure it's stolen. If I go to all the tutorials that are out there and I put a small amount of stuff from all these tuts in my Marketplace Asset, it's ridiculous to claim that this particle system is yours alone.
Never thought about it, will give it another thought
@random mulch both of them are copying Overwatch ๐
Maybe I'm just into my own stuff and all the other people in the world are doing what the engine is supposed to be used for... FPS... so, most people do Cover Systems and Paintball, because that will never fail to sell ๐
hallo can Someone tell me where i can Set Intro Movie to Fullscreen
non of the Suggestions in Answer Hubs Work
Alright this bug has bene pretty persistent today:
Anyone have a solution?
Usually have to restart the engine for it to stop
Is there a way to lasso selection a bunch of static meshes in UE4 from the window itself, and not the world outliner?
i have strange problem with new 4
..sry accidentlal enter press. will type everything again in new post
i have strange problem with new 4.15. i have static actor mesh in the scene with material assigned. if i replace static mesh then materials resets to a default state. it can be reproduced in fresh project. small demonstration here http://imgur.com/a/lWR4d
any idea what maybe wrong? i dont see many people complaining about this so there is a chance it's my fault. please help
Is it common for the Y axis to be used as the horizontal axis in 2D games? I keep seeing it as the default.
Is there a way you can check in UE4 for any holes or gaps in between your meshes? For example if im building a cave.how can i make sure that I cant have any directional light leaking inside?
there are modes for checking things like that. Best check out the Editor Debugging flags.
they tend to be based on F1, F2 etc
Where are those located @kindred viper ?
the Unreal documentation on the website
Does anyone know what this exactly means?
/Game/Pro/Blueprints/BP_Background.BP_Background_C, but it was never saved as an export.```
Does anyone know how to LOD skeletal meshes yet? Do you have to have a simplygon license for that? Is there a way to get one? Can't even find a way to sign up on their site anymore...
@vagrant yew Check "override materials"
@hot sandal, thanks for the tip, but every mesh actor i place in the level has materials assigned, and those materials become material overrides as well. and upon replacing static mesh with new one all overrides are removed.
Got a strange problem with a shiped & installed game on a pc
when starting the exe i get a black screen
others can start the exe without anyproblems, no idea why i get a blackscreen with a i7 6700k , gtx 970, 16gb ram and Windows 10 Enterprise N
anyone know what can cause such a problem?
So, I've got a PS4 DevKit and my game was approved by sony, how do I package it for PS4?
I keep seeing people saying to contact epic staff or something, but I have no idea who or where to look, any one know?
I only know one person around here with one. vblanco is his nick. Might wanna ask him when he is around
@plush yew http://help.epicgames.com/customer/en/portal/articles/2313998-how-do-i-get-access-to-ue4-console-source-code-?b_id=9727 after filling this out you should get contacted with more info about getting the console stuff from perforce etc
If you would like access to console source code for UE4 please follow the instructions and fill out the form below.
Does anyone have ay idea how to setup this material so that the mesh is always in one consistent direction? Currently it bends around the camera to avoid being seen as a plane
why the fuck do my projects keep deleting themselves once kite demo assets are added
Sorry to interrupt, but I was wondering: Are we allowed to put stuff from, say, the Infiltrator Demo into our games?
Like, are we given permission to use Epic's demo projects in our commercial projects?
Why?
I don't know the answer off-hand, but my counter question is why would you do that anyway
Dunno
I don't really have a strong opinion about it, just seems like a nicer idea to at least remake a copy of the assets etc
For most things I'd agree but I don't exactly want to remake common things like trash bags and whatnot
Partical effects especially
Anything that Epic provides on the Launcher is free to use in your games as long as those games are built with UE4
You cant for example, export the Character Meshes and go and use it in an Unity game
Awesome, thanks!
how does one invite someone to this server?
@acoustic pollen just send them this: http://unrealslackers.org/
I'm switching over to a source build of the engine, and it looks like the engine content in my source checkout is old. I don't remember how I got it, but it's not stored in the git repo so there must be some download step that I can't find documented anywhere. Does anyone know how to get the latest engine content? My skyboxes aren't working due to some issue with the sky assets
wasn't out of date, was just straight up corrupted, deleting it and re-running setup.bat fixed it ๐
lol, if you actually keep creating new themes in UE4 color picker, you come to the point of being unable to delete them.. the buttons disappear
lol
hey guys where can i send game concepts
here, send it to me
ok lol
im fine with doing it over discord
ps. maybe you should be more specific about your question ๐
i justed wanted to know what you guys think of a scifi fps shooter taking place in the trappist-1 system
i want to devlop this idea further but dont have the knowlegde to
thats a whole different question from the one you first asked xD
well, you better ask someone else
i know i didnt mean to ask that question
because my opinion on shooters is always the same: boring
kk noice to know peoples opions
btw ask in the lounge if you have questions as casual as this one
Or #design-chat
I wouldn't say shooters are boring but it's definitely the most crowded genre in video games, so it feels very obvious
its probably also the genre that has the least variation lol
Anyone got a clue why the foliage tool is screwing textures up on trees for me but if i put them in normally there fine :/ looks like tiling issue
Anyone know whats causing these dark areas?
Its just trees and i cant figure out whats happening with it
There is nothing wrong with the UVS
Lower light map resolution causes it to be worse hmmm
If only there was a lighting channel >.<
Ugh can anyone help me with this?
@pallid compass are these all speedtree trees? and you're sure they were all exported with the same lightmap resolution to begin with? this might be a convo for #graphics , wherever you respond just tag me
@pallid compass i'd try it static lightmaps completely disabled
just to reduce variables
there's so many things that could be
if it's bad light maps then you can focus on that
as additional note, Speedtrees also have a node in materials that vary the colors per tree instance, but it doesn't affect the lighting (which appears to be the issue on that screenshot)
it could be part of the overal effect though
what is general pipeline to make partially destructable mesh? Something like medieval ship, where cannonball can make hole in impact point and collisions will turn off in that point?
is this totally possibly in ue4 with any mesh or I should do something with model before in 3d studio?
