#ue4-general

1 messages ยท Page 59 of 1

cursive dirge
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@sinful juniper ^

sinful juniper
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tnx

light thunder
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When I am deleting assets like blueprinjts I just made to play around with, nearly everytime, the app hangs "checking for root assets" is there a way to avoid this freeze/crash?

leaden perch
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Particles from my particle effects appear to "jump" to their correct position when they move onscreen because the Actor that owns them is being updated offscreen
is there a way to eliminate this jumping issue?

spice urchin
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@leaden perch yeah probably need to make the particles "Local"

leaden perch
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Can you be more specific please? The particles are in a ParticleSystem ActorComponent

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I am setting them a fixed distance from the center of the Actor and set the Actor to rotate using a RotateActorComponent

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Marking the emiiter as "Use Local Space" removes the trailing effect I want to achieve

errant basin
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evening guys, anyone know how I can get unreal engine to run on my macbook pro? I upgraded to sierra and now it refuses to start due to me not having the latest and greatest macbook, it worked on an previous OS

leaden perch
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What year is your MacBook Pro from?

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If you are trying to launch 4.15, your Mac must support Metal

errant basin
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late 2011, yeah 4.15, does this mean I'm stuck with 4.14? :/

leaden perch
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Yes. As am I

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I'm waiting for the new lineup of Macs this year. But I'm expecting to be very disappointed. So I'm a bit torn

kindred viper
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Macs are for web developers! /runs away

errant basin
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I cant afford a newer mac. seems like a bad business model if they're eliminating people with older macs

leaden perch
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To be fair: I'm sure Mac developers are a pretty small chunk of Epic's user base.

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And they want to move forward with their rendering technology. I don't understand why that means dropping OpenGL support, but whatever

errant basin
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It's kind of annoying considering the feature set of 4.15 is quite good. Although, there may be a way around it, surely its just a console variable the engine checks on start up?

leaden perch
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No idea. They probably check for the Metal dylib on startup

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You could clone 4.15 from GitHub and check out the changes to see if you can hack around the limitation (PROCEED AT YOUR OWN RISK, of course)

errant basin
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last time I tried to build from source it took hours and I had a silly error I couldn't get around -_-

leaden perch
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Well, then you are like me: Massively SOL

errant basin
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well i either suck it up or build in unity, shame really.

leaden perch
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When the new Macs are announced, I will either buy a new one (if they are worth it [probably not]) or buy a 2015|2016 model on Craigslist

timber relic
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they're probably not.

spice urchin
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mac makes ok hardware if you want a notebook

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otherwise....yeesh, way to pay twice the price for an ornamental computer

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if they'd ease up on greed and let people build them by hand it wouldn't be such a big deal. only computer builder i trust is ME

leaden perch
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I'm not much of a hardware person, so I'm totally OK with a "works out of the box" solution that Apple provides. But with hardware improvements becoming less and less impressive thanks to physical limits of fab technology putting an end to Moore's law, the Apple tax is now pretty hefty. I agree that I wish macOS was available on non-Mac hardware

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Might try for a Hackintosh if the new Mac line is not up to my expectations

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But I don't really want a Linux experience....

fallen schooner
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Does Unreal have an entity messaging system?

versed pawn
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Why does the lightsource pop-in/pop-out happens when outside of the screen? For example: There is a light source and it's rendered on screen. When the player looks away, it's not rendered obviously, but also it's light doesn't affect the scene anymore. I have to mention that I tested this only in PIE. Take a look at this GIF:

south ridge
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That's a stargate!

versed pawn
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Sure it is

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Currently working on an FPS Logical Puzzle game, starring Dr. Daniel Jackson with a really twisted story. The game will be somewhat like Portal/The Talos Principle with new features like reading Goa'uld text and translating it, traveling to other worlds etc etc. Already got the rights from MGM, just need to finish it

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Anyone can help with the above question please? ^

green carbon
sinful pier
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well, probably someone did a commit on the unreal engine source on github

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and the problem was resolved with this commit

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but 4.16 is not out yet

green carbon
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Hm, I cant find it on master at github either so maybe it's still internal testing or something? I would love to get my hands on that fix because I cant use my editor as it just crashes.

grim cargo
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anyone can help me with my animation

south ridge
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Anyone with perforce experience here? How does perforce handle merging branches etc for people who work remotely

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Lets say I have a huge branch A and a huge branch B, they are only slightly different. I wanna merge B into A and I'm located in middle of Africa with slow internet

kindred viper
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it doesnt really work in branches does it? Is it not streams?

south ridge
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Yeah, streams

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We're using SVN right now and to do a merge SVN has to download a ton of stuff

heavy flicker
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Guys probably a silly question but does the blue channel in a normal map play any major role?

fierce tulip
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in theory yes, in practice.. not so much

grim sinew
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I thought in BC5 it was stripped out entirely and reconstructed from the other two?

fierce tulip
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yea it removes blue and basically just adds a standard "1" to it

heavy flicker
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Hey @fierce tulip what about if I add another image in the alpha of the normal? Does that affect it in any way?

toxic wagon
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is there a flow control node for executables rather than variables?

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like if both executables are pressed then do X

dim hemlock
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@toxic wagon If you mean like an exec-only AND, I'm not sure that could work, blueprint only has one thread, it could never have both execs fired at once

daring elbow
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Hey guys, I'm trying to slow down an object by multiplying its velocity by a percentage every tick (0.995). Of course, at 144fps it'll slow down much faster than 60fps.

@144fps = .995^144 = ~0.48
@60fps = .995^60 = ~0.74

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I was trying to use Lerp but it's not working

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What should I do if I want to slow down an actor by the same amount for any framerate

brave horizon
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Try a timeline/

floral heart
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You can modify the multiplication factor by the delta time.

brave horizon
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^ or that.

floral heart
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So if it's 0.995 per second, then make it (1 - 0.005*deltatime) or somesuch.

daring elbow
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ok, thank you guys. I'll try that

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Sadly, it's not that simple. Ive used this math before to make things such as adding a force to an object

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In this case, as I'm slowing the object related to it's speed, so that wont work

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The only thing that this math will do, is multiply the object speed by the same amount independently of the fps

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at the end, it'll still be the same as this:

@144fps = .995^144 = ~0.48
@60fps = .995^60 = ~0.74

floral heart
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The delta time is the frame time. If you add up delta time over a second, it will total roughly 1.0 (+/- 0.00001) no matter what the framerate.

