#ue4-general

1 messages ยท Page 57 of 1

lavish glacier
#

its running install.vdf on every launch for me

cursive dirge
#

I mean with your game, just to verify it happens on my end too. I dont have my own game on steam so can't tell much otherwise

lavish glacier
#

gotcha

#

yeah, this did not happen on last major release 4.10.2

#

i am not even sure its unreal related...

cursive dirge
#

It could be coinsidense

lavish glacier
#

๐Ÿ˜–

#

@cursive dirge i'll wait for your test before going to steam dev forums

cursive dirge
#

@lavish glacier I can test your game now

#

I saw you mention the possible issue on the update notes too

#

it tries to execue "RunAsAdmin" script

#

I've never EVER seen any game on steam to require admin rights to install redistributables

kindred viper
#

i've seen it happen

cursive dirge
#

I mean, on a account that is actually admin

#

it now prompts me if I let the script execute

kindred viper
#

I run my account as admin but I still require notification for such things (unelevated admin)

#

when I installed Ghost Recon last week it pinged me for confirmation

cursive dirge
#

@lavish glacier for what it's worth, I first denied the access, game still started (naturally as I already have the redists here)

#

I then tried to start the game again, and it kept asking for the admin rights

#

so I allowed it (please don't hijack my computer) and it ran the redist installer again

#

after that, it didn't ask about that again

#

I tried restarting steam too and the game launched right away without running that script

shadow mortar
#

Hey guys, I am not sure if this has allready been asked here before. But does AMD Ryzen improve gamedevelopment with Unreal engine?! Because I have read that the Ryzen is really good at multitasking.

#

Like compiling C++ code or baking other stuff

#

I am asking this because I am about to build my own first pc

kindred viper
#

as I have heard it yes

kindred mountain
#

An 8-core Ryzen is better than a 4-core intel for builds/lighting etc

feral echo
#

how to create check for bad or good location in editor? Like if I want to create blueprint that could be placed only with certain conditions

#

Some circle around actual object that wiil light green or light red, only in editor

#

Basically I want to check if there is any collision when objects will be placed on level

#

I suppose I should check construction script..

plucky crow
#

How do people handle the different branches of the UE source?
I cloned the official UE repo and am using the release branch currently. But now I want to have a try at Nvidias Volumetric Lighting branch. Given that the UE repo folder is huge: Can I just switch branches or will I have troubles with regarding to the dependencies or something?

zenith night
#

Good afternoon all, I've worked out setting up cameras with sequencer and rendering them. The problem is that I want to render out the 'game mode' where I run about the scene. If anyone has any pointers I'd appreciate it, I've googled it but can't really find what I need, cheers

kindred marlin
#

Currently don't have source control, soi I've made a number of full copies of the project folder onto a hard drive.
What are some ways that I can slim it down without hosing the backups? (I know about the Intermediate and Binaries folders)

crude rock
#

Hey people! Im trying to load a level.. but i keep getting stuck at 56% and the UE4 editor Freezes.. When i rightclick to load the objects i freeze at 71%.. i tried reverting to several revisions earlier, removed saved+intermediate etc.

crude rock
#

other people seems to be able to open the level.

#

reinstalled UE4 engine aswell as fresh copy of the project.. no luck

lavish glacier
#

@cursive dirge thank you! i guess it set the "installed" flag somewhere, its not setting it for me here.

cursive dirge
#

np

worn mirage
#

Are there outstanding issues between UE4 and GIT?

#

I've got a guy on the team that doesn't want to use GIT because he says there are issue with it and UE4.

cursive dirge
#

I've never had any issues with that combo, but then again, I don't use the git integration on the editor either

#

no idea how well that works

eager sparrow
worn mirage
#

That's been my experience too Olento

grim cargo
#

guys what kind of file extension "thirdperson character is ? so that i can download some new characters

raven cedar
#

o.0

worn mirage
#

you might just want to play with the third person BP before tryign to add any new messes

#

er... meshes... lol

heavy flicker
#

Is there a way I can check for light leaks? Like if i left a whole in my cave for example, or would be just be done manually?

eager sparrow
#

Haha still haven't been able to sort out my game ๐Ÿ˜ž๐Ÿ˜ž

heavy flicker
#

Im trying to access a github link and im logged in but it keeps saying it cant find anything

wet berry
#

How do voxel games handle collision?

#

I am generating a unique mesh with a marching cubes algorithm, but I'm having troubles trying to implement a performant way to get collisions and alter the mesh.

#

Hm, think I will scrap it for now.

grim cargo
#

how to add blueprint label

heavy flicker
#

Anyone know how to install Nvidia's VXGI for UE4?

kindred viper
#

yeah but I haven't done it since 4.9

trim trail
#

good luck ๐Ÿ˜„

heavy flicker
#

So would i use this compiled version or would i stick to to the epics launcher 4.14?

trim trail
#

theres no installer/ready-to-use version of vxgi ue4, fyi

#

compiled ue4 is a separate ue4

#

it will be listed as 'other' version in your epic launcher

heavy flicker
#

ohh ok so what practical use can i use the compiled version for my project?

trim trail
#

you gonna need to copy and covert project to vxgi ue4

heavy flicker
#

how stable is it in comparison to the other 4.14?

trim trail
#

well, its just added vxgi, rest should be same, but dont take me seriously

#

and i tested vxgi 5mins, it just murders my gpu brutally

heavy flicker
#

what gpu do you have?

trim trail
#

unless you have 980ti+, you gonna have like 5-10fps

#

670

heavy flicker
#

fuck well i aint gonna get any luck with my 780

trim trail
#

there are settings tho

#

lower quality, better performance

#

but yea, vxgi isnt exactly realtime

#

why you want vxgi by the way?

heavy flicker
#

for my final year project at uni im doing an environment and i want to push the visual benchmark but also im curious how it works from the stuff ive seen from other people

trim trail
#

if you want something similiar to dynamic lighting, use distance fields

heavy flicker
#

already got DFAO enabled

tall pendant
#

you can tweak a bunch of settings with vxgi

#

you can get it running on a low-mid tier card quite well

trim trail
#

i doubt he can get it with enviro and get 60fps+

#

or am i wrong

tall pendant
#

i had my stuff running at 60+ fps

trim trail
#

open area, lot of trees and shit?

tall pendant
#

on a 960

heavy flicker
#

its a very small scene and should be lit quite dim, only 2 major light sources coming in, but its not gonna be real time. its gonna be a pre-rendered footage so it doesnt matter if in the end it runs at 5fps

tall pendant
#

/w multibounce

trim trail
#

baked lighting > vxgi

#

in terms on quality, as long as its static scene

heavy flicker
#

makes no differnce for me if i use baked or movable, plus it would take too long for production lighting to build

trim trail
#

uhm

tall pendant
#

if time is more important then quality then you could try vxgi

trim trail
#

baked lighting gives me better results than dynamic lighting

tall pendant
#

tbh lightmass can look better

trim trail
#

yea, but its confusing if you dont learn it properly

#

as there are many other stuff engine has that can overlap

#

like low quality default lightmass settings

#

lightmass ao disabled by default (i think)

#

or default enabled ssr ao, which is just a fast and cheap ao

#

you should read archviz threads about lightmass

#

these folks know how to make a nice lighting

heavy flicker
#

hey have you got any links i can follow up?

trim trail
#

was about to paste ๐Ÿ˜„

tall pendant
#

๐Ÿ˜„

trim trail
#

but maybe just download koola scene, its free

#

and study it

#

called lightroom i think

heavy flicker
#

sweet il check them out

heady crane
#

Two disparate questions:

#

Besides the job channel, what site/resource would you recommend for finding Unreal developers to hire?

#

If you were onboarded onto a new UE4 project with no documentation or training, what process would you go through to familiarize yourself with the project?

weary basalt
#

You can post an thread on the official forums job board.

#

Depends on the progress of the project. I generally would jump into the editor first and play around to see what they have then start running through code.