Im dont know where to start with this..
I think that might become possible in future
there is stuff about destructible meshes on the roadmap
How do i fix the issue of having trees close together, shadows from 1 tree shadow another and make it too talk?
Hello guys i need a little help to import a skeletal mesh into ue4, I had a full character body then i removed all parts and i just keep the right hand, left picture is the pose hand that i want but the right hand is when imported into engine!
I removed all other bones
seems like cull distance volume has no effect on skeletal meshes.. Is it a bug or a feature ?
Ive switched to lighting only mode. Why are my assets looking like that some of them?
I'm not sure if this is the right place but I have a particle emitter with a collide on actor module - it works great in editor but when I play it does not collide...did I miss a setting somewhere? I've changed number of collisions to very high and also made sure the lifetime of the particle is sufficient; I don't understand why it would be different in the editor vs. playihng
Is everything in the Derived Data Cache needed, or can I clean it?
I am not 100% sure what it does actually. Except taking up 22g on my disk,,,
(reading up now)
It's a cache of textures, shaders, etc
I am not sure abouts its use when you are just working and don't intend to ship, especially not to other patfroms?
The Derived Data Cache (DDC) stores versions of assets in the formats used by the engine and its target platforms, as opposed to the source formats artists create that are imported into the editor and stored in .uasset files.
Why would I need anything other than the .uasset files?
It takes time to compress your texture into DXT
Do you want to wait a few seconds every time engine loads to compress your assets into dxt or just store a cached version?
Few seconds per texture
So, the cache is like how the textures would be when you cook the game?
and uasset is uncpomressed?
So, I must have screwed up, my world lighting is messed up, but I can't find the light in the world outliner? What common mistake did I probably just make?
@green spear I don't know all that much about what is stored in uasset for textures etc, but it seems that it stores an uncompressed RGBA version
And the actual compression is done for cooking (and for editor, in the DDC)
Yeah. That makes sense. Thanks for the info. I am going to remove it and let it rebuild. I don't have 250k assets to compress. So I think it can be cleaned a bit.
Removing it is totally fine
It shouldn't grow so big, but I guess if you opened a bunch of projects etc it might've got filled up with junk
Yeah. And removed old project versions.
My map is SUPER bright yet when I search for lights in the world outliner I can't find any that are causing the issue
Any visual effect objects?
Check postprocess for ambient cubemap?
Fog, PPV, Skylight
PPV?
post-process volume
That helps, thank you
only other problem I can't seem to nail down is this
why don't they match???
your smoke cloud material appears to be able to take lighting from scene
it shows black in cascade because cascade doesn't add scene lighting
also i'd change your preview background, it can be deceptive
make it black and see if your clouds are actually that dark
I changed the color of the lightsource to black and it is still white
Right now, I have a bigger problem though : How did this happen, I was working in another area and I come back and all the elevation has gone crazy
Maybe its z scale got changed?
looks like maybe you were using splines for roads and they got moved up
and they were set to "raise"
@light thunder i'd look at the actual Material for your smoke
see what the rendering setting is. does it have Emissive? is it Lit?
it should have ZERO emissive
it can be lit, but if it's lit, you'll want some careful settings or it'll look wonky from some angles
i suspect it has Emission
or a diffuse value higher than 1.0
clamp your diffuse to 0-1 and remove emission and it should be black if it's set to "Unlit"
unreal VFX are VERY dependent on material settings
post a screen of material network if you're still stumped
@spice urchin My splines were in a completely different area--how could they affect landscape so far away
Also, I found the problem, I had two directional lights in my world (one got copied from a different map with a load of static meshes, when I deleted it, they went away)
I will go check on the emissive settings though
Here is the smoke material
hi all, anyone happen to know whether a call to Show Banner Ad will have that banner ad refresh as matching with the ad unit id, or do I need to call hide and show to force a refresh?
Does anyone know if there are threads for support with the ShooterGame Demo Project?
Anyone tried the RawInput plugin for 4.15?
@tepid steeple - Yes it is pretty good
@floral pagoda Do you know if it supports force feedback yet?
I do not think so
But I am unsure if it does because I have Non Force feedback devices
Ok thanks
Is there a reason why Epic chose to make landscape sizes non power of two?
Just curious
There is. (I don't remember what it was, but I saw it once.)
Studini they explain the numbers in this podcast: https://www.youtube.com/watch?v=gMKjIZMPJ0Q
I think it should be around 10 mins. in.
Oh sweet. Thanks yo!
I didn't quite understand all that math in those docs anyways ๐
@light thunder it might not be an issue depending on whether or not any pixels in your SUBUV are more than 0.5 in value, but there's no need for the SUBUV node to exist or to add to the primary texture map. you can use the one texture node for alpha as well and completely remove that SUBUV node. There is a real risk that adding the two nodes together created a value higher than 1.0
tbh, i'm not really sure why the SUB UV node still exists, it seems redundant
Can anyone help me with this?
Did you cook the content?
yeah, i cooked it
And there's a thread about this problem which doesn't help at all
i also ticked opengl and metal in shader cache options in mac package settings
Seems like its seeking for a non-existing binary
So I've made my own character inheriting from ACharacter, and made a new gamemode that references it as the default pawn, but when I hit play I can move the camera attached to it, but I can't move it directly. The MoveForward method is being fired with the correct values, it just seems the AddMovementInput method isnt doing anything, any ideas? Or if anyone has a link to a custom character implementation guide for 4.13 ? The only one I could find in the docs was for 4.9 and seemed inconsistent with what I was using
Can you create a firstperson template and check the movement stuffs inside of it
You can also migrate these assets to your own project if you need
@spice urchin ill try deleting the SUBUV when I get home and see if that helps
Is there a way to simulate light in the particle editor?