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The blueprint node is 'Get World Delta Seconds'

daring elbow
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I think this is exactly what you were telling me to do. But I get a completely different spin at 144hz and 60hz

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this method is called every game tick

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maybe there's something else interfering

leaden linden
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What is the state of linux dev support in UE?

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Has it come out of alpha?

oblique fern
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upgraded my project to 4.15.1, no point or spot lights are working. what do i need to enable or disable?

lusty spire
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new ryzen 8 core cpu better when i7 fow UE4 workstation?

leaden linden
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probably

vale osprey
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@daring elbow you need to use physics sub-stepping and do your math on sub-steps instead of ticks

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Since 4.15 it can be done in BP without custom c++

south ridge
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@daring elbow velocity -= velocity*factor*delta_time is what you're looking for. You can recompute "factor" from 0.995 thing easily, but you can also just pick one yourself

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x = x - xfactordelta_time is a time-independant way to express x = x*other_factor

fierce tulip
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@heavy flicker ofcourse, because red channel gets stored in RGB, and green channel gets stored in the Alpha (or other way around) and blue one gets regenerated in the pixel shader.

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so unless you forego DC-compression (and use regular non-normal map focussed compression) you cant really use any of the other channels.

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this is as far as my understanding of DC compression goes, and might be a tad off.. but I think i got the gist of it

heavy flicker
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Ahh ok thanks for the info

heavy flicker
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Is there a way you can blend a mesh with the texture on top? so for example is i have some rocks that are slightly under the ground they can take texture properties from the material on the landscape without me having to switch between which texture it is.

tame marsh
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Someone worked on that recently, I don't know if it's been released yet though

cloud cobalt
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Lol @sharp summit gotta love that -9 comment on Reddit

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For telling the truth

south ridge
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Which reddit comment?

sharp summit
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๐Ÿ˜› Didn't know there were so many people so defensive about Unreal's multithreading performance.

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I mean, I'm just repeating the shit I've gleaned from you guys!

cloud cobalt
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I'm guessing the guy asks as a developer so most of the MT complaints are kinda not relevant, but still

sharp summit
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Yeah, fair enough ๐Ÿ˜ƒ

cloud cobalt
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inb4 the "but you can run async tasks !!!1" folks

sharp summit
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Oh well. I'll take the lumps if it means I learn something from it.

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And yeah, I kinda did forget about multi-threading for build and lighting stuff.

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Cheers @cloud cobalt

south ridge
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Isn't UE4 basically suited to two cores

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"you can run async tasks" doesn't mean you are running them

cloud cobalt
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Yes @twilit gale that's basisally it, though animation, audio, also AI do use other threads

south ridge
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Our game is specifically better with more cores since the main gameplay logic is running outside of UE4 and distributes itself on as many cores as you want

cloud cobalt
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If you want to actually use 4 cores or more, UE4 isn't capable of it out of the box

south ridge
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Plus I wanna make physics multi-core by some engine changes

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(multi-world, parallel-calculated, since we have a lot of objects sparely spread out across the big world, they can just run in separate PhysX worlds)

cursive dirge
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just... look at this

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that's the levels tick function

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it seems to explain most of the ue4's game loop

cloud cobalt
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It does

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The issue is how Tick() is always on the game thread

cursive dirge
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well tick() kinda belongs on the game thread

south ridge
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It's the lack of multithreading high-level ticking interface of some sort that's the issue

cursive dirge
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but issue is that those other game systems run on it too

south ridge
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You can't easily define certain things to tick automagically on another thread

cloud cobalt
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It doesn't, @cursive dirge .

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At some point you just need more than one CPU core for game logic

south ridge
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Two actors not sharing a data dependency can tick at the same time on two different threads

cloud cobalt
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The details of the implementation can vary, it can be a new TickAsync() method that isn't thread safe

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The point is, nothing in the game framework does multithreading

south ridge
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The engine data could be made completely safe to use in async tick

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Only actors depending on other actor data is a real big issue

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The main game thread can be simply halted (or something something else that doesn't modify game data like particle systems) so all async ticks read game data with no locking required

burnt drum
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has anyone faced issues where mipmaps don't load the highest

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it's like the engine doesn't recognize the priority

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i have a gun that spawns with player.. it's loading the lowest mip map...

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until destroy and re-create actor

cloud cobalt
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Check scalability settings

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Make sure you have enough VRAM

tawdry quail
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is there any .ini input file for vive already setup that I can import so I don't have to configure every single input?

plush yew
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Hey guys

south ridge
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hi

vale osprey
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@south ridge vehicle component is processed by workers, would be nice if this would a generic implementation so any custom vehicle or whatever could be done in similar way

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But they use a "manager" object for this which is afaik is not the "right" way to use engine

plush yew
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hey guys!

Can anyone help me with AIController::MoveToActor function? I set it to move to actor with a decent acceptanceRadius, but it returns result failed as long as that move to actor has a stacic mesh with collisions on, even though there is plenty of room for the moving actor to get within the acceptance radius.

oblique fern
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is this just an older version, when i do this using multiply, i dont see a color box under the multiply.. it just shows multiply with A and B connectors.

south ridge
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Press down arrow

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๐Ÿ˜›

daring saffron
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anyone got any idea about this error, been trying to solve it for ages

vale osprey
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Class "item" has errors?

daring saffron
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apparently ill paste code but i cant find any errors

oblique fern
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my spotlight isn't working on the 4.15 version, am i missing something?

main cobalt
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Can a light with an animated light function material be static or does it have to be stationary?

oblique fern
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i think static means moving with a mesh.. you should be able to vary the 'glow' factor and it be stationary i would believe, but never tested

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static means mobility not 'gamma'

main cobalt
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Has to be stationary apparently

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or dynamic

daring saffron
oblique fern
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maybe good to post the errors too

plush yew
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@daring saffron use pastebin to give us a bit more code

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and paste errors as skulltip says

cursive dirge
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@daring saffron paste output log when you build that

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oh snap

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yet another one who crossposts..

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apparently he solved this in #cpp already

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I always wonder people who do this, like, do they think their issue is so important that they need have different people solving their issues simultaneously on separate channels?