#

The process would be different depending on your chosen ffield i would imagine.

digital escarp
#

The UE4 training streams, are the VODs collected somewhere?

idle sparrow
#

Aren't they uploaded to the Unreal Engine youtube channel?

#

I've never looked for one, but they show up in my recommended links all the time

digital escarp
#

weird I'm subscribed to the UE4 channel

#

oh nope haha nvm my bad; I was subscribed to the UT4 channel! thanks I got the vods

idle sparrow
#

excellent!

#

๐Ÿ˜ƒ

earnest cape
#

So does anyone know how to fix conflicts in SVN with UE4? Is there a conflict editor or something?

worn granite
#

what kind of conflict?

grim sinew
#

If it's not a text file, you don't.

worn granite
#

I thought there was a merge tool or something. I know there's a diff tool for BP

earnest cape
#

I think I found it

#

You have to use the UE4 built in source control

dim arch
#

Hey guys I have an issue with my editor

#

Snap to normal.toggle is bugged

#

Is there a shortcut for it?

weary basalt
#

Resetting your layout might fix it?

dim arch
#

Ah OK thanks

#

There is a unbound shortcut to toggle it so I'm using that for now

woven creek
#

hi guys, anyone is having problem with switching UE version back to pre 4.15?

#

my map just disappeared

kindred mountain
#

generally, switching back to older versions is problematic

woven creek
#

I'm just trying to compare my lighting with LPV in 4.15 vs VXGI in 4.14

#

but now the map is gone if I open the project in my 4.14.3 source build ๐Ÿ˜ฆ

kindred mountain
#

put your diff engine versions in separate branches if you need to keep em

woven creek
#

I'm having both engine versions with me now, I've been able to switch among versions/builds and the same map works fine, but since 4.15 I think they've changed the map format so that the old versions can no longer see 4.15 maps

kindred mountain
#

you just can't guarantee that projects will roll back to previous versions. Best to assume they won't

woven creek
#

thanks, lesson learnt ๐Ÿ˜ƒ

kindred mountain
#

as you say, sometimes they can fine, sometimes now ๐Ÿ˜ƒ

#

first thing I do before upgrading version is create a new branch on the existing one

unreal sonnet
#

@tall pendant PRO CLICK. mods please sticky that or something!

#

There really needs to be a list of links to really good threads on the UE4 forums or really good answers from the Answerhub. I feel like that's a very untapped source of material because most of the good stuff goes unnoticed by the community unless you were there for it shortly after it was posted.

zenith night
#

I tried yesterday, would be great if someone could point me in the right direction today - I've worked out setting up cameras with sequencer and rendering them. The problem is that I want to render out the 'game mode' where I run about the scene. If anyone has any pointers I'd appreciate it, I've googled it but can't really find what I need, cheers

agile sluice
#

Hey all, any idea on why Unreal Engine crashes when pressing play if I revert an asset from source control? (Also, it says that the asset failed to revert because it's currently in use)

dusky chasm
#

Hello! Could someone tell me how to get the game version for a packaged game? My config files are empty for some reason

snow spindle
#

we need to know it for updates ๐Ÿ˜ฆ

blissful kestrel
#

Hey guys! anyone here willing to give a pros&cons when choosing either dynamic or static lighting for a game? especially for large scale environments

#

or link to a discussion about it

brave horizon
#

@blissful kestrel I have a rudimentry understanding of it, but dynamic you can do more with it but will result in a performance hit. static is baked in when you do a lighting build, so is better on performance

kindred mountain
#

yeah basically dynamic lighting is done at runtime, it's expensive....but it is dynamic. Static lighting is done during build, but is static

mint raptor
#

how can I rotate the root of a skeletal mesh inside the Blueprint? All I see is Scale

plush yew
#

Is there a shortcut to close the current tab like the texture 2d details?

#

okay, found it. It's CTRL + F4

crude rock
#

Hmm Swarm Agent failed to kick off.. works with a colleagues computer..
I removed everything related to UE4, reinstalled, cleared Appdata, Saved/intermediate etc.etc. my colleague can build all of our levels.. but even if i copy his project, i cant build.

If i use another level in the project, i can build light.

kindred viper
#

tried rebuilding the Lightmass module in VS?

crude rock
#

VS?

plush yew
#

VS = Visual Studio

crude rock
#

ah, no i didn't

#

but i removed all epic content and reinstalled.

#

[Interface:OpenChannel] Error: System.IO.IOException: Processen kan inte komma รฅt filen C:\Program Files (x86)\Epic Games\4.12\Engine\Binaries\DotNET\SwarmCache\AgentStagingArea\v1.9193097137F5E6FCC8E1F5D97588CEDE9E48F1C1.mtrlgz eftersom den anvรคnds i en annan process.
vid System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
vid System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
vid System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
vid NSwarm.FSwarmInterface.OpenChannel(String ChannelName, EChannelFlags ChannelFlags)

light thunder
#

Couldn't copy project. Check you have sufficient hard drive space and write access to the project folder. (What givces, I've been writing in this folder since the beginning) and I have plenty of space

crude rock
#

Thats what i get from Swarm. but it works on other levels.. and i cleared the entire cache before

#

It basicly says "The process can't access the file c:/....."" because it's used in another process".

I don't have any other swarmagents active, neither locally or on the network.

plush yew
#

Hey guys anyone know why sometimes my game hangs when reloading a level?

solid matrix
#

has anyone had issues dragging and dropping assets into the engine? Like I drag an FBX file and it has the "Not allowed" symbol over it no matter how long I hold it over the content browser

plush yew
#

@solid matrix Does using the import button work on the file?

solid matrix
#

yup

#

just not drag and drop

trim trail
#

ive discovered that if i have open editor, any videos (youtube/twitch and so on) arent playing anymore - theyre just frozen, thats a some known buig in 4.15?

#

hmm, something related to hardware acceleration, after disabling it in chrome, ue4 doesnt freeze videos anymore

worn mirage
#

So I've run git init in the project folder but I'm still getting the error "Failed to enable Git source control. You need to initialize the project as a Git repository first.".... thoughts?

solid matrix
#

Did you go to the Connect to Source Control option int he editor?

worn mirage
#

yes

#

seems to be lacking a few key options

kindred marlin
#

Anyone know of some good tools/plugins to use for lipsyncing?

worn mirage
#

If anyone cares I eneded up setting it manually. I'm not impressed with the GIT interface in the editor.

fierce tulip
#

@kindred marlin facerig

kindred marlin
#

Thanks, it seems as though you have to prebake all of the animations rather than doing them live. I was looking into FaceFx and also the OVRLipSync plugin as that was ported from Unity to UE4. The animation guy said that the OVRLipSync was low quality and wants to use FaceFx but that hasn't been touched since ~2015...

oblique sorrel
#

There is the reimport function for assets, right? So UE has to store the location of the original assets somewhere. Is there any way I can get to that?

#

I seem to have lost the original model for one thing on my disc, can't find it anywhere, but it is in my Unreal project.

#

Nevermind, Unreal doesn;t know where it should reimport it from.

gloomy apex
#

hey, a strange request,(that probably will be denied by everyone lul), but I am running short on time, i am presenting a little shitty game mechanic prototype, and i am having all kinds of little problems here and there, AI, phisycs n stuff. Anyone here with free time on their hands and the ability to solve simple problems that only a kid who started learing ue4 2 weeks ago can make

digital escarp
#

Why are you running out of time? ๐Ÿ˜ฎ

gloomy apex
#

University interview on the 9th of march

#

where i have like 5 mins to present my game prototype

#

and i want my AI to look functioning

#

atm I am trying to convert my patrol and shoot codes to behaviroal tree, so i can have the AI stop patrolling, shoot, then if I am out of range continiue patrolling, etc

#

but i have no idea what i am doing

#

๐Ÿ˜ƒ

gloomy apex
#

yay, i couldnt translate the ai actions from my AI bp to a behaviour tree, so now my AI cant take a breath and stop while its shooting me, poor thing

oblique sorrel
#

Why does whatever I render from Sequencer look like absolute shit?