@blazing shell as a workaround, you can right click on your object in the world outliner, then go to Edit, then delete
seriously
I dont know any more than that. Dont shoot the messenger xd
@light thunder no, but it's sometimes good to just open a blank default level to test your VFX so you can isolate variables a bit
clamp your diffuse to 0-1 though regardless. if even 1 pixel goes over 1.0 you will experience glow, and that means darker scenes will make particles appear to glow
either clamp or only multiply against particle color/texture. don't Add
also be sure to set smoke particles to "generate spherical normals" and take a look at the other options for translucent lighting - like volumetric directional lighting etc
that stuff makes a difference
you don't have to even have good normals or anything, just good image sequence and those settings and it'll make shadows like this https://gyazo.com/aedf0d83ae8d75575fd1e8747c721cb3
I'll play with that and let you know how it works THANKS @spice urchin
ya keep showin screens too
it's always easier to identify what's up when we can see
Here's another simple question - I drag a blueprint emitter onto my scene... If open and edit it'd particle component, that does t change the template right? Just the instance of the particle in the blueprint, correct?
For $4,000 per month? Yiss. Oh wait, "to complete".... crap.
is that each... or for a team...
Opened my project up today and I am missing the basic cube shape in the geometry section of the editor. Anyone had this before and knows how to fix it?
make sure it's your project not your install
Might be the install, just upgraded to 4.15 yesterday
yeah.. I'd check that
It's weird as every other shape is fine
most odd
Editor is running in debug game, so i'm gonna try and build it in development editor and see if that solves anything
ah.. a source version
haha yeah but it's a duplicate of release branch with changes to unreal game sync (doesn't touch the editor at all)
I've always found lots of random little errors like that in source versions myself
hello, is there any tutorial, guide or basic code i could use to start a new network enabled First Person Shooter?
@swift spindle it appears the cube in Engine/Content/BasicShapes can't be opened due to:
has been saved with engine version newer than current and therefore can't be loaded.
Kind of need help with this one, but anyone know how to create collisions in blender that move with the animations?
Like for characters for instance
@graceful marten I know very little of this, but I think you're supposed to do that in Unreal?
@jfaw same here, i did some googling around and i dont know how to create collisions for moving objects
@unreal sonnet
Anyone know why i would be getting this error when i start my editor? My MainWidget and Compass work perfectly fine....
LoadErrors:Error: Error /Game/GUI/MainHud/MainWidget : Failed import for ObjectProperty /Game/GUI/Compass/UI_Compass.UI_Compass_C:MainUIRef
anyone experienced with blueprint / multiplayer free to give me some pointers? i'm pretty novice and i can't get some really fundamental stuff working right
Can someone explain the differences between montages & machine states? I've read the docs but still confused..they seem to be able to do the same things.
Hmm does anyone know why UE4 is dedicating twice the amount of used memory? my level has 11gb of ram dedicated but only using 5.2gb :/
Anybody here packaged iOS game with remote build?
Has anyone experienced problem when using open level node that meshes is instanced static mesh component not spawning?
Anyone else having problem with the Launcher not showing the marketsplace?
Yes
I just came here to ask about that
How long has it been down for and any info on it?
Is there a command that shows the terrain collision?
and i dont mean wireframe, I mean something an overlay
is there no way to rotate multiple selected actors by the same amount around their own pivots?
I see that there is Transform->Delta Transform
I want to be able to do that but for rotation instead of location
I don't mean at runtime
I mean in the editor
umm. good question.
rotating multiple actors at once rotates all the others around the last one selected
I want to rotate them all around their own pivots
I tried selecting multiple actors and doing a +180 in the z rotation, but it didn't do anything since it shows Multiple Values
Hello Sirs I really need help with creating indivual Charcters, i do not have money to use Maya, to rig my charcters from Mixamo, so i need help with creating Realistic people for my video game ! any ideas
Plz help me
so i was told you can now put custom images on the background of your blueprint editors. anybody know where that is in the Engine?
๐ฉ
Hey peeps
Anyone knows why the hell the locations are screwed up in a multiplayer game?
For example I enter with Listen Server and client
don't move even a tiny bit
and for my listen server's char the location is different both on server and client
only by a 0.1-2
but still unacceptable in our case.
Any ideas? ๐ฎ
anyone know how to disable a specific log category?
anyone know how to add sound effects to a specific area?
.....is it really that easy
yes
ffs

if i knew it was that easy i wouldnt have asked
lol
Well you leanr something new everyday i guess lmao. I just dont do sound effects that often
Does the editor support sli or crossfire?
nope
The editor supports running and sometimes not crashing, that's about it
Hello Sirs I really need help with creating indivual Charcters, i do not have money to use Maya, to rig my charcters from Mixamo, so i need help with creating Realistic people for my video game ! any ideas
Makehuman
makehuman?
Its a free open source character generator
ahhh cool so i could make as many humans as i want?working with un real engine Skeleton for animations?
Mixamo is great for getting animations and it is entirely free too. ๐
but how do iuse those animations?
i thought mixamo stopped making things for UE4
?
or is it just the downlaod?
im pretty sure animations are universal for all engines, you just need to set them up for a specific engine
you can upload modified ue4 mannequin to mixamo
and then download the anims with that
then retarget to stock ue4 skeleton once imported
@quiet falcon
You can take mixamo animations and retarget them. I had ue4 mixamo anims and when they dropped support my sky started falling. But the retarget was super simple.
Holy moly. Not sure how I did this, but my editor playback is stuck in super-slow-motion. All my particle effects are playing back at a very slow speed, and when I play a sequence, it plays very very slowly.
Any thoughts as to how to get it back?
PIE is slowmo too. Yikes.
ok ty alot guys
Hello everyone ^^ I have a question about laptops/notebooks and ue4 performance. I'm looking for a laptop so I can work on some stuff while I'm traveling. Do you have any experience with ue4 on laptops and which specs do these laptops have? 8gb or 16gb of RAM? Which GPU? Does Intel Grafics work well enough for UE4?
@loud vapor When you said "Get(0)" what function were you talking about?