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instead one could just ask people to take a look at their issue on the channel where they originally posted and discussion would stay in same place

main cobalt
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Sometimes I do, my reason is that I generally keep the lounge or general channel open most of the time, I doubt many people check every new message in every channel, it's just faster to get help posting in multiple places. If I do end up solving it in a different channel tho i'll reply to my message in the other channel or just delete it

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I don't think it's too unreasonable especially for an urgent issue or something you've got no idea where to even start with

cursive dirge
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yeah but the point is, splitting the discussion will not solve the issue faster

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usually the issue solves faster when everyone who try to help are talking in the same space

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like @daring saffron here pretty much ignored us on this channel even people tried to help him here as he was busy talking in #cpp / got it solved there

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that's just rude IMO, ask for help, bother lots of people and then not to even respond back

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sorry if I sound harsh but I see people doing this all the time here and that just wastes resources from everyone and makes people not want to help the guy next time he has issues

worn granite
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Clearly communicating that you're asking in multiple channels and directing the main conversation to one channel fixes this issue IMO

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If you aren't acknowledging people while you're asking lots of people for help that's pretty rude

main cobalt
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True true, ignoring people trying to help is a dick move, at least let ppl know you've found the solution / help elsewhere

dark musk
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anyone have experience with vehicle physics changes from 4.14 and moving on from the deprecated spring offset mode?

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can't seem to get my vehicle to turn without rolling over if I start using the new system

wicked forum
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anyone got any tutorials on texturing rust? i got some feedback on a model that i need to place rusted areas more realistically but i've been having a hard time finding resources that aren't about the game rust >.>

fierce tulip
light thunder
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What do you guys think of this?
https://www.udemy.com/make-3d-animation-games-vfx-making-sense-of-maya/ what do you guys think of this? it's 4 years old but I can't find a course that is newer with as much content
Udemy
Maya Tutorial - 3D Training: Make 3D Animation, Games, VFX - Ude...
From kids to industry pros, learn Maya skills to make your own 3D Animations and 3D Game assets from start to finish.

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What do you guys think of this?
https://www.udemy.com/make-3d-animation-games-vfx-making-sense-of-maya/ what do you guys think of this? it's 4 years old but I can't find a course that is newer with as much content
Udemy
Maya Tutorial - 3D Training: Make 3D Animation, Games, VFX - Ude...
From kids to industry pros, learn Maya skills to make your own 3D Animations and 3D Game assets from start to finish.

ashen brook
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bleh... upgraded a project from 4.12 to 4.15 and now all maps cause tons of "externally referenced" errors. Y u do dis?

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anyone know how to fix it this time around?

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oh hey here we go

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finally someone figured out a proper way

oblique sorrel
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I made the capsule collision component of the default first person character thinner. Now the gun is clipping through walls.

What can I do to make that not happen? Add a collision to the gun and do something with it? Make a custom, more complex collision component than a capsule?

versed rampart
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Newbie here...looking for some tips for integrating sockets with existing blueprints.

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Existing blueprints that can be picked up and moved to various static mesh socket locations to anther socket location on the same mesh...phew.

tender violet
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anyone encountered this when launching a shipping build?

LowLevelFatalError [File:D:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1019]
No outstanding IO, no nodes in the queue, yet we still have 'PackagesWithNodes' in the graph.

dawn linden
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@tender violet Sounds rather like an engine bug to me, maybe try posting as such on AH.

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@oblique sorrel Basically you just can't really do that.

oblique sorrel
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Oh.

dawn linden
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Anyway you can't really change your characters collision shape to solve it.

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You could add a separate collider to the weapon, but you'd have to seriously modify the character movement component to prevent rotation based on custom collision tests. Huge job.

oblique sorrel
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Well, guess I'm just gonna add waist-high fences to every wall, so that player can't get close enough for the gun to clip.

dawn linden
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Better solution, if you really need it, would be to detect and then have the character actually pull back the weapon when there's a wall in front.

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But also not trivial, so yeah level design hacks are the easy option.

oblique sorrel
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I needed to decrease the capsule size for a damage-related purpose. Player was getting damaged by environmental hazards when standing far away from them.

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If I could make OnDamageTaken run from a custom collider, instead of the basic capsule, I could have a large collision capsule and a small damage-collision capsule

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But you're probably right, pulling back the gun does seem like a better solution.

dawn linden
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I haven't used the damage system. But can't you just shrink all your damage volumes a little instead?

oblique sorrel
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That's the thing, OnDamageTaken runs from actor, not component.

plush yew
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Anyone interested in making some systems looking to spend around 300

grim cargo
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guys please help me with my animation walk

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i can show you the problem with video

heavy flicker
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Anyone have any idea why my lighting always comes out darker after the bake? Once i make any tiny changes the lights instantly brighten up the level.

deep gust
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As you guys can see, i changed the tree diffuse color to orane, so now when i import the tree in UE4 , the tree looks green, though i changed that to Orange, why ? Speed Tree for UE4 Subsciprtion

plush yew
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@deep gust make me some tree's ๐Ÿ˜„

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my speedtree's lod's dont export

echo hill
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Anyone know much about UE4's support of the new Switch console?

fierce tulip
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thats all hidden behind nda

echo hill
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as in Nintendo's NDA?

fierce tulip
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yea, though that also goes with some parts of engine itself.

foggy patrol
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I don't really expect that unknown indie designers like us will get our hands on it? Or is Nintendo willing to help supporting it?

echo hill
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Well, I have a Nintendo dev account but it's not been updated for the Switch, and my contact there can't give any info to me on the Switch for indies

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(I think I'm okay to say that much without breaking NDA :P)

foggy patrol
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Wait you can have a Dev account for Nintendo? That's cool o:

echo hill
eager sparrow
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nice!

echo hill
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it's way less cool than you're imagining though ๐Ÿ˜›

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but yeah, free to sign up

eager sparrow
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yeah nintendos okay but yeah lo

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cool, i'm really not getting on well with UE ๐Ÿ˜ฆ

foggy patrol
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That's nice but yeh no thanks. Not going to sign up for now.

eager sparrow
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might look into it javawag ๐Ÿ˜ƒ

fierce tulip
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hmm, only thing I can think of is to contact the right nintendo people and hope they decide your email is worth it?

eager sparrow
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cus i have a reallly cool idea for a game but I can't make it myself though

fierce tulip
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maybe try a title like "ZELDA CLONE FOUND!!!11!!!one!"
to get their attention hehe

echo hill
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haha yeah ๐Ÿ˜›

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or "I found a zero-day exploit for the Switch to play games for free"

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๐Ÿ˜›

eager sparrow
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hehehe nuuu, or i could try ubisoft i've not known many equine games made by nintendo lol

foggy patrol
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One of the reasons why I personally would avoid Nintendo for such things is because of how Nintendo handles copyright.

echo hill
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oh really? how so?

fierce tulip
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their lawyers, and they are legally bound to handle it like that.
regardless on how any nintendo employee or ceo thinks of a fan-game

echo hill
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oh sure - for clones of their IP that makes sense, sorry i thought we meant games in general ๐Ÿ˜›

foggy patrol
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Well not just a fan-game.