#

Looks like doing it in a separate process did the trick.

hazy moss
#

@kindred marlin I think annosoft for AAA, faceFX was something else that was ok at GDC, you an always do faceware too

#

hmm how come my assets keep coming in with a rotation of 90 on the X axis when importing from maya, and is there a solution to solve this?

swift spindle
#

anyone here familiour with physical animations ?

brave horizon
#

Is there a tool that helps me lodge bugs whilst play testing via the unreal engine?

unreal sonnet
#

@brave horizon Do you mean sending bug reports to the guys who make the engine?

bitter iris
#

Any ideas why I can not build lighting?

#

sorry wrong thing

brave horizon
#

@unreal sonnet no, sorry, I mean like just playing. More so for the devs. Is there a component or plugin for that?

bitter iris
#

Wont let me build lighting only

#

Ever since i switched to dynamic lighting

worn mirage
#

Are there benchmarks for the number of static meshes, polygon count, etc

brave horizon
#

@bitter iris Do you have normal lighting as well as dynamic or is it all dynamic?

worn mirage
#

funny you should ask.. that is one of the things i'd like to compare

#

I'd like to do some planning and I'm not sure how far I can push things without actually prototyping

plush yew
#

hello

#

some advice with engine graphics settings?

#

ue3 specifically

#

as in, what each do/control

#

Apparently something broke with rocket league patch 1.29. i have modified graphics settings and it's causing some graphical effects to disappear, such as some cars boost tail or goals "hologram" (not the shield but the edges)

plush yew
#

anyone?

whole quarry
#

The majority here is here for UE4, I think there are only a few ue3 devs here

plush yew
#

isn't mostly the same? @whole quarry

whole quarry
#

No

plush yew
#

๐Ÿค”

#

hmm

cloud cobalt
#

No, UE4 is vastly different

#

UE3 still gets some interest because of Rocket League, but it's a 10-year old engine and UE4 changed fundamentally @plush yew

plush yew
#

And theres quite other games still using ue3 actually

cloud cobalt
#

Very few recently released games, though

plush yew
#

which old ue4 engines i should keep?

#

4.4, 4.7 and 4.9 ? im not sure

#

just that some projects and epic stuff are on old engine versions

cloud cobalt
#

All demo projects are updated

#

You need to redownload them

#

You'll get a 4.15 version

whole quarry
#

I usually only keep the versions I've projects with (normally current version or the previous)

cloud cobalt
#

At the moment I have 5 projects in my library, three of them samples, all on 4.15. I've been using it since 4.1 though

whole quarry
#

My main project uses a plugin that hasn't updated to 4.15 yet ๐Ÿ˜„

cloud cobalt
#

It's not like updating is mandatory either

#

4.15 is a good example of version that does some large changes you might not want

plush yew
#

@safe quail isnt that a question for #graphics ?

cloud cobalt
#

@safe quail Did you check the eye adaptation settings ?

#

Though it doesn't look like it

plush yew
#

hdr ?

#

is all postprocessing off?

cloud cobalt
#

HDR isn't a post processing.

#

@safe quail I think the SRGB off behavior is correct (in the sense that you should use SRGB)

#

I'm not sure I can see the issue with SRGB on

#

Can you point me to what's wrong ?

#

By the way, with SRGB off, did you set the texture sampler to "linear color" instead of "color" ?

#

Did you check alternative color compression schemes for the texture ?

plush yew
#

anyways, perhaps someone remembers about ue3 despite actively working on ue4

vale osprey
#

there is UDK section on the forums, might be more lucky there

plush yew
#

i prefer chat anyway

#

hello?

cloud cobalt
#

Yeah ?

#

I think you should do what @vale osprey suggested and post on a forum

#

Very few people here are knowledgeable about UE3

#

It's been legacy software for years, you're not going to have real-time support here

#

You might want to check the Rocket League reddit, too

plush yew
#

i dont reddit and im banned from their discord

cloud cobalt
#

Don't expect support here just because you "don't reddit"

#

I mean I've used UDK for years and I don't remember much of that

plush yew
#

okay... at least i am trying

#

:|

cloud cobalt
#

This is what you should be trying

plush yew
#

okay

whole quarry
#

He's not going to read that

plush yew
#

I did @whole quarry

#

@cloud cobalt What i am looking for isn't there

cloud cobalt
#

Then ask your question on the subreddit

plush yew
#

i cba starting to post reddit ~_~

#

ยฏ_(ใƒ„)_/ยฏ

#

sorry

cloud cobalt
#

I mean you have an issue with a specific Rocket League patch, you should be asking Rocket League people for help

#

This is a UE4 game dev community

plush yew
#

i throught someone would know :/

#

again, i am banned from the official rl discord

whole quarry
#

how did you manage that?

cloud cobalt
#

This isn't a backup community for when you're banned elsewhere

plush yew
#

I am not here for that

#

just casually asking

cloud cobalt
#

Ask on the UDK sections of the Unreal forums, or on the UnrealEngine reddit, or the RL reddit, or the RL forums if there is one

whole quarry
#

same here, just asking, how did you get banned from their discord? ๐Ÿ˜„

plush yew
#

Sure thank you @cloud cobalt

onyx sky
#

Force saving package while packaging and taking long time to package what is the solution

whole quarry
#

disable auto save or cancel it

onyx sky
#

@whole quarry I'll try that

reef spire
#

how do i make my camera not adjust brightness automatically

cloud cobalt
#

Post process -> settings -> eye adaptation

whole quarry
#

Or fix Min/Max Auto Exposure to the same number

reef spire
#

ok thanks

onyx sky
#

@whole quarry it doesn't work

cloud cobalt
#

@onyx sky What's your issue exactly ? Long packaging time ?

onyx sky
#

@cloud cobalt very long package time

cloud cobalt
#

How long ? How large is your project ?

#

Did you tweak the packaging method in the project settings ?

#

Packaging is about 5 minutes for my project for example

onyx sky
#

@cloud cobalt 1 hour for an 2gig file for gear vr

reef spire
#

jesus christ ue freezes everytime i SELECT something

cloud cobalt
#

What kind of hardware are you running ?

reef spire
#

the shitty kind

cloud cobalt
#

Might explain something

#

You can make your game fast but the editor is pretty demanding

reef spire
#

u know its bad when its impossible to drag something into a level

honest vale
#

the only slowness I ever get is with the foliage paint tool

#

that's with the largest size brush

#

if I have 500k foliage instances on the map a single (removal) click with the brush freezes the editor for 10 seconds

reef spire
#

ok so it takes about 5 minutes to drag in a tree

#

thats pretty good im not gunna lie c:

honest vale
#

does it takes 5 minutes after that first one?

reef spire
#

no

honest vale
#

it's building the local shader cache or something during those 5 minutes

reef spire
#

well when it unfroze it started doing shaders

honest vale
#

it's a different thing afaik

reef spire
#

then why does it start then i select it and not after i dragged it into the level?

green spear
cloud cobalt
#

@reef spire Are you using the foliage assets from the Kite demo ?

#

Those are using 8k textures everywhere, so they take ages to load

reef spire
#

i only used the trees so far

cloud cobalt
#

All assets from that demo are massively overweight

#

Even on a super high end desktop, they'll still take minutes to open

#

They were never designed for actual use, Epic just released them at some point

#

The regular content samples are much better

reef spire
#

well i have no alternatives rn so ill deal with it i guess

plush yew
#

you can try reducing them yourself maybe @reef spire

reef spire
#

how

plush yew
#

any tool should do....

#

ยฏ_(ใƒ„)_/ยฏ

reef spire
#

ms paint?

plush yew
#

if it's the right format..... i guess

#

since paint doesnt handle transparency

reef spire
#

so its just the textures right?