Get all actors has a return of an array, drag off that array and type in get
It'll give you a node that has an integer in it, just leave that as default
Drag off the gets return and set the TargetActor
@plush yew whats your budget?
@loud vapor HOLY MOLY that worked, thank you so much!
@loud vapor hmm well I have some money to buy something like 1,500โฌ, but I'm a student so I would like to save some money, if I can. Maybe I don't need a 1,500โฌ laptop ^^
@slim raven welcome!
@plush yew yeah 1.5k will get you a decent one for sure haha
Try askin in #lounge
People are more active there
@loud vapor I know, but I don't want to ask everything in the lounge xD
Oh well, we are a community for a reason
@loud vapor indeed, but I try my best to put my questions in the right spot ^^ blueprint, mp, vr, ui, etc. ^^
Hmmm. Okay, here's a new weird thing - I spawned cubes from a BP Class, but the spawned objects don't seem to follow the BP of the original object!
parent em?
@plush yew totally understandable, just figured you'd get a better result rather than in here
@slim raven define not follow the BP? Like physically follow? Or not doing the same functionality?
Oh, I think it might be that they're spawning in without the Physics or Collision boxes checked, so they're not calling the OnCollision event
@slim raven if they dont have it on by default, than yes that's probably the issue
Yep, I assumed they'd inherit that from the original object, but I had to add that to the construction script. Thank you so much!
Crap - I just discovered Mixamo animation pack and it's not compatible...does anyone know of a workaround?
Guys how i can reset wireframe settings to default?
@sand spear checked your viewport settings?
isn't there like small settings/properties button on the right up corner of it?
I don't have editor open atm
if it's not there, it's in the editor settings
@cursive dirge I did a little change in engine config .ini from VR showdown demo after that this happened
Anyway to have a spring arm inherit from a parent component, but not from the overall root component?
like basically just inheritng from a gimbal but ignoring the mesh rotation
so ue4 devs added map variables, yet still no 'Select on String' node?
WHY isn't anyone interested in it? Its super useful fks sake
do i have to make "armor" for each body shape? or theres a better way to do it
Creating and importing Morph Targets for Skeletal Meshes using the FBX content pipeline.
@cursive dirge thanks, man
Can someone tell me where do I get this map?
Documentation for the C++ example game project ShooterGame
Oh never mind its all in the learn tab
Whereis @wraith mauve ShooterGame exactly? Because there's no download link in the docs link you gave. I should really spend some time looking around in there
@unreal sonnet open launcher, select learn tab
Anyone here with good knowledge of packiging that could help me out?
Anyone know if astroneer uses a custom planetary gravity or are they using some tricks to make worlds seem spherical on space view ? ๐
how do i get around the 8192x8192 texture size limit?
Why ?
or is it a really bad idea and i need to find another solution
8k is huge already
it's huge, but it's for the surface of a planet
yeah but it won't work in my case.... 8k shall have to do
streaming textures in is a possibility. I have read comments before that indicated you could over-ride that cap in code though. Bear in mind I'm barely remembering it though.
i thought about breaking the planet up into segments and using some kind of LoD system
I would say that goes without saying. Something that scale needs as much optimisation as you can get
is the unreal gdc presentation streaming anywhere?
@earnest briar it's also streamed on youtube and on facebook ๐
@still lake thanks the stream had not started yet when i was looking ๐
question, did the problem from the vs 2015 update 3 happened again for anyone, between today and yesterday?
how can I make that look pretty ๐๐
that black stuff is probably Mesh Distance Field
you can turn that off or turn it up in the static mesh editor
bigger meshes tend to get pretty ugly mesh distance field results
where do i find that? Ive looked but honestly cant find it
Yep
I do
What could cause this ?
You might want to elaborate a bit.
How can I view the profiler?
@mint raptor by pressing ctrl+shift+, (control, shift, comma)
Sooo... I'm kinda embarressed to mention this but I seem to be stuck in the viewport.... Normally I press w or use the scroll mouse to zoom, but that isn't working. Everything else seems to respond normally.
Any idea as to what I did and how to fix?
It might be worth mentioning too that I have the entire sky dome in view.
so I might be moving... but who knows at this point
Anyone used the new Actor Sequence Component from 4.15?
I want to have a simple animation and move a static mesh, but here is the problem:
I can only move it by editing values in the sequencer editor. I cant move meshes in the viewport by normal means. So, to put simply Autokey isnt working.
Am I doing something wrong or is that a bug / feature?
Hey guys, anyone else know why Reliable calls dont' work on clients? I mean basically zero net traffic - they just don't play sounds or emit a particle effect.
I get how they're supposed to work, but this feels like a bug...
Bah, nvm - looks like I was destroying my replicated actor on server before the clients executed the multicast.
I have a postprocess volume placed in the world. I changed the value of motion blur in it's settings in the editor. Is there anyway to get this default value? I am going to be changing it's value at runtime and would like to be able to reset it back to it's default that I set in the editor. I tried GetClass->GetDefaultObject but that is giving me the default value of the postprocess volume before I changed it's value in the editor (so .5)
Can someone show me how to use Ue again please I actually can't remember squat ๐
Or at least point me to some YouTube stuff ๐๐
If I want to migrate a whole project from 4.14 to 4.15 do I migrate all the things piece by piece or is there a unified method for that?
@eager sparrow I guess Epic has many Tutorials up on their youtube channel. You can jump right into some of their tutorials. But it all depends on what you (not) know (anymore) ^^
Thanks :) plus it's changed a bit since I've last used it ๐๐
@plush yew Well, just open the project with 4.15.
Migration is automatic (except for C++ code)
Make sure you have version control so you can roll back
I haven't used it for two years cus I've been on a massive mind block for what game to create
@cloud cobalt is it really that easy? well, okay xD So I guess it will save the project as a separate 4.15 folder and not override the 4.14 folder?
Mind Quad VR !
@plush yew What you should really do is use version control software like Git, Perforce, SVN...