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It's also the promoting of their OWN games on YouTube that they shut down etc.

eager sparrow
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yeah that's true but when you think about it the marvel agents of shield logo is the same as you get on the zelda note books

cloud cobalt
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Nintendo is quite protective of its own IP, but I don't believe they will be annoying with indies

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The feedback on that has been good

eager sparrow
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mwaahhaha see there i said it XD

cloud cobalt
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(Disclaimer, works at Ninty)

foggy patrol
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I'd hope so D:

eager sparrow
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but i may pitch my idea to nintendo though java i can pm you intel if you want?

echo hill
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aahh, no its okay - i'm halfway through my own game so i haven't got any time for other stuff unfortunately D:

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there'll be someone on here who'll want to help though for sure

foggy patrol
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I actually had a question, not sure where to post it. How do I adjust the camera? The standard camera in a new project is verryy.. erhm. How to call it. It has this weird blur on items whenever you move the camera? It feels a bit jaggy.

eager sparrow
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it's more to ping ideas etc XD I work in sales so I know how to pitch etc its making sure it makes sense XD

echo hill
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@foggy patrol sounds like you mean Motion Blur

foggy patrol
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It honestly might be motion blur. Does the new project automatically have it?

cloud cobalt
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yes

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Check the psot process volume

eager sparrow
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officially dislike UE The text is too hard too read ๐Ÿ˜›

echo hill
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i think if you set the project up as "max settings", then yes

cloud cobalt
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Look for motion blur

echo hill
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yarp, or if you don't have a postprocess volume in your level, check the project settings - search for Motion Blur and uncheck

foggy patrol
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thumbs up Thanks, you are a hero. I figured that the motion blur in a hack&slash rpg is going to be sickening.

eager sparrow
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hehehe, eh I'm just happy not to have a backwards typing pc ๐Ÿ˜›

cloud cobalt
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Some level of motion blur can be welcome, but the default settings are hardcore

eager sparrow
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I keep thinking it would make a good drinking game lol

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I should not be in here on a major sugar crash XD

foggy patrol
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OH yeh I imagine that a very soft motion blur will be soothing to the eyes, but the default is.. indeed.. egh. Uncomfortable to say it kindly ๐Ÿ˜„

cloud cobalt
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Basically the project defaults enable all effects and stuff

echo hill
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yeah, unless you choose the "scalable 2d/3d" option when you create the project

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in which case it goes the other way entirely ๐Ÿ˜›

foggy patrol
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Interesting o:

cloud cobalt
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Yeah, though I work for PC so I don't use that ๐Ÿ˜ƒ

eager sparrow
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oh god do not confuse me more dude ๐Ÿ˜›

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though that isn't hard to do XD

foggy patrol
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Yeh my project will also be for PC

cloud cobalt
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Basically the "scalable" thing really means "mobile"

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Where the rendering pipeline is much less modern

foggy patrol
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Mmmhm

echo hill
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true true ๐Ÿ˜ƒ

cloud cobalt
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If you're on PC you should probably keep the current setting, design your game the way you want players to see it

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Then once the game works you can focus on scalability

eager sparrow
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yeah, I just haven't got time for game design right now sadly too busy with new work ๐Ÿ˜ฆ

cloud cobalt
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It's very easy to scale down quality in UE4

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The other way around is harder

eager sparrow
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oh?

foggy patrol
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That's actually great to know, thank you!

echo hill
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yeah, so my PC is really high-spec and my game runs buttery smooth on it - but on my laptop, not so much

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but if i dial down the scalability setting to low or medium, its all good ๐Ÿ˜ƒ

eager sparrow
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mine just about runs skyrim it's a lenovo ideapad ๐Ÿ˜ƒ

echo hill
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so definitely good idea to build it as Stranger says, to how you want people to see it ๐Ÿ˜ƒ

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haha nothing wrong with that ๐Ÿ˜„

eager sparrow
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thouuhg is there still a market for equine based games?

foggy patrol
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๐Ÿ˜‚ Yeh no erhm. I'm going to have issues with that one day. I'm atm working on a potato laptop that already crashed when my sculpt reached 2 mil tris (which is of course high, but for a good detailed sculpt you need 'em poly for that juicy bake) so I'm curious how my laptop is going to handle Unreal engine when I have more than hair in it. My only luck is that my partner is doing most of the coding/blueprints etc.

eager sparrow
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try malwaarebytes and Ccleaner both good for helping cleaar up temp files

foggy patrol
#

Not needed, it's just an old and cheap laptop. I need something new.

eager sparrow
#

ahhh okay i do recommend lenovo I love the brand

foggy patrol
#

I'm more of an HP fan, but thanks!

echo hill
#

personally i'd recommend anything not a laptop ๐Ÿ˜› but depends on your circumstances

eager sparrow
#

I have the desktop too but thats dead atm untill i can figure out why the hell it blinks lol

#

I've fixed my laptop ๐Ÿ˜› though hehe

cloud cobalt
#

If you're serious about creating games, a powerful desktop is really a must. You're always going to need more processing power than the people playing your game, and when the time comes to record gameplay videos for example, no amount of performance is going to be too much

foggy patrol
#

WELL ๐Ÿ˜‚ Basically, I'm going to need a laptop and a desktop. The only place in this house that I can place a desktop is in my work office. I of course can't stay in the work office the entire day, I don't have any privacy AND my mother is not a fan of me being away from the living room a lot. So for that I'd need a laptop.

#

Aye

cloud cobalt
#

(Obviously that costs money etc)

foggy patrol
#

A good desktop is cheaper than a good laptop though.

echo hill
#

true true

#

plus a desktop won't burn your lap when you're using UE4 ๐Ÿ˜‰

foggy patrol
#

LEMME TELL YOU A STORY

#

I had my laptop on my lap (duh) the first night I used UE4. I was working on the hair issue I had.

#

I ended up waisting the entire night with a smoking hot laptop on my lap so I rage quit and took some icecream ๐Ÿ˜‚

echo hill
#

haha, well there's your answer ๐Ÿ˜†

foggy patrol
#

Yuupss

echo hill
#

but also the work office etc. thing, so it's still tricky haha

#

unless you can have like a really powerful PC in the office and remote desktop in with a laptop, but thats getting technical and probably won't work v. well

foggy patrol
#

Noop. I also need to be able to have it downstairs.