#

cuz i pretty much just need sillhouettes

green spear
#

After you opened the project you can change the max size of the textures in editor.

plush yew
#

and would the textures themselves reduce itself?

green spear
#

hah?

reef spire
green spear
#

LIMBO! ๐Ÿ˜„

reef spire
#

inside*

#

c:

green spear
#

Yeah, well. the sequal

reef spire
#

limbo 2

green spear
#

NOW IN 3D!

reef spire
#

i can barely find any tutorials that would help me accomplish that

#

expecially since its stylized

green spear
#

So, if you open a texture you can change the max texture size. But if you are going for that you don't really need the textures.

reef spire
#

well the thing is its situational

#

only the beginning of that game was that dark i think

#

so the textures were actually there

green spear
#

I think you can solve that with only using a height fog, and to see color os certain stuff make them self illuminated.

reef spire
#

using it rn and trying not to rage

green spear
#

Or just make all evnironment black

plush yew
#

lol

reef spire
#

its not really working how i imagined

plush yew
#

thats a strange landscape

reef spire
#

im not gunna use this

plush yew
#

reminds a horror movie or something

reef spire
#

doing this for experience

#

i would make the land better but the tool i wasnt to use is hard to use

#

i have no idea how it works

plush yew
#

which tool

#

maybe someone else does know

reef spire
#

erosion

#

it looks like it doesnt do anything

plush yew
#

do you even know whats an actual erosion?

#

perhaps you're applying it on the wrong surface

reef spire
#

ive seen it in world machine and houdini

#

so i think i do

plush yew
#

and irl?

#

meh

#

nvm, good luck

reef spire
#

outside? whats that?

green spear
#

Erosion will most likely not work on a flat surface (I don't mean 100% flat, but plain like)
You need "sharp" changes for best effect.

reef spire
#

okay

#

wheres the tool that changes from selecting objects to selecting faces

#

i think i accidently switched to it

whole quarry
#

That screenshot reminds me of my teams UUE4Jam submission ๐Ÿ˜›

reef spire
#

wats dat

#

@whole quarry

whole quarry
#

Unofficial UE4Jam (monthy jam except when official jam is being done), hosted by Victor BUrgos

reef spire
#

oh

whole quarry
reef spire
#

that doesnt look very happy :C

bitter iris
#

@brave horizon some are static some are dynamic as cull volume wont work with dynamic

reef spire
#

how do i scale this material?

honest vale
#

with a texture coordinate node in the material

#

if it's landscape material then with the landscape coordinate node

reef spire
#

why isnt there nodes

south ridge
#

It's not a material

#

It's a material instance

honest vale
#

because that's a material instance created from a material

#

read the material documentation

#

on epic's doc page

#

@reef spire actually in your pic there is the UV parameter

#

I'm guessing that's a modifier for the UV tiling

reef spire
#

o shit that worked

#

lol

gloomy apex
#

guys, i have asked here before, and we kinda discussed one factor of it with ballsproblem

#

but

#

Do you think there is a way to make modular collision

#

say we have a giant wall, we render it to allow pawns on hit

#

but we dont want to enable collision for the whole wall

#

only a small segment where the hit was situated

kindred viper
#

you could do it with some custom work sure. As to how, well I would read up on it before I commented but if you look at what collision is, it can be replicated (not in the MP sense) ergo it can be customised.

heady root
#

hi has anyone used node Get Cached Achievement Progress for steam achievement? edited: Ok I need to use cache achievement Node before

kindred marlin
#

Anyone know if it is safe to delete the "Autosaves" and "Backup" folders from the project folders? I'm making backups right now by copying the entire thing over and I noticed that those folders are huge.

kindred viper
#

anything in saved should be safe to go unless you are using savegame objects for default values and don't have a check to create them if they dont exist.

kindred marlin
#

The only default values I have in there are set on some actors such as a name.

#

They're per-instance of the actor and not universal.

#

It'd cut out ~5gb per backup and I've made probably about 50 of them over the last few months. We're trying to get version control, but it is going really slowly due to all of the red tape.

reef spire
#

would reducing these textures help performance?

#

since this is my ref i dont need much detail

cloud cobalt
#

Hard to say without profiling first

reef spire
#

idk what that is

cloud cobalt
#

Profiling means breaking down the individual costs, so that you can optimize what needs to be optimized

reef spire
#

oh. how do i do that?

cloud cobalt
#

Trying to optimize before you know what actually costs is never going to take you anywhere

#

First step is "stat unit" in console

#

So that you know if you're limited by CPU or GPU performance

#

If you find that rendering is the bottleneck, "profilegpu" is the next command to try

#

What I can tell you is that it's rarely the textures that have a high cost on PC

reef spire
south ridge
#

You can also do

#

stat dump

#

And check console afterwards

reef spire
#

everything shoots up when i turn the camera

#

not really sure where im supposed to be checking

cloud cobalt
#

@gentle ivy profilegpu it is ๐Ÿ˜ƒ

#

"Game" means CPU

#

If it's less than 16ms, it's okay

#

16.6667ms = 60fps, 33.33333ms = 30fps, etc

#

In your case, the GPU is swamped and has terrible performance, so you can use profilegpu to see what's costing

reef spire
#

idk what im looking at lol

#

im such a noob

honest vale
#

open up the tabs...

#

or drop downs

cloud cobalt
#

Apparently you have two scenes, so go inside the biggest one to see what happens

honest vale
#

for some reason you have two scenes rendering

reef spire
#

is a scene a level?

cloud cobalt
#

A scene is a camera, basically

grim cargo
#

good day , im working with horror game.. anyone can help me with AI? like slenderman horror game

reef spire
#

oh

#

well that explains it

cloud cobalt
#

An active camera, to be more accurate

#

So what does the big scene look like when you expand it ?

reef spire
#

i had a camera pinned so i could see the sidescroller view while editing the land

#

this?

plush yew
#

running into packaging error for windows, anyone able to help?

honest vale
#

you can also sort the bottom list by the time

reef spire
#

idk if thats good or bad

cloud cobalt
#

Well, it all depends on the hardware you're running, and whether you want it to run your game

reef spire
kindred viper
#

that shouldn't happen ever :p

reef spire
#

its always happened idk why

#

even in the preset levels

#

id be at like 80fps just its always choppy when i look around

cloud cobalt
#

One of the things you should try is adding a culling volume

#

You'll probably gain some performance

honest vale
#

what kind of hardware do you have?

reef spire
#

is that the importance volume thing?

cloud cobalt
#

Nope

#

Culling volume

#

Anyway, I guess you're using a laptop or a low-end desktop ? Those numbers are pretty high

reef spire
#

i have a 2 year old desktop originally made for light gaming

#

its so bad like omg

#

i was stupid with computers back then

cloud cobalt
#

There is definitely something very wrong with performance, tbh. even with that hardware

#

What you can try next is doi,g the same measures after launching the game as standalone (click the "launch" button, basically

#

You won't have the editor overhead then

reef spire
#

can i still do console in that?

cloud cobalt
#

Yeah

reef spire
#

ok lemme wait 4 years for that to load

#

apparently have to recompile shaders again

#

best i can show the lag

#

@cloud cobalt

dim arch
#

Anyone know the brightness value of an emissive material

south ridge
#

Ten

dim arch
#

For example how.many lumens does an emissive material inject into a lpv at 1,2,10

south ridge
#

I think there's a scale parameter in the world settings

dim arch
#

Is it a linear cur be?

#

*curve

#

I'm guessing it depends on the size of the emission too

#

Since it isn't a point like other lights

#

Need to calibrate a emissive + dynamic light mix to a certain level of brightness

reef spire
reef spire
#

is it not possible to migrate blueprints?

#

im trying to use the godray from a project

green spear
ornate hamlet
#

I wasn't exactly sure where to ask this so I am asking here. Using the "Cine Camera Actor" how does one focus on a foreground object and blur the backround, or vice versa. Right now, messing the focal distance everything seems to Blur evenly regardless of where the focus is

#

I also tried messing with the "Lens > Depth of Field"options but they dont seem to be doing anything

#

And all I found online was one thread from 2016 with the same question and no answers ๐Ÿ˜

ornate hamlet
#

Anyone?

halcyon marlin
#

that's.....