But but I don't wanna learn vr just yet I'm only a hobbyist haha I just dabble at these things ๐๐
You dont really learn anything for VR. You just make up new stuff and everyone believes you
@eager sparrow which version number do you know? 4.15 is the most recent one
Opening a project with a different engine version will convert it in place, so you need to make sure you can back it up
The one from two years ago ๐
@eager sparrow https://www.youtube.com/playlist?list=PLZlv_N0_O1gasd4IcOe9Cx9wHoBB7rxFl maybe you should then just have a look at this
Thanks :)
ahhh 4.7. It was the best of times, it was the worst of times.
@eager sparrow and here are several other playlists to get started https://www.youtube.com/user/UnrealDevelopmentKit/playlists?shelf_id=17&view=50&sort=dd
Yeah I knew where to find the tree thing too in that version but it's upgraded to the latest one
@kindred viper the blueprint essentials playlist even claims to be 4.2 ^^ that's also pretty old
I have to say, after being an avid Github user for most of my UE4 time, I recently switched to perforce and it's just so much better all around. Slightly more complicated but well worth the extra initial work to learn it
But could UE bring the best out of the game I have in mind
depends on the game
I have never heard of someone finding Perforce more complicated than Git
@eager sparrow I think it depends more on the person who uses the tools than the tools themselves
Well I was hoping to make a new breed of an equestrian game and give the option to player where they can build their own horse yard
Git is just so straight forward though. You do like 3 things with it. Perforce has a slightly different workflow but has better DIFF with blueprints and when integrated with the Editor, gives you a multi-layered pull system
Seeing as there hasn't actually been an equestrian game released since like 2009 maybe
I did't use source control because my workspace didn't have enough free space for that.
I did. It is terrible :p
Git is way more powerful than Perforce, and way more complicated imho
Not to say it's better
But you definitely don't do "3 things" with Git
Mmm no if s, no buts and no coconut's?
@plush yew Also you need to use source control, it's really not an option if you're building an actual game
Buy a disk
well you do. You fork, branch and commit really. As a basic user that is :p Im not saying Git is bad, I just prefer Perforce now. I mean the Git app doesn't even let you install by tag
github for windows
Don't use that
I dont anymore :p
That's a very limited client for beginners
That's not Git
Git is much much much more than that
Sourcetree is what you should use
@cloud cobalt this here it the workspace of my bosses office so I don't think that I should tamper with that on my own ^^ He maybe doesn't like it, but I will hit him up about that
My machine is windows ten so would git hub be okay on that?
yes
@cloud cobalt at home storage is no issue for me
Nobody should ever use the Github app, it's shit
having plenty of that
Use Github with Sourcetree
@cloud cobalt ill check out sourcetree next time im running a git but then, I could use perforce with a git so it's all gravy :p
Perforce is okay
Not saying you should move back to Git
Just saying you judged based on 1% of it
I would like them to add 4k DPi settings to the perforce client tbh. I have to climb into my monitor to read anything :p
yeah Im a fan of git, Im just impressed with Perforce after the extra learning curve
its all sweet in a UE4 workflow
@plush yew I don't know what your company is but like I said, version control is the obvious thing you should always do on any project that you care a bit about
Maybe you're okay with losing the project or something
But if you're not, use VCS
But what sort of graphic design should I go for?
@cloud cobalt I backup most things manually so I don't think that we lose those projects. But I know that there are better methods than doing stuff manually everytime.
@eager sparrow doesn't that depend on the design, style and idea you want to go for?
Like I said, as long as you're okay with losing work, it's fine to not use VCS
I have just worked for 2 years on a project with no source control. Would you like me to give you an estimate of hour many hours I have wasted waiting for full projects to copy/paste? Or how many times I have had to repeat work because copying the entire file would negate merge changes?
Source control. use it or gtfo :p
as Luos said the other week. "Im gonna start charging a tax for clients who don't use source control".
Very understandable ^^ I'm working for nearly half a year with no source control.... and it's kind of tedious, but I didn't lose any data/projects yet
we lost 3 months work once because the boss' kid dropped his backup drive
I did a backup of my 4.14 project. So should I open my project in 4.15 with "open a copy" or "convert in-place"? I never used those. Having a 25gb project, which one is the better option? ^^"
If you backed it up you can convert in place
I understand you're not going to change your mind but I would never do a day's worth of work without committing it to some kind a source control. Having half a year of work with no history of changes, no online backup for all those days of work... It's like leaving your car keys on the ignition, doors open on a parking lot and saying, until now it's not been stolen
yet
I'm not saying that to be mean or anything, I know that VCS is something programmers do and it's not natural or obvious to artists
But it's definitely worth spending a few days setting it up
The best thing is you get to leave yourself notes everytime you commit an update. then in 5 years when you look back at your code you can see a message that says "If you are reading this, then I haven't made a million yet".
@cloud cobalt I think you get me kind of wrong. I would love to use source control here, but I'm currently not able to, because I have to figure out how to save some space on this small ssd which is the only storage here. I took all previous project states and did a backup of each on my own, so they will not get lost or something. We will not lose this half year of work. Many things have to fail for that to happen. But I see that you can definitively improve that
you will save space with source control over space used to keep backups so there is that to consider
the source control will only keep changes and those are often compressed
Like I said it's not my problem, @plush yew
It's just completely egregious and no professional work should ever be done that way, but it's up to your company
hah you would hate my job then Stranger :p
and I totally agree. 2 years I have whined about source control to fall on deaf ears
this game would have been finished and bug free 6 months ago if not more if we had used it
yay, after some plugin jumble 4.15 does compile the shaders ^^ I guess you can't and shouldn't really do anything when it is compiling shaders can you?
I never really dared to do anything besides xD
You can do work
It's just a bit slow because the CPU is compiling everything
But it's okay
I find that compiling shaders only uses 15% of my cpu. Not sure why
Hmm I have an odd issue. I have an BP actor which has a 3D Widget. This BP actor is designed to be a child actor for a static mesh or like. This 3D widget should always face the player which it does most of the time. But when I make some changes, like to my Character, this 3D Widget kind of breaks and is no facing the player anymore and is not firing it's buttons. But oddly enough the animation when hovered on or clicked works. Any ideas?