#

Anyhow I'm looking for a desktop around 1k euro, that should be strong enough for a few years. I can always upgrade it to something higher, but it's a good start I guess.

cloud cobalt
#

It's quite a good time for that, now that hardware performance has drastically slowed down compared to the previous years

#

Desktops used to be obsolete in three years

echo hill
#

yeah, i mean i bought a new PC a year and a half ago, must have been about ยฃ800 (not sure what that is in euro, probably not much different :P)

#

and it'll still run anything i throw at it

foggy patrol
#

Yeh I heard about that as well! Then again, we've hit the point where we can render photo-realism. So I'm not sure how much higher we can go?

cloud cobalt
#

I built a machine 3 years ago or someting and the CPU is still very much relevant, with equivalent models costing about the same

#

The only thing I really need to upgrade are the screens

foggy patrol
#

This is basically what I have atm. It's in Dutch, but I'd guess that you can figure out what what is.

echo hill
#

nice... tbh screens these days are not as expensive as they used to be

#

hmm, okay - not awful but only 4GB ram so might struggle a bit there

#

i don't know anything about AMD graphics cards so don't know if that one is good or bad ๐Ÿ˜›

foggy patrol
#

It's really weak ๐Ÿ˜‚

echo hill
#

fair play - i only know nvidia ๐Ÿ˜› haha

foggy patrol
#

Okay I think that I know how to do it. Get a desk in my room, buy a desktop myself from around 1000 euro. Then get a work laptop for just my art for the work office and so I can walk around in the house. Nods.

echo hill
#

sounds like a pretty solid plan to me ๐Ÿ˜ƒ

foggy patrol
#

\ o/

fierce tulip
#

< would cry

#

tweakers often has decent build of the month suggestions

shell jetty
#

tweakers of Golden PC Desk

scarlet kelp
#

Tweakers builds have been going downhill imo

cursive dirge
#

@foggy patrol get on with more ram

fierce tulip
#

true, but its still a decent guideline

cursive dirge
#

I'm surprized you can even use the editor with that comp

scarlet kelp
#

Fair enough.

#

I take fun in picking out parts tho :p

#

Get*

fierce tulip
#

too many dutch people here, I need a new discord channel :p

scarlet kelp
#

Haha

#

We are everywhere

fierce tulip
#

I just use it to check up on price-changes

scarlet kelp
#

Fair enoufh

#

Enough

#

Lmoost everybody does

tawdry quail
#

posting here since there is no sequencer section. I am moving a camera with a track and everything is working, even did some captures this morning. Now when I capture the camera in the camera in sequencer turns red with the Object bound to this track is missing error. If I get out of capture everything is white and works as intended >.<

foggy patrol
#

@cursive dirge Dw, when I get a 1000 computer it'll be fine.

#

Just gotta save up for it

oblique fern
#

where is my find??? i hit ctrl-F in my blueprint, a find results tab pops up but it sayd unrecognized tab

#

nm i closed and reopened the blueprint

tidal elbow
#

@tawdry quail Perhaps the object needed is in a different level than the one that the sequencer is in?

#

I have a question about implementing a specific 'custom' node in a material. Since there isn't a materials-specific channel, I guess I'll post here...
I'm trying to implement Inigo Quillez's volume colorizers the custom code for which can be found here: https://www.oculus.com/story-studio/blog/colorizing-spaces-working-with-color-in-story-studios-henry/

I know nothing about custom shader code (hlsl?) When I place this code into a custom node I get the following errors:
Error [SM5] Material.usf(1285,17): error X3000: syntax error: unexpected token '('
Error [SM5] Material.usf(1291,3-6): error X3000: unrecognized identifier 'vec3'
Error [SM5] Material.usf(1291,8-9): error X3000: unrecognized identifier 'rc'

I've tried creating a bunch of inputs for ro, rd, sc, sr, but have not found the right way to get this running. It's a bit of a long-shot, but anyone have a moment to see what this idiot cannot?

This post is targeted towards technical artists, with an understanding of visual effects, computer graphics, and programming. Making Henry was a massive...

tidal elbow
cursive dirge
#

it's literally first thing listed on the channel topic

#

@tidal elbow all in all, ditch the function, change vec3 to float3

#
  float ndbuffer = dbuffer / sr;
  float3 rc = (ro - sc)/sr;

  // find intersection with sphere
  float b = dot(rd,rc);
  float c = dot(rc,rc) - 1.0f;
  float h = b*b - c;

  // not intersecting
  if( h<0.0f ) return 0.0f;

  h = sqrt( h );
  float t1 = -b - h;
  float t2 = -b + h;

  // not visible (behind camera or behind ndbuffer)
  if( t2<0.0f || t1>ndbuffer ) return 0.0f;

  // clip integration segment from camera to ndbuffer
  t1 = max( t1, 0.0f );
  t2 = min( t2, ndbuffer );

  // analytical integration of an inverse squared density
  float i1 = -(c*t1 + b*t1*t1 + t1*t1*t1/3.0f);
  float i2 = -(c*t2 + b*t2*t2 + t2*t2*t2/3.0f);
  return (i2-i1)*(3.0f/4.0f);```
#

like, put that in the custom node

#

you also left first node blank and you miss dbuffer input

tawdry quail
#

@tidal elbow thanks for the quote man, that was the case.

shadow edge
#

Hi, im new kinda new to UE4, i was wondering if there was anyone i could talk to and ask a few dumb questions about things i cant figure out on my own

cursive dirge
#

if you've tried to solve the things on your own first, you can ask here pretty much anything

#

but regular searches will usually give you answers too

#

as basic things get asked a lot in answerhub etc

tidal elbow
#

@cursive dirge Thanks Dude! That was the general direction I was going, but reformatting to float3 wasn't an obvious thing for me. The rough outline is working, now I just need to figure out how to control all the inputs! Thanks!

cursive dirge
#

np

#

I missed this 3-part tutorialset before

shadow edge
#

Can somone clarify how useing 3rd party content works, i have a few files full of stuff and every time i move them to my content folder they dont show up

tidal elbow
#

@tawdry quail Glad I could help... and that it wasn't anything too broken;)

cursive dirge
#

@shadow edge use import

#

or if you have them in some other ue4 project, use editors migrate tool

#

technically, just dropping content in content folder should trigger editors import though

#

like, it should ask if you want to import them

#

if they are supported type that is

shadow edge
#

when i do that i get hella errors

heavy flicker
#

Anyone have any idea why my fps still stays at 30 when i hide everything in my level?

median pumice
#

Can anyone tell me how to switch the actor who triggers the level streaming volumes? Normally the camera triggers the volumes, but i need my character model to do it

shadow edge
#

like why dosent this work?

plush yew
#

@heavy flicker your hardware is low specs?

heavy flicker
#

Nope, all cinematic

plush yew
#

joke. but maybe you are doing too much in the Tick event

#

hiding actors mainly lessens the stress on the GPU

#

btw, whats your FPS before you hide the actors?