#

FoV?

#

either Field of View or Focal Point, IIRC.

#

WAIT

#

no

#

Z-stop

#

i think that was it

#

Depth of Field is related

ornate hamlet
#

I have messed with every setting for the past 3 hours and I have gotten nowhere

#

Half of the Depth of Field settings dont seem to be doing anything

halcyon marlin
#

I'm trying to remember how I did it that one time in UE3

#

combination of Z-stop, Depth of Field, and Gaussian Blur, i think it was

ornate hamlet
#

@halcyon marlin you mean F-Stop?

ornate hamlet
#

@halcyon marlin I don't think the system is the same anymore in UE4

halcyon marlin
#

it absolutely is not the same, but you might be able to draw some parallels

#

I have very little experience with UE4

ornate hamlet
#

Well I appreciate it regardless

#

But man, the Cine Camera Actor is kinda.....
Well, its not bad, it does exactly what is says on the box, but I dont understand the reasoning behind emulating a film camera and all its settings in software. Something like Marmoset Toolbag's camera system is a million times more user friendly because it only exposes a few variables to create any camera effect you could possibly want

shy kiln
#

Does anyone know when Epic is going to drop 4.15.1?

kindred marlin
#

Between now and next year? (I honstly don't know) ๐Ÿ˜›

#

Probably soon.

shy kiln
#

lol. I'm just looking for the lightmapping fix to take care of the long build times.

fiery harbor
#

@shy kiln if there's a fix already you can probably manually merge it too

languid patrol
#

hello all, what are some ways to spawn actors with minimal lag?

swift spindle
#

quick question.. is there a way to stop bones from stretching in physical animations ?

orchid sable
#

Does anyone know if it is possible for sequencer to record actors that are spawned at runtime?

ruby robin
#

Hey guys! Where do I have to put console commands, like r.gpustatsenabled, in order to make them work inside editor from start? I know there are Config folder, but what file do I put commands in?

gloomy apex
#

hey, does anyone know where i can get those meshesh

#

i mean the plain boring thing that has 1.11 on it

weary basalt
#

Buy the pack?

#

Ohhh

#

Sorry

gloomy apex
#

hah, I would if i needed the decals, i need just the thingies

weary basalt
#

Misunderstood

gloomy apex
#

they are everywhere

weary basalt
#

They are in the Content Example project

#

On the Learn Tab

gloomy apex
#

shit, i am using fp bp

weary basalt
#

You could just migrate them

gloomy apex
#

yeah

#

i am doing that

#

i am just writing before i even think apparently

wary dew
#

hey, does anyone know how to set up something like have the player push objects like cups around without the objects affecting the player?

#

is it just as simple as setting the collision to ignore on one actor and block on the other?

dim arch
#

@ornate hamlet you can try using a postprocess volume instead of a camera actor

#

Using circular dof you can simulate fstop, focal length and distance

#

However you can't use bokehdof with those parameters, the bokehdof has some generic measurements which need to be converted

#

using that info you should be able to calculate the correct settings for physically correct DOF

#

I would use circular DOF as it is the latest implementation which simulates camera measurements

#

the only drawback is it doesnt use a bokeh texture to simulate apeture blades but a circular blur

#

apparently the focal length for 90degrees is 12.3mm for the unreal camera

stray meteor
#

Hello, is there a way to search for all the blueprints that implement an interface? from the editor, like a filter.

gentle ivy
#

hmm why was I pinged?

#

ahh @cloud cobalt pinged me

frank bane
floral pagoda
#

@frank bane That is great ๐Ÿ˜„

south ridge
#

@frank bane can we license this for our game for many money

faint pumice
#

I have some issue with ARTtool on MacOS, anyone familiar with Art tool?

zenith night
#

Hey all, I can't get the Kite demo to work, I've tried it in UE 13 and 15, I realise it requires a good computer spec and mine is, some months ago I could use it without problem, I've removed it, reinstalled it, still I don't get the scene as it should be, even if the meshes/assets seem to be there

grim cargo
#

what channel i can ask about.. slenderman horror game
like if you put your crosshair in the object.. then your screen goes to blur

plush yew
#

I hate packaging, can't fix compile errors :( I prefer Unity where you click it and tells you what is wrong

whole quarry
#

@grim cargo : By using traceline you can do that

honest vale
#

@zenith night did you remember to open the sub levels too?

zenith night
#

@honest vale yep, the level shown in that screengrab is 'GDC_Landscape01' which is the level it tells you to open when it loads up 'KiteDemo.uproject'

ruby robin
#

Hey guys! Is there any way to get skeletal mesh component reference, that masters the pose for my component by using "Set master pose component"?

#

Nevermind.. There is "GetMasterPoseComponent" ;D

quiet echo
#

when i try to package I got some warnings and was able to remove them ... but idk what cause this problem and i try for hours and cant find anything that helps :/ anyone has an idea ??

fierce tulip
#

something in your map doesnt have an actor assigned to it

#

often meshes

#

check the world outliner and see if there is an empty actor (see if error log helps)

slate crater
#

Anyone having an issue with installing plugins from the marketplace on the latest version of UE 4.15

#

I just purchase a plugin from marketplace and it wont install on Windows or Mac latest version of Epic Launcher and UE 4.15

#

the plugin supports 4.15

#

Any from @Epic have a solution?

quiet echo
#

if i looked correct this is the start map ... but i dont have any actor there (its a completly emty level)

dark musk
#

UE4 is about to make me flip a table right now

dark musk
#

ugh I think its because the other person that made it is using a newer version of UE4 than I am, nm. will find out later.

#

still a very poorly worded error

worn granite
#

@dark musk you shouldn't have to (or really be able to) import a umap. Its already in UE4's format so you just need to place it within your content folder. Now, that doesn't ensure it'll actually open, but you should be able to see it in UE4 and interact with it as a normal level.

#

Really it should either tell you that, or do it behind the scenes for you

dark musk
#

thats what I tried first but it would not show in the content browser

worn granite
#

Then it may be the version thing

lavish glacier
#

anyone have experience with video encoding for video textures? is there a format that supports alpha channel? what is the best format for shot quality clips? I am using WMV and it has strange black border (left or bottom) when played back through UE.

#

avi files are rendered upside down

orchid sable
#

Does anyone know if you can package a saved game object into a build?

tired oracle
#

is the endless runner tutorial obsolete in later versions of the engine because the spawn actor from class multiplies the transform of the floor tile?

tired oracle
#

okay seems to be a scaling issue with duplicating, its doing the same thing in the editor

crystal oxide
#

Installation help! If I uncheck download for target platforms, can I download it later? Thank you guys!

cloud cobalt
#

Yes

crystal oxide
#

@cloud cobalt Thank you!

cloud cobalt
#

There is a small arrow next to the engine button with a settings option that opens the same menu you had

#

So you can reinstall or remove stuff

spare tulip
#

I'm trying to add a plugin to the Ark devkit that doesnt compile on ue 4.5.1 what is the first place to start looking for log as it's not be spitting any log in the project directory.

#

the plugin wasn't made for 4.5.1 but for newer versions.

grim cargo
#

hi guys.. im planning to create a AI CHASE my character.. anyone can help me thru pm thanks

#

i have some couple of question thanks

whole quarry
#

Throw them in here @grim cargo

grim cargo
#

hi sir @whole quarry can i pm you because im shy to my english cause its bad

whole quarry
#

Just write them here, I'm working too ๐Ÿ˜›

grim cargo
#

im creating a AI chase.. i follow this tutorial

#

can you give me a youtube tutorial link .. showing that the AI chase me when i hit the certain place

#

like if you step the box trigger (example) the AI chase you.. but if you run and get out of the box the AI return to his spot

#

i hope you understand my english lol

whole quarry
#

For that you just need a trigger box/volume that sets a boolean, bChasePlayer?