@plush yew sorry forgot to reply earlier my WiFi went bad. Yeah I guess it does I'm not going to make it look childish of course I'm hoping to give it that nice contemporary feel to the game
VCS is much more useful than just saving your work from being lost. Just being able to knock up branches on the fly to do refactoring, try things out....merge them back in when it's finished/works or throw it away if it was a dead end
Yeah, though that only really works for code
Branching assets is broken since you can't really merge textures or materials
doesn't perforce take care of textures/mats?
Perforce, Git, doesn't matter
You can't merge binary assets
You can decide which one to keep
If you have a grass texture that has become a moss texture, you can't say that you'd like to merge that
there is the Binary DIFF tool in UE that gives you the changes in a blueprint/graph type format though. I guess it's easy to pick out changes that way
Sure, for Blueprints
But you're still losing out on 90% of the functionality of merging
A large Git project will typically see all code be merged at least twice, because you work on a development branch, then import your modifications by merging into the master branch, then merge again into a release branch for testing
That's not a realistic workflow on game content
At least not in UE4, because all assets are binary. If your engine stores materials and levels as (for example) XML files, then it can, sometimes, be mergeable
Version control for software code is really amazing because you work with changes, instead of working with versions
The guy building a patch is going to say, "i'll take this particular change that fixes a bug, and this one that patches a color, but not the one between them because it's a new feature", and actually have this be a point & click process that will be traceable in 10 years
Working with Lighting Scenarios: Do you put a sky light in each scenario or do you just put one into your level? I tried the first and it tells me that there are multiple sky lights "active", which isn't true if the sky lights of the other lighting scenarios, which are deactivated (not loaded) do not count.
just realized that I should ask that in #graphics
someone used more than one nav mesh agent? I cant get it working with more than one agent
navmesh is generated only for first one, no matter how much I add and turn on\off
Ugh im gunna give up on UE ๐ญ๐ญ
nooo.. why!? @eager sparrow
UE officially hates me dude
I've played a little with unity but ugh I dunno ๐ I'm at sorts with what software to use
I was too but I finally settled on UE
@LadyWolfa#5716 you just stepped back and many things may have changed, so just take your time and be patient, because there is sooo much too learn and discover ^^
Does anyone know why when you turn on game view and enable detailed light the entire screen turns white?
yeah I know I just can't get my head around anything the only difference with UE is that I can bug you lot haha
also how can I make games compatible with windows 10 as my windows 7 games don't run anymore ๐ฆ
I accidently migrated assets twice into a project....everytime I try to delete them from content browser, it hangs and crashes...can I just delete the actual windows directory?
Okay I've added a plane shape into my map how do I change its material??
drag and drop
Thanks so what about creating new materials??
The demo kit doesn't have what I need
I need to cover the ground with grass I can find it but I'm not sure why the tool is being weird lol
Anyone know where I can get a model of an airplane on the cheap?
so anyone get the launcher to launch with vulkan or opengl rather than directX?
@eager sparrow right click any empty folder, then select Create material. i think you're going to need to watch some tutorial vids and back up a bit
Is it possible to have the procedural foliage spawner spawn on certain textures that are applied to a static mesh?
Does anyone know how to make a static mesh follow the viewport in the character blueprint?
Add it as a component infront of the player's camera?
Maybe a screenshot or more info on what you're trying to do, not sure what your aim is
@split summit I've now added a camera component and it will not rotate upwards...
what won't rotate, the camera? as in you cannot control the pitch with the mouse?
solved it nvm
cool
thanks for helping xD
Does anyone know details on unreal AR support?
Does anyone have a basic fps template with a enrmy ai armor and a ammo inventory that i could examine?
Hi, can find epic broadcast about NavMesh generation settings ๐ฆ it's gone?
ohh, it's hided, available only by link on youtube ๐
Videos like to grow legs and hide ๐๐
hey whats up, i need some help trying to figure out how to run 2 or more packaged game instances
without one closing the other
anyone got a clue?
You can do that without an issue?
Pretty sure aslong as they arent fullscreen
You can run as many instances as you want
@plush yew
If you don't know how to exit full screen just make sure they're a Development build on 64bit and then in console type "fullscreen" without the quotes
everytime i try it, it just closes the previous window
like it overrides it
i'm trying to host a listen or dedicated server on my pc and then run multiple clients on it all on the same pc
Hello all, does anyone know if there's a way to place meshes like rocks/trees in a "brush" type manner, where I can paint on the terrain and the meshes appear?
look at the foliage tool
System for rendering instanced meshes on the surfaces of other geometry for use as foliage or other ground cover effects.
Thank you, it worked.
Is there a way to hide the little camera preview windows when you select an actor with a camera in it?
I cant find it:(
Does anyone know where the bEQSEditor boolean is stored in the config files? I have a project on source control and I want to make sure that is set to true for all users in the SVN.
@everyone Any ideas why Unreal crashes? P.S. Trying to launch any project
Need some help with a custom hit box for button in umg
The only video I found is in russian
I want to create custom shaped buttons that if they were rect box hit boxes would have overlaping areas
@kindred viper
I need some help plz. For some reason when i try to package my plugin it now creates alot of other stuff along starting with a folder named "HostProject". Did i activate something by mistake or was this due to some update? It's cause now my plugin is giving errors when packaging cause it feels the need to make this avaiable for android platform instead of just windows.... the error is as follows
ERROR: AutomationTool terminated with exception: ERROR: GetBuildPlatform: No BuildPlatform found for Android
nvm solved, i changed the type of the plugin x-x
Alright I have a slight issue with unreal and low frames. Anyone available to help?