#

you might have a fps cap as well, though that is at 60fps by default (I think)

heavy flicker
#

if i hide everything so its pitch black it only goes back to like 90

plush yew
#

then you have no cap

#

so whats your fps when you dont hide anything?

#

you could use the profiler tools

heavy flicker
#

between 20-50, im gonna try and watch a epic video about that but unless there some commands that can enable a view

#

Ive read the docs and they dont really have a friendly version or unless im stupid and missing something

plush yew
#

did you check the tick events?

heavy flicker
#

no dont think I have

plush yew
#

the fastest way to see if you are doing too much on the tick events is to increase the tick interval

#

and look how the performance changes

heavy flicker
#

Ok cool il give the docs another read and check it out

tidal elbow
#

Anyone know how I might use a physical sphere in the editor to drive a postProcess blendable material? Basically I would like the sphere's location and radius/scale to feed into a custom node that is doing local color changes.

patent wren
#

ok dumb questuon regarding sequencer.. I set up a few clips to play under one Master Sequence, no problem. how do I get it to preview in the viewport? I had it all working the other day when I originally created the sequences and now I can't remember how I did it

shadow edge
#

press play...

#

or space

patent wren
#

nope .. that doesnt do it..

shadow edge
#

then you dont have anything changed

patent wren
#

i see the timeline in the viewport displaying the name, seq 1, 2, 3 etc as it goes through them .. but the 'video' just doesnt show in the viewport.. i can click placed cameras one by one and view each sequence playing separately

shadow edge
#

send a screenshot of your sequencer

patent wren
#

ok one sec

#

in the viewport i have Cinematic Viewport and Cinematic Preview Enabled

shadow edge
#

ohh your using it for that

halcyon marsh
#

hello everyone

#

is that normal that the AI doesnt move

#

when it is spawn ?

rotund summit
#

If it doesn't have a NavMesh

patent wren
#

tearsofdeath - any idea?

dim hemlock
#

@halcyon marsh there is no 'normal' with ai, it has to be coded for the situation, so by the sound of it you arent instigating its behaviour properly. Or like Snake says, it is not in a navigable area

glossy zenith
#

i think to get it to show in the viewport, you need to click the camera icon on the right of the left hand column of tracks

#

@patent wren

patent wren
glossy zenith
#

np. so amazed something i said was useful ๐Ÿ˜ƒ

#

i found the sequencer to be a pain in the ass first time i played with it. going to relearn the section of the course again after finishing it.

patent wren
#

yeah its actually really cool... i took notes on it as I watched the videos ,, but im finding a i missed writing down a few things

glossy zenith
#

yeah i'm currently trying to adopt the habit of watching the video first, then re-watching while doing. Main issues so far are quick changes they make while i'm looking at my editor. Missing default meshes, missded execution pins, dragging out nodes before setting a type on something expecting a class, so the context is messed up...

#

classic last night (using bp) was i added in a set node for a var after an add static mesh, but there were 2 add mesh n odes in a row, the first was the one i wanted, the second was an irrelevent one i picked. then got all confused when the vector dist between the 2 was 0, which was of course because the second mesh was stretched between the base and second elements.

patent wren
#

Honestly it's a just a lot to try and remember ... i use some many different programs and features in each and sometimes its months til I use it again

#

i make takes notes and screen caps of everything

glossy zenith
#

yeah i've stopped trying to learn all the softwares and am now just going with unreal. if i need to make assets it'd be either modo or blender, but yeah, leaving unity, godot and gm to rot in their respective corners.

grim cargo
#

guys what extension support the video..

#

the mwv mp4 cant use to my ue4

safe rose
#

@ashen brook You are lucky. At least you got your project to update. I haven't been able to get one of my projects to update to 4.15 from 4.14

#

Strange message, I even made sure my files/folders were all writeable

#
UnrealBuildTool Exception: ERROR: Unable to create directory 'C:\Program Files\Epic Games\UE_4.15\Engine\Intermediate\Build\BuildRules\UE4Rules.dll' for intermediate assemblies (Exception: Access to the path 'C:\Program Files\Epic Games\UE_4.15\Engine\Intermediate\Build\BuildRules' is denied.)
gentle ivy
#

Did you delete your engine intermediates?

safe rose
#

Nah, haven't tried that actually

#

Was going to try a blank project first

gentle ivy
#

Do that and regen project files

safe rose
#

You mean the engine build and not the project build?

gentle ivy
#

well both actually

#

usually when I see something like this I assume that the intermediates cached something bad

#

pun intended btw

safe rose
#

I looked online, definitely seems to be a trend of unhappy devs trying to update anything to 4.15 though

#

Causes are all over the place though

gentle ivy
#

4.14 wasn't any nicer either ๐Ÿ˜ฆ

safe rose
#

Well, I was going to reinstall 4.15 if it happened on a blank project

gentle ivy
#

but the improvements can't be argued with.

safe rose
#

It was interesting to see it going to a new directory

#

usually it would go under the x86 folder

gentle ivy
#

your not doing something silly like win32?

#

right?

safe rose
#

nah

gentle ivy
#

win32 editor builds ๐Ÿ˜„

#

do you have a binary distribution or the source distribution of the engine?

safe rose
#

both, but this one is launcher build

#

(school project)

#

hmm, wonder if this is a VS problem

#

But yeah, deleting Intermediate in build/project did nothing, going to try blank project real quick

gentle ivy
#

yeah blank project should work or even a template of anything

#

if those don't compile then you know something is messed up with your environment/hard drives/etc

safe rose
#

originally thought it was a perforce issue

gentle ivy
#

yeah I see that a lot with perforce locking files

#

but you said you set them to not readonly

safe rose
#

ya, but I ended up checking everything out

gentle ivy
#

and the fact you just deleted that entire folder...

#

cant be readonly unless you got latest again

safe rose
#

yeah and I am on my admin account on my pc

#

so, there's only so many things it could be

gentle ivy
#

you don't check in that folder at all right?

safe rose
#

man

gentle ivy
#

you usually shouldn't have an intermediates folder in source control. So it shouldn't even be touched in perforce.

safe rose
#

the blank project updated like nothing

gentle ivy
#

something with your stuff :/

#

that sucks

safe rose
#

ya boohoo

#

the error msg doesn't really help me

#

So, just gotta dumpster dive

gentle ivy
#

have you tried compiling in a vm?