#

If true, chase player, if not check if the AI is on his location (if false: MoveTo .. )

#

@grim cargo TP`

#

You could also add the thing: If chasing, check Vector Length, >= 500 (5 meters), stop chasing and return to initial location ๐Ÿ˜ƒ

#

So the player could escape from the chaser ๐Ÿ˜ƒ

honest vale
#

gib

#

wish UE 4 had more modern terrain

#

landscape is good but it could be better ๐Ÿ˜‰

vale osprey
#

@honest vale have you tried Ghost Recon? Landscape there is not all that great

#

maybe looks good on distant shots but at closer inspection it's justs WM landscape

#

with all the bugs which are common in WM, like 90 degree erosion branches or stratified slopes

#

overal, the game has such a low polish that I won't be surprised that all what they did is take WM landscape, drop roads on top and add procedural foliage placement

#

and it's basically a 4x4km landscape

kindred viper
#

i liked it but now you have ruined it with details !

honest vale
#

@vale osprey that's probably because they used houdini to generate most of the terrain

#

but I'm just a fan of the texel density on their landscapes

#

texel density of the masks that is

#

however they work

#

that's my biggest beef with landscape atm, the fact that landscape layer mask texel density is locked to landscape size

kindred viper
#

my biggest beef is that they dont have an auto-dogpoo brush because where I live, there is dogpoo on the landscape everywhere.

honest vale
#

over here people spray paint circles around dog poos

kindred viper
#

they should make a dogpoo version of speedtree. Also a bubblegum thats been stomped into the ground version

vale osprey
#

@honest vale so you want a better landscape rendering tech or better landscape editing tools?

#

cause that presentation doesn't have neither

honest vale
#

want is such a strong word ๐Ÿ˜„

kindred viper
#

from what I gather the whole system needs to go in UE.

honest vale
#

did you read the pdf?

vale osprey
#

yes, I honestly didn't noticed anything new there, this is like 5 year old workflow

honest vale
#

I just want better layer masking

#

if I need to name a thing

vale osprey
#

mmm, but they don't have it...

#

not in a sense how you could just paint it over the landscape in UE4

#

and its done with the same idea that not more than 4 materials in a single spot

honest vale
#

slide 51 shows spots with 12 materials

#

but as I said, I'd just want a way to have better masking

vale osprey
#

it still 4 material per pixel, not 12

#

the point is that they don't blend more than few at a a time

honest vale
#

the number of material layers in UE 4 is fine

vale osprey
#

anyway, you can do the same with compute shader as they did ๐Ÿ˜„

#

imho its very specific to the game and platform

#

imho FarCry had much better tech

#

much more generic as basically you could have as many material as you want and engine would bake them into mega texture, then fetch in real-time

honest vale
#

wildlands seems to use some virtual texturing stuff too

vale osprey
#

they seam to but I'm not sure exactly how, it sounds like something different

honest vale
#

but anyway, it would be cool if it was possible to create layer masks inside the landscape material itself

vale osprey
#

btw, that Foreground shader was just prototype, it wasn't used in the game

honest vale
#

oh

#

okay

vale osprey
#

what do you mean by "create layer masks inside the landscape material itself"?

#

you can generate them

honest vale
#

I only know that you can right click a layer in the landscape paint tool and then import the mask that way

#

if you do the blending only in the material you won't get blending between different physical materials

vale osprey
#

yes but no-one stops you from calculating mask yourself in the shader

honest vale
#

what about the physical materials?

vale osprey
#

I see

#

yeah, these are UE4 quirks ๐Ÿ˜„

honest vale
#

computing the physical material mask in the material itself would be cool too ๐Ÿ˜›

vale osprey
#

most likely physical material is coupled to a layer only in the edtior, under the hood they are separate things

honest vale
#

yea probably

#

haven't really looked into it

vale osprey
#

imho I would bake maps, as you can do much more in Houdini with logic of where things will be placed

#

the problem would be in if you have to edit them in real-time for some reason

#

with Wildlands approach you can theoretically have 256 different landscape materials, if I understood correctly, they don't have blend between materials in the mask itself

#

UE4 stores not material index but a weight in each layer

honest vale
#

for the record, I'm just talking here and wishing things purely because I'm procrastinating and waiting to go home from work ๐Ÿ˜„

vale osprey
#

so in wildlands they need to have some rules in the materials on how do you actually blend between two materials

#

they use 32kx32k heghtmap with material index of the same resoltuon over 4x4km landscape, which means you get 8x8 pixels per meter

honest vale
#

my test map landscape is scaled so that each vertex is 4 meters apart

#

the mask resolution is quite poor at that point :\

vale osprey
#

what size of the landscape you are targeting?

honest vale
#

16 x 16 km atm

#

so stupid large

#

4k x 4k res

#

gonna test how it'll work with world composition

#

so that scale is at 100 (default)

vale osprey
#

I don't remember if there was a talk from Asobo studio who made Fuel, that thing had reapply impressive landsape tech, not only largest but with decent tools to populate it

#

@honest vale I hope you are making a flight sim, otherwise good luck with populating it with content! ๐Ÿ˜„

honest vale
#

I really have no idea tbh ๐Ÿ˜›

#

though early access survival mmofps games tend to still sell well /s

reef spire
#

if i were to replicate this in ue would it be a bad idea to remove the textures from everything (or most things) because they end up being sillhouettes anyway?

kindred viper
#

you could definitely do some optimisation but as to how would be pretty case specific

#

its still gonna have either a texture or a material though

cloud cobalt
#

Textures are basically never going to be a performance issue

#

They will make loading the game slower, and large textures will eat up some memory

vale osprey
#

untill you run out of VRAM ๐Ÿ˜„

cloud cobalt
#

Yeah ๐Ÿ˜ƒ

vale osprey
#

but UE4 won't allow it I think

cloud cobalt
#

UE4 will use lower mipmaps when this happens (actually been an issue for me)

#

So simply put, in UE4 on PC, you're not going to have performance issues with textures @reef spire

reef spire
#

is shader compiling a texture thing?

cloud cobalt
#

No, it's a material thing

#

Materials are what define the look of objects

#

Textures are resources you can use in materials

#

Shaders are a technical element of materials - they're programs your GPU runs

#

Materials can be a source of low performance, too, but you'll know it when you do it. If you have a simple material graph with ten nodes, less than four textures and the default lighting model, there is nothing to optimize

ruby robin
#

Hey guys! How do I enable new live GPU profiler? "stat gpu" shows me nothing but "GPU [STATGROUP_GPU]" message.

cloud cobalt
#

profilegpu in console

#

@ruby robin

#

That'll get you a GUI in editor, and a text dump in logs too

ruby robin
#

I need realtime profiler, not ProfileGPU

cloud cobalt
#

Oh, sorry. I don't know anything about a real-time GPU profiler

ruby robin
#

There is one since 4.14

#

stat gpu in console. But it does not work for me

cloud cobalt
#

Apparently there is stat gpu, enabled with r.gpustatsenabled 1

#

Just found out about that through Google, so I don' tknow about it

ruby robin
#

I tried r.gpustatsenabled 1, but no effect

#

It shoud be enable by default since 414 btw

cloud cobalt
#

Yeah :/ I'll be curious to know the answer

#

I've used profilegpu a lot, didn't thought there was a real time version

ruby robin
#

My colleague says it works for him..

#

Check it out, maybe it works

cloud cobalt
#

Maybe restart UE ?