Is there a blueprint mechanism to record audio from Unreal and save the output as an audio file?
is there anyone who have a problem with downloads via the epic launcher? It's doing this thing where it's stuck between 40-45mb downloaded, it looks like it's downloading and then suddenly jumps back to where it started
Is there anyone who can show me the Star Wars Ewok Lake Village on map? ๐
the ewok villiage was constructed in the redwood forest in northern california
it's not there anymore
Yeah, was just wondering where the exact spot is on the map.
does making trees go under under animation or game design???
I can't see how that can be related to animation or game design.
It goes under Environment Art.
Quick Question: Anyone here ever tryed setting up a public test beta of their games through unreal forums or this unreal discoord server? Did you get any partisipants ? collecting feedback ?
Isn't that how most indie devs test their games?
I think @molten tusk is asking on the success of posting it in the Unreal community
Looking for a cross of Post Processing help and potentially C++ help where should I aks?
Is there a way to detect if an object gets hit by a Line Trace?
@versed pawn yea.
@plush yew How?
@versed pawn oops i misunderstood your question.. obviously. Sorry
Anyone have experiance with the "The Unreal Engine Developer Course - Learn C++ & Make Games" course on Udemy? Is it worth it?
apparently yes it is.
it's definitely worth the 10-20 money it costs
I've just looked at some of the topics covered there and he seems to cover lots of things that would have been useful for me when I was starting out with ue4
also, he covers basics of c++
things that many new c++ coders here refuse to learn beforehand
there is just so much to learn at first. Impatience and wanting to crack on with it made me skip a lot. When I come back to need it, I learned it then. Not the best way but I teach myself so I have to guess the best advice :p
@brisk moth course is quite good, even if you have c++ experience already it helped a with learning engine API
Thanks man, bought it like an hour ago, gonna go through it tomorrow.
Hey all. I'm following a tutorial on how to pick up physics objects and it works perfectly but I'm getting this error every time I try to pick something up:
Error Blueprint Runtime Error: Accessed None trying to read property PhysicsHandle from function: 'ExecuteUbergraph_FirstPersonCharacter' from node: Set Target Location and Rotation in graph: EventGraph in object: FirstPersonCharacter with description: Accessed None trying to read property PhysicsHandle
Anyone have any ideas what might be causing it?
Hi guys, do anyone know if crosshairs/recticles on red dot sights or holographic sights should be done in material or like a hud element?
@brisk moth Let me know what you think. I actually bought it also and started running through it a few days ago. So far it's awesome for a beginner like myself.
I'm probably going to rush through section 2 since I already know C++.
anyone any good with coming up with hub area idea's im kinda stuck on how i should block it off from the world
@brisk moth Oh nice, I don't but he seems to cover it really well.
@polar hawk It''s Bens
@polar hawk Ben's course
Ah
hey guys,
just a random question here.
OnPressed or OnClicked,
which one do you prefer?
That's a terrifying question. What's the context?
Or rather, it depends on the context.
@floral heart im creating a button btw
@storm oar I think "OnClicked" is a event generated when a mouse button Pressed & Released and "OnPressed is a event generated when you push down the mouse button (Even before it's released).
@spare quarry well, i know that.
but i kinda curious what ppl usual use.
not as a dev but as an user.
I thought OnClicked was for when an actor is specifically clicked on with a mouse cursor. OnPressed is available for any axisless input. There may be something else entirely for touch events.
Hi is discord a place for help?
Well, here it is folks. The weirdest bug I experienced so far.
I set a progress bar to have fill drawn as a border, and I got a set of Unreal's icons displayed instead.
Hey everyone. So I was wondering if there was a possible way to export a scene as an fbx but preserve material differences.
When I export into Maya, everything has a "world grid material" on it.
I'm ultimately trying to put it on Sketchfab, so I have a tedious process of selecting stuff, grouping it, and placing it under a new material so sketchfab can read it right.
Hello, I have a blueprint with a number of child actors, and each displays with a giant sphere indicator in the editor
is there an easy way to disable this?
how can I fully load assets in content browser? I seem to remember there was a button for it but I can't find it. Trying to delete/save assets but the editor won't let me :\
It's been a few hours, i`ll try again lol
I have a blueprint with a number of child actors, and each displays with a giant sphere indicator in the editor
is there an easy way to disable this?
@winter dove In the blueprint you can create a Scene component and overwrite (drag it on top) the DefaultSceneRoot
Cheers man ๐ thanks heaps
np
wait, that didn't work for me
do you mean on the child actors? or the bluprint which features a number of child actors?
I tried both anyways. and still no luck
@winter dove Both works for me
im trying to follow an older tutorial for blend spaces but when i get to this part i dont see this panel anywhere.
http://prntscr.com/eg9orf
http://prntscr.com/eg9p15
anyone know where it is?
If I wanted to simulate endless cars (like backed up on the freeway for miles) should I consider making a static mesh of a vehicle As a foliage component? I was led to understand that those instances is less resource intensive
@reef spire it's in the asset details under "Axis Settings"
Is there a way to rename the exe of the package game? Or an easy way to rename the project for C++ via a tool that doesn't involve going through all the source and files to rename them manually?
Remove project, rename the uproject file, re-generate solution files
And I think rename the core game module
So what is confusing is my .uproject file has the name I want but my builds are coming out as ShooterGame.exe why would this happen?
Oh editing the .urpoject show it says "Name": "ShooterGame"
But why would this not cause issues? I'm sure if I rename that to be MyBuildName things would break right?
I renamed a c++ project a couple of weeks ago and it went perfectly with the guide I used
Is there a UObject that represents a level, or is there only the asset?
why wouldn't a particlesystemcomponent be visible in simulate mode but it's visible in editor and in PIE?
maybe hiddeningame? xD
it's visible in play in editor mode
ah, then weird
If I get an asset built for UE 4.14 (a character which is designed to work with the UE mannequin), will I be able to use it in 4.11?
have there been any changes which could screw me over? I have 4.14 installed alongside 4.11 - so I'd be able to do a migration - just curious if it will actually work though
there a way to move the pivot point of a static mesh in editor, or do I need to do it in a modeling program?