#

make sure its not the project

#

kind of a pain to do if you aren't setup for it.

safe rose
#

Right, not really set up for that. I do need to start figuring that stuff out though. I am a bit behind when it comes to automation stuff

gentle ivy
#

Is this a solo project?

#

do you have any other machines in which could compile?

safe rose
#

This is a group project

#

But, yeah, I have 4 PCs at home

gentle ivy
#

I'd check and see that if it's easy some how. Just a different environment might tell you a lot.

safe rose
#

I keep meaning to play around with rocket(?)

#

or whatever it's called

gentle ivy
#

Docker?

ashen brook
#

@safe rose check that your project files aren't set to read-only

safe rose
#

I know I need to for swarm

ashen brook
#

first go-to when access denied errors come up

safe rose
#

@ashen brook Yeah, I have the usual build stuff checked out

#

binaries and such

gentle ivy
#

did you actually go to the file system?

ashen brook
#

perforce?

safe rose
#

yeah

ashen brook
#

allwrite flag on the workspace!

#

do the occasional reconcile offline work to make sure nothing got missed

safe rose
#

ah true

gentle ivy
#

that's the only way to check in source isn't it? reconciling...

ashen brook
#

nope

gentle ivy
#

oh does VS have a plugin?

ashen brook
#

yep!

gentle ivy
#

hard pass

ashen brook
#

p4vs

gentle ivy
#

runs from it.

ashen brook
#

you can also do it manually if you prefer

#

check out source folder before work, do work, revert unchanged files, submit

gentle ivy
#

I might check it out.

ashen brook
#

or if you collaborate, only check out the files you work with obviously ๐Ÿ˜‰

safe rose
#

hmm

gentle ivy
#

Ah with source its easy to merge so I do work, check out > submit/resolve/etc.

#

and to check out I also reconcile offline work on the source folder.

ashen brook
#

ah true

#

I'm used to the binaries workflow with uassets

#

so checkout = lock

gentle ivy
#

ahh yeah that is 100% needed with the UE4 editor.

#

I always hook up perforce to the editor but never to VS

#

I feel it gives a nice balance but I will poke the VS plugin and see what its about

#

overall the perforce locks on source should be ignored though so it might just be annoying.

#

(unless you don't wanna merge)

dawn linden
#

I very quickly dumped Perforce VS extension. Buggy as hell, kept locking up VS.

gentle ivy
#

ooph that's not good.

grim cargo
#

guys why my ue4 cant import video..

safe rose
#

@XeltranSundo#7678 wrong file extension?

grim cargo
#

i already try mpeg mp4 st2s

#

and mwv

gentle ivy
#

whats the error?

grim cargo
#

done with .mpg / .m2t /.wmv /.mp4 / m2ts

hollow crescent
#

Hi I've dragged content (a sprite) onto the viewport. How do I duplicate an instance of the sprite in the viewport without having to drag another one into it?
Without having to drag one onto it from the content browser

latent shadow
#

so, with the patching system in unreal, you have to add an extra pak file for each change etc. this can really fill the harddisk space very fast, isn't there a way to just change the existing files or something smilar or merge the extra patch pak file with the original one?

dawn linden
#

Anyone know how I can generate a smoothly varying 1D noise signal? Basically I just want to perturb some value a little from it's default over time, but the perturbation should change gradually.

cloud cobalt
#

Add a few sines with different periods ?

#

Or look into coherent noise functions

dawn linden
#

Thanks, was just reading a bit about simplex noise.

#

Is that classed as coherent? It kinda looks like it would probably do what I want.

cloud cobalt
#

Not sure, but if it works, it works

dawn linden
#

Yeah I think it will. Pity UE4 only has this built into the material system and not blueprints.

#

Found a plugin for it, but just gonna go with the sine wave idea for now. Just testing at this point anyway.

heavy flicker
#

Ive noticed that my directional light causes a lot of huge shadow depth posibly giving me low fps. Is there a way to clear them? or how exactly do i optimize

cyan iron
#

Do you guys know if it is possible to scale a landscape so that the foliage is moving with the surface? ๐Ÿค”

wise bone
#

I doubt that will work @cyan iron . It is better to be pleased with the landscape (including its scale) first before putting any object (including folliage).

cyan iron
#

Yeah. I guess so. Gotta replant quite alot of trees ๐Ÿ˜„ Thanks for the respond though.

wise bone
#

You are welcome and good luck

balmy flint
#

anybody else here having issues with editor stability on macos? does the windows version crash often as well?

granite belfry
#

Hey anyone know how I can go about getting access to the materials in the engine-folder?

fierce tulip
#

"show engine content" in the content browser

granite belfry
#

Oh snap there it is

#

Thanks!

hollow crescent
#

Hi I've dragged content (a sprite) onto the viewport. How do I duplicate an instance of the sprite in the viewport without having to drag another one into it?
Without having to drag one onto it from the content browser

shy wharf
#

Anyone knows how to setup a 2 wheeled vehicle in Unreal? Tried with invisible front and rear wheels but the vwhicle just rolls entirely. Thanks in advance

ruby cairn
#

anyone around to help with a issue im having with lighting..

empty belfry
#

Where can i try or whom can i ask if i can't find anyhelp with navigation issues?

gentle solstice
#

Major bug in Robo Recall: Modded player pawns do not receive damage from bullets.

gentle solstice
ruby cairn
#

xD

plush yew
#

what channel for Window Settings in your game?

unborn matrix
#

How could I have a blueprint cast to all types of blueprints?

For example: if I have a bad guy shoot out a bunch of goo, it should slow down all enemies within the goo.

The way I'm doing it now seems.... incorrect even if it works.
what I'm doing is having a bunch of IF statements checking what type of character my player is using, then casting to them.

weary basalt
#

@unborn matrix Sounds like an great candidate for an Interface

unborn matrix
#

I was about to sleep, but you just pulled me back in

#

thats really easy to use and I would have NEVER had found it if you didnt tell me about it

#

@weary basalt +1 to reputation!

weary basalt
#

lol thanks, no rep here though mate ๐Ÿ˜›

unborn matrix
#

+100000000 to rep then!