#

I'll try it yeah

ruby robin
#

I've tried on custom and two official versions of editor

cloud cobalt
#

btw is this in-editor or are you running a standalone build ?

ruby robin
#

So I'm not sure restart should help)

#

Both

#

Non of them works

left belfry
#

Hi guys, haven't followed latest progress in UE4, so maybe I have missed something. Last time we tried to use WebGL target for unreal it wasn't good enough for real usage (for our case - arch visualization, animations, etc). Maybe there are some news or progress on webgl support/development?

honest vale
#

man the tiled landscape importer is awful

#

the import button just stays greyed out :\

honest vale
#

wew finally

honest vale
#

importing a 48 x 48 km tiled heightmaps, for shits and giggles

#

total size is that I mean, 5x5 tiles

#

though I just noticed that the tiles aren't correctly placed, oh well

velvet estuary
#

Hey, question. is it possible to make it so when you look through a certain material (as in a transparent material on a mesh) the world looks different?

#

Although I guess it would be easier to just directly apply the effect onto what I want to look different

#

But heck, im not even sure if what I want to do is possible

south ridge
#

Yes

#

There are multiple ways to do this

#

@velvet estuary a translucent material renders in the translucent phase, so it can override and process colors of materials beneath it

#

Alternatively you can render a custom depth mask and apply a post-process effect that processes only a specific area

#

In some cases the latter might be nicer

velvet estuary
#

huh

#

Cause I just wanted to try a sort of glitching Ascii hologram

green spear
#

Anyone has a tutorial or post handy about a "great way" to unwrap a body?
(Yes, I am googling, just wanted to see if anyone had one)

stoic hinge
#

having a problem w packaging a build for windows. the landscape mesh is there but the material is not. the material is there while playing in editor, playing in standalone, but the package build is not properly showing texture. it appears that it is being masked or is not present. the landscape just looks white. https://gyazo.com/bfc3238f34b4138e217815c3f804b2b3

#

anyone encounter this before?

orchid sable
#

Hey, does anyone know if there is any console settings (or otherwise) that would give more memory to unreal for rendering? we are trying to render out 5k video sequences and they get stuck on the same frame every time above a certain amount of res output. using monster machines too with 3 1080 cards

torn coyote
#

So with 4.15 gameplay tags have all new features, but right now limited documentation. My question is in the Gamplay Tags advanced panel in the editor there is a fast replication option. If you hover over this option you will get a pop up message, at the end it states "For this to work, tags must be identical on client and server." What is an instance of how client and server wouldnt be using the same data table for tags AND how much should I really need to worry about using fast replication over standard use?

hazy knot
#

Any one working on HTML5 project?

mortal crown
#

what's it called in ue4, moving a player to another level, like in rpg

#

cus i've searched level transition but it's nothing of what i'm looking for

grim sinew
#

@orchid sable Unreal can't use more than 1 card in the first place, the other 2 are just going to be sitting there. And if it's getting stuck on the same frame, why not just resume recording on that frame?

mortal crown
#

any1 knows a good tutorial on how to work with custom events?

kindred viper
#

honestly there isn't much to it @mortal crown . Just right click the graph -> create custom event -> name the event -> somewhere in your logic, call the event like a function.

obsidian nimbus
#

or set timer by event if u need a tick but framerate independant or less fast than a tick

worn granite
#

I heard that's a pretty good tut

mortal crown
#

oh i think i get it now, and i can call these events in some other blueprints can't i?

#

and tnks for the tutorial m8

bitter iris
civic saddle
#

I am making a simple menu by having a empty level and adding a widget to the screen to display the acutall menu, (https://puu.sh/uExTa/87bd6ff19a.png) I want to so when i click on say hard, it will set a value in a different blueprint, then load a new level and based on the button click will do something, i was going to use integers to repesent the difficulty, the problem im having is, when i click the button they just auto default to normal, and thats where im at, can anyone point me in a direction i need to go in ? LUL

fluid tide
#

@everyone Help! How do I undelete materials? By accident deleted the wrong one O.O

#

oh jesus crist... Got my precious material back. Almost shit myself after all those hours of work

bitter iris
#

close the project maybe an save what you want but not the material? or go to undo history

fluid tide
#

actually. Documents > Unreal Projects > ProjectName > Saved > Backup

torn coyote
#

I am going to suggest making a git account and download sourceTree

#

You can make local source control

fluid tide
#

Suggesstions?

#

I feel like i would want to add something more to polish the effect more

civic saddle
#

waits 5.2 seconds then the mesh just disappear like it should, but it does not fall from its place

#

The thing i dont get is if i go into a new project and remake this procedual generation blueprint the exact same way, and the meshes its spawning have this ^ in it, its works, the blocks fall for a small amount of time then remove

quasi plaza
#

Hello, I'm novice and i want to my "player bp" communicate with others BUT I want it communicate with a bp that i dont know, so i think cast is useless, can you help me pls. ^^

feral echo
#

Well, there is basic "object" type that you can use, but I suppose you uknown thing is actually something that you known, but is very generic?

reef spire
#

whats the fastest way to show someone something from ue? (video)

plush yew
#

@reef spire open standalone and capture footage

#

or use sequencer or exporting

craggy charm
#

Do I need to upload starter content to repository on github?

#

To work on a team project

plush yew
#

@craggy charm best should be only put changes and ensure everyone have a copy of the starter content

#

dont upload the starter content straight away

#

do it with sufficient changes

craggy charm
#

What will happen if someone opens the map which has starter content's assets?

plush yew
#

uhh

#

dont know if you are actually allowed to put the starter content on github

#

sorry

craggy charm
#

I read that, you're allowed

honest vale
#

aww yiss

#

got my time of day skylight cubemap blending to work

craggy charm
#

I want to know if there is any way to avoid uploading 600mb of starter content

plush yew
#

If you can instruct everyone to download the starter content and add to project, sure @craggy charm

#

And tbh

#

it would be easier to just put the entire thing

#

because adding to project might overwrite things

craggy charm
#

OK, thanks

plush yew
#

imho tho ^

#

good luck

craggy charm
#

Yeah, like what if I modified some particle effects. So best is to upload it with repo

plush yew
#

adding to project will only work fine if your custom assets have a different name from starter content

#

like

#

edit a particle and rename it

#

and it will be safe

#

that'd be a way to avoid starter content overwriting you

#

or better yet

#

add starting content then pull/revert files on the folder

#

so like, clone the repository, add starter content, pull/revert/rebase @craggy charm

craggy charm
#

oka

plush yew
#

(yes i came up with a better workaround)

#

so either save them all the work by putting everything or make them do it themselves :)

reef spire
#

is visual damage (like a hole in a wall) something i can do inside ue4? or would i need to do it in cinema 4d? cuz when i look up damage for ue4 i only find damage characters

plush yew
#

pretty sure you'll have to do it yourself

reef spire
#

fuq

#

brb 50 years

plush yew
#

or you're not looking hard enough

reef spire
#

is it not called damage?

plush yew
#

Well

#

maybe you can tweak that perhaps @reef spire ?

#

yeah try different criteria

reef spire
#

what do u mean

plush yew
#

try different ways of searching

#

or

#

about the dynamic destruction try grabbing it and playing with its values

#

a hole in the wall is a very small destruction

reef spire
#

that was just one example

plush yew
#

well

#

at least

reef spire
#

my evironment is a broken down city

plush yew
#

you are somewhat closer

#

really

reef spire
#

so lots of shit needs to go boom

plush yew
#

Yeah

#

you probably found the right thing

#

:D

reef spire
#

im gunna look into this for like 500 hours brb

plush yew
#

good luck

small gazelle
#

Man, deciding the naming of your assets are a pain when you have a lot of variations of the same thing, like windows. ๐Ÿ˜›

plush yew
#

be like valve @small gazelle

#

they did a good name convention for generic parts

#

plaster001a

#

glass249

#

etc

small gazelle
#

Well, currently I'm using something like SM_packname_dw_frame_arch_A_A, SM_packname_dw_frame_B_C

plush yew
#

hmm

small gazelle
#

I'm thinking that I should just change them to SM_oframe_A_B, for outer frame set A version B. I don't want to use numbers, because duplicates usually gets a number attached to the end.

small gazelle
#

Ah just read the marketplace submission, and assets shouldn't have project name in it, so need to rename anyway.

plush yew
#

hehe

small gazelle
#

So glad I found a search'n'replace script ๐Ÿ˜›

plush yew
kindred viper
#

excellent

#

@plush yew : thanks dude

plush yew
#

@kindred viper you're welcome!
Once I get a second of free time, I want to publish the GOAP AI plugin too (F.E.A.R like AI).

main cobalt
#

Is there an easy way to render / display clay with wireframe in unreal?