Modifying the location, rotation, and scale of Actors placed in levels.
I need something programmatic
but I guess it should be possible for me to establish my own virtual pivot point and the translate that to the real one before applying the transform
Hey everyone, I'm getting an error running a BP, I was wondering if anyone would be willing to help?
Here's the BP:
It functions fine, but I'm getting this error:
Error Blueprint Runtime Error: Accessed None trying to read property BoredomMeterRef from function: 'ExecuteUbergraph_EnemyCube_BP' from node: Set CurrentBoredom in graph: EventGraph in object: EnemyCube_BP with description: Accessed None trying to read property BoredomMeterRef
hey, can I ask how to make a simple bullet trail here
i understand i need to use a particle
prefferbly a ribbon one
and i want to attach it to the bullet itself, i have done that, but how to i make the partiles to be in a straight line after the bullet
@slim raven hey there, I took a look and I think you are trying to cast a variable from another blueprint. If the blueprint you are trying to cast from is ThrowinCube, then you should get the return node from your cast and do a get to the variable: Cube Cooldown, instead of calling this, if this is the case, it should work.
@zealous salmon The cooldown variable actually works! The problem I'm seeing is that it's trying to get a variable from another Blueprint - BoredomMeter, which is a widget.
"Boredom Meter Ref" is returning as None - it can't find the variable CurrentBoredom, which is defined in the BP for the Boredom Meter widget
im teaching myself ue4 right now because i have a lot of time. my current goal is to make a simplistic character and have run walk and turning animations made/edited and put into ue4. heres the inspiration/reference: https://youtu.be/NP4AuKdb_dA?t=8s what software should i use to model and animate the character? also if you can point me in the right direction on what i should research that would be great. thanks in advance
@reef spire unless you really want to learn to be an artist, you could just use something like mixamo fuse etc for character and their 2000+ free animations for it, at least for first stages of your project
you could always replace them with your custom ones later on
if you are still learning the engine, it might be a good idea to not try to do everything at scratch at first
@cursive dirge ok well i would want to start learning the character creation process. i have some modeling experience because i came from cinema 4d so im not as worried about level design. im still trying to find the best way of making a cartoon-ish/stylized character like in the ref.
also i use mixamo and fuse already. i could see fuse working as a base character for remodeling but idk about rigging or animating
mixamo has autorigger
that's the whole idea behind their pipeline, you create the char in Fuse, run it through their autorigger and then you can use all their animations for that rig
of course, it'll not be as good as manually skinned character
I dunno, personally, I'd have some kind of prototype of the game before doing anything that requires weeks of work for individual asset
@cursive dirge didnt mixamo stop offically supporting ue4 btw?
only the old blueguy rig
their regular fbx format has always imported into ue4
it's just not retargetable into ue4 skeleton
which is what some are worried about
well, not easily retargetable using ue4's build-in tool anyway
where is the blueguy rig? ive seen it in videos but idk where its at @cursive dirge
blue guy is the old mannequin
they replaced him around 4.8 for the mannequin have now
it's got slightly different skeleton rig
(besides the improved visual looks)
from the old engine, but why would you want that?
cuz u said mixamo worked on that right?
I said it used to work with that, their UE4 support
but they dropped it
they never supported the 4.8+ ue4 skeleton
is it even possible to make custom animations?
ok i said that in the wrong way
btw, they showcased some new in editor animation tool on GDC
the way i know people do it rn is mocap
mocap is the new trend for realistic animations
but for stylistic game, you'd still animate the things manually
yeah
only if i knew how
im so in the mood to learn right now so i need to figure it out before my inspiration dies
well, it's your game and all, but I'd still do the mechanics first, art can come later ๐
even the stock mannequin can be used for prototyping but you'll get limited by the animations soon
ok i can take your recommendation. i was trying to figure out some mechanics earlier
do you see how in my ref its a sidescroller but its not in a straight line?
if you really want to go down the rabbit hole for char art, there's a tons of tutorials on youtube etc, I just wouldn't start on something that specific
you can make the char follow a spline for example
there are examples how to setup such system too
would that be inside ue4?
using unreals spline compoennt so yes
there are other ways to solve that too
that's just one example
would that be after rigging? because right now in my head i imagine using zbrush to make the model like clay, and then use something else to make a skeleton and then somehow to animations and then somehow get that into ue4 and insert blendspaces and blablabla i havent got that far lol
oh you are talking about the char modeling
that would need external tools
zbrush is overkill for inside level of detail characters
any traditional 3d modeling tool would do
blender, modo, maya etc
when u said char did u mean the player or did u mean object?
and then the camera could be connected to the character and could that also follow a spline? (eg: when character moves to next area the camera moves higher)
how you'd implement your camera, path following etc, it's all up to you
ok i could probably figure that out. back to the modeling part. ive had cinema 4d for awhile. is there anything id need from maya for example that c4d wouldnt have?
you can do that with c4d
just use the tool what you already know unless you really has a reason to change
maya probably has way better animation tools though
but for char itself, it wouldn't matter
btw
well the reason i asked that is because i saw maya had a ue4 plugin or something
i think it was for skeleton
that's for the ART tool
if you want to use it
it's not mandatory
anyway
you could still use mixamos autorigger even with your own custom char
they have a service where you ccan upload your model and it creates the skeleton + skinweights and lets you put their animations to it
oh ok
well thats one step down i guess
but i should get mechanics first anyway. right?
that's how games are usually built, you'd first make a prototype for the thing, find what works - and what doesn't, when you have something that is fun to play, you start working on the real thing (usually you'd scrap the prototype or only take small parts of it as it's supposed to be throwaway thing where you can do all kinds of bad practises to save time)
btw im going for more of a story/adventure thing if that changes the situation at all
steam is always running install script on every launch on steam
on my game
what could be causing this?
Last release was in 4.10.2, and this didnt' happen. Started happening after 4.13.2