#

Or does it require specific materials n all that

#

(not my work just from google)

shell jetty
#

i was thinking hangar bay from this image

main cobalt
#

yeah it's not my work just an example I grabbed from google in case ppl weren't aware what I meant

floral heart
#

Wireframes are not easy to render. Once you did have one, you could probably just overlay the lighting only material.

main cobalt
#

So it'd probably be a case of using materials for it then?

floral heart
#

I don't think materials can do wireframe. There's not enough access to the vertex shader.

main cobalt
#

Maybe i'm not communicating well, found this online "Show > Advanced > Mesh Edges"

#

Might be usable for what I need, it's not needed in game more for just behind the scenes type thing

lost cliff
#

How do I leave a trail where my character has been ?

#

I seem to only be able to create particles

rare holly
#

Decals is a way of doing it i guess

thorn forum
#

hello world!! any ideas why my project refuses to rebuilt the plugins? No matter what I do, it gives me the message "could not be compiled. try rebuilding from source manually". Even tried to disable the antivirus and windows defender. Any ideas?

#

it does not recompile the plugins that are already in use if I remove Binaries and Intermediade folders. So it's not an incompatibility issue

brave horizon
#

@thorn forum is this happening when you're trying to package a game?

thorn forum
#

when I am trying to run the project

#

I don't get it. Am I missing something? Do I need to download any extra binaries for the plugin to recompile ?

brave horizon
#

What plugins are you using?

thorn forum
#

varest

#

I am trying to understand why it works from the engine, but I can't manually build it from source

brave horizon
#

Not sure, sorry 8(

thorn forum
#

thank you anyways no problem

thorn forum
#

It's been a while reading and trying .. no luck

brave horizon
#

yeah sorry, if I did try to help I think I'd waste your time.

lunar portal
#

George - not to ask the obvious, but have you tried showing the log and looking at the specific errors? Or building from Visual Studio to get more info about the problem?

exotic cairn
#

Is it possible to view the total tri count in a scene that is adjusted for LOD meshes?

whole wave
#

Hello guys, if you don't know unreal engine has very good CTRL-TAB shortcut for switching between tabs and their windows. I just realized it by miss pressing my keyboard and it's awesome.

heavy flicker
#

Anyone else encounter this lioght bug? Set 2 boxes one bigger than the other and it seems the light is passing through one of the boxes. this is in 4.14.3

humble crow
#

I'm getting a shadow

#

4.13.2 tho

#

new scene, delete floor, add cube, scale, duplicate, move and scale larger

leaden onyx
#

did someone figure out how to overcome dark thumbnails with forward renderer?

#

its freaking annoying to say the least

fluid tide
#

Any chance of creating a vector input in the widget?

leaden onyx
#

it seems editor is constantly adding AssetViewerSettings to ini file

#

for lights

#

modifying it is not helping

#

big numbers are my attempt to fix inensity, wont do shit though

#

still black thumbnails and it still keeps adding entries to AssetViewerSettings

heavy flicker
#

Hey @humble crow youre right, I had all my settings on low thats why

heavy flicker
eager sparrow
#

Um hey for puzzle games what's the best code to use??

worn granite
#

there really isn't any "best code"

eager sparrow
#

I mean more code practise

#

Sorry I thought I put practice in there haha

ashen brook
#

anyone know a good solution to do a cone trace?

#

it's from the camera, so I'm thinking just check if something's in a certain portion of the screen

worn granite
#

@ashen brook you could do it screen space I suppose, but I just approximate with spheres usually

ashen brook
#

multiple stepped sphere traces?

worn granite
#

yeah

ashen brook
#

hmm

worn granite
#

Probably not the best

cursive dirge
#

@ashen brook what you want to accomplish with that?

ashen brook
#

look for interactable objects within a very long range

#

not as something you aim at

#

just intelligently highlighting the ones that are in view

worn granite
#

I would do that screenspace then

cursive dirge
#

does it matter if they are not in view?

#

they are not rendered then

ashen brook
#

yes

#

only ones in view should be highlighted

cursive dirge
#

but you couldn't tell the difference?

worn granite
#

I'm thinking you want a cone highlight?

ashen brook
#

think of it like selecting one of various possible interaction points

worn granite
#

So closest to center?

ashen brook
#

aye

#

problem is getting all of the valid candidates

worn granite
#

Yeah I've done something similar with a targeting system

ashen brook
#

I guess I could just poll for all candidates in level and transform to screen space

cursive dirge
#

can you get the status from object if it's rendered or not?

ashen brook
#

doesn't matter

#

I can always do a subsequent trace

worn granite
#

You can

#

That'd be where I start

ashen brook
#

to see if it's obscured

cursive dirge
#

in which case, you could just just do the math without traces, if you know the objects from the scene

worn granite
#

Get the interactables, then filter by rendered

#

Then do your calculations

cursive dirge
#

^

ashen brook
#

how do you filter by rendered?

worn granite
#

That's p much what I did

#

tbh I can't remember how I did it

ashen brook
#

"was recently rendered" function exists

#

neat

worn granite
#

probs that

cursive swift
#

Question
Is there any documentation about the rendering cost a of a surface that is double sided
compared to the amount of polygons ?

fluid tide
#

PackagingResults:Error: Error Unknown Cook Failure

#

Huh?

wanton talon
#

@cursive swift two-sided means the lighting will be calculated for both front and back with a normal flip without doubling number of polys

eager sparrow
#

Help ๐Ÿ˜ซ๐Ÿ˜ซ

leaden onyx
#

what are you trying to do?

cursive swift
#

It's for a character model so no lightmap involved

eager sparrow
#

Make a new material as I don't have any currently lol

leaden onyx
#

if you want color, just change the node that has black box

#

if you want texture just drop it into material and connect to base color

eager sparrow
#

I'm using a side scroller template

cursive swift
#

@wanton talon it's for a character so no ligtmap calculation on that one

eager sparrow
#

But I'm happy as I've worked out how to add material finally ๐Ÿ˜‚๐Ÿ˜‚

leaden onyx
#

@cursive swift is 2d toolkit any good?

eager sparrow
#

I need it for the scene fist

wanton talon
#

@cursive swift if it's for a character, you should use Two-sided since doubling polys is a bad idea

eager sparrow
#

First, mind you it took a month for me to realise i had an online store still so there's a lot of hope for me ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚

leaden onyx
#

everyone starts from something, no shame about that

eager sparrow
#

Aha okay I've converted the base colour mode to the parameter node so it shows the main colours including alpha

#

Hehe he true ๐Ÿ˜‚๐Ÿ˜‚ so how do I change the colour in the base node?

leaden onyx
#

just click the first node that is connected to base color

#

and youll see properties (details) to the left

eager sparrow
#

I've tried you tube but the method either hates me or I doing it wrong ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚

#

Okay ah right I've found the colour palleete

leaden onyx
#

yep, just pick the color and make sure right slider is on top

#

otherwise you will get black color even though you picked something else

eager sparrow
#

Yeah this is what is going on so far ill just send a photo

#

The colours changed now but I'll change it to green lol

leaden onyx
#

looks good yeah

#

you can click on other nodes and change their values, they affect the sphere on the left differently

#

typical value is from 0 to 1

#

meaning it could be 0.5

eager sparrow
#

Thanks so what settings do I need for grass materials etc??

leaden onyx
#

thats a little more complicated than that, you'll need to find a texture (image/picture) from which you will sample colors

eager sparrow
#

Oh okay, yeah I'm kinda rusty ๐Ÿ˜‚๐Ÿ˜‚

leaden onyx
#

just to make a feel for it