#

Welcome to Unreal Discord, where everythings a checkbox and the points dont matter!

shy zodiac
#

How do I get ahold of UE4 4.16 preview? I have access to the github source code but cant find any branch that is called 4.16 or is it the master branch I should check out?

cloud cobalt
#

Probably the master rbanch at this point, yes

#

Names branches occur once releases are in progress

#

There is no 4.16 preview yet, so what you really want is the current WIP of the engine, some of which will become 4.16

shy zodiac
#

Ok. Thanks @cloud cobalt. Only used the launcher before but wanted to test some things.

cloud cobalt
#

Yeah I do hope you're not actively using it for development ๐Ÿ˜ƒ

#

There is also the "promoted" branch which is supposed to be used internally at Epic

#

Less hardcore than master

shy zodiac
#

No no. For my "real" work I use 4.15 but needed a break from everyday work and wanted to play around a little.

cursive dirge
#

it's master only atm

cloud cobalt
#

I have tried working with previews once, will never do it again

#

We have a good process for updating the game now

#

(work on master, prepare migration on a branch, merge when version is released and no blocking bugs)

worn merlin
#

Does anyone know if there's a padding thing in a UMG Widget

#

Ive got a white square on the top right

#

UMG size is 1920 x 1080 too

#

In game it's shifted over to the left?

kindred viper
#

where is your anchor set to?

worn merlin
#

top left

#

even if it's top right its still shifted

kindred viper
#

it looks approximately half the width across to the left.

#

it may be the DPI scaling or the viewport size not actually being 1080 but the fact it looks half the width across makes me think its just an anchor issue. Have you tried other anchors? Like top right or center?

#

oh sorry u said you did

worn merlin
#

It says DPI Scale 2.0?

#

Could it be that

kindred viper
#

could be. it should be 1.0 at 1080p usually

#

if you check the DPI curve to make sure though, as it could be that too

worn merlin
#

never used this before, does this look right

kindred viper
#

yeah it looks default

worn merlin
#

wonder why its showing DPI Scale 2.0 when it says there Resolution: 1080 Scale 1:0

kindred viper
#

that means if you put your UMG setting to 1080, it should say DPI Scale 1.0

worn merlin
#

fml it was on 4k res

#

but still its messed up haha

#

shows DPI SCale 1.0 now

kindred viper
#

ahh coolbeans

worn merlin
#

Still shifted over to the left ๐Ÿ˜ฆ

#

intestesting

#

I think its just PIE that it's fucked up

#

yes it is

#

omg

kindred viper
#

honestly with my recent experiences, I think a lot of stuff is messed up with DPI scaling

worn merlin
#

It's been so frustrating, It's been messed up for ages

#

Thanks for you help ๐Ÿ˜ƒ

kindred viper
#

no worries

ember siren
#

Hey guys, what's the biggest number landscape tiles you have used before?

heavy flicker
#

Any idea why my DFAO doesnt update when i change the settings from skylight? Got it enabled and my settings are all epic

slim quest
#

Has anyone thought about adding Beam Support to their UE4 game?

floral heart
#

The microsoft streaming thing?

worn river
#

would anyone happen to know what could be causing low fps in the editor? I'm getting around 45fps in the scene from the first person template - on a gtx 1060. it started after formatting my computer a while ago

#

reaching the limit (120fps) when I'm in immersive mode

south ridge
#

Do you have any sorta complicated actors etc which might force slate to render a lot of list items etc and be slow

worn river
#

No, all I've got is one actor with which just picks a random material, and the content examples from the launcher

brittle gulch
#

Hi everyone, simple first question :
I have a 4 floor buidling, I can teleport my player into each floor through a teleporter. Should I create a new level (map) for each floor, or should I create these floors in the same map? knowing that each floor has stuff in it, like furnitures, but nothing in movement, everything is static

rapid flare
#

Anyone ever have the Windows SDK v8.1 error crop up on them with builds?

safe rose
#

Anyone ever get this? This only started happening in 4.15. Blank project, happens when I create a new C++ class. This is the actual error, which comes up when I try to rebuild or regenerate project:

Running C:/Program Files/Epic Games/UE_4.15/Engine/Binaries/DotNET/UnrealBuildTool.exe  -projectfiles -project="H:/Hello/Test/Test.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: System.UnauthorizedAccessException: Access to the path 'C:\Program Files\Epic Games\UE_4.15\Engine\Intermediate\ProjectFiles\Timestamp' is denied.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at 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)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize)
   at System.IO.File.Create(String path)
   at UnrealBuildTool.UnrealBuildTool.RunUBT(String[] Arguments, FileReference ProjectFile)
#

I have made sure that I am admin, with full control, so it's strange, but this only happens in 4.15

raven cedar
#

not sure why, but sometimes I literally have to open the top level folder for the project and make sure read-only is unchecked. That same thing happens when I do new projs in 4.15.x and any win 7/10 machine

safe rose
#

hmm

#

This is strange, but I just noticed that I can't uncheck it

raven cedar
#

:\

safe rose
#

It says it does it

raven cedar
#

I guess it is now a feature

safe rose
#

but when I check again, it's back to read-only

raven cedar
#

lol, yeah, good times

safe rose
#

I just don't get why only in 4.15

#

If this were a windows issue, it would have been a problem before

glossy zenith
#

anyone able to point me in the direction of the best colloboration/team stuff for unreal ?

#

(perforce wants to kill me so running)

grim sinew
#

I've been using VSTS, it's cheap and has no cap on storage for private repos, but all depends if you want to use Git. Until LFS 2.0 is supported by more things, file locking from perforce seems rather attractive.

unreal sonnet
#

The InterpToMovement component doesn't seem to change its speed when I change its Duration variable. I'm probably doing this the wrong way. Does anyone know the right way to do it?

#

I ask because I don't see this anywhere in the AnswerHub or the Docs. Probably because I'm not searching for the right vocab words.

brittle gulch
#

Hi everyone,
I have a 4 floor buidling, I can teleport my player into each floor through a teleporter. Should I create a new level (map) for each floor, or should I create these floors in the same map? knowing that each floor has stuff in it, like furnitures, but nothing in movement, everything is static

weary basalt
#

@brittle gulch How big are the "floors"?

#

Im assuming your concerned about performance?

brittle gulch
#

yes I'm talking about perf. The floors are about 600mยฒ, they are splitted in a few appartment but only one per floor is really detailled with furniture and stuff. The other one are empty

weary basalt
#

If your worried about performance then Stream them in as sublevels when you need them.

brittle gulch
#

I don't really know about this technique but I'll get a look at it. Thank you!

grim juniper
#

So I'm trying to make a spline road tool, but for some reason raycasts ignore it even though I have set the collision in the blueprint to "Collision Enabled (Query and Physics)" Am I missing something?

#

As an example I've used a basic cube as the mesh. It shows up when viewing player collision but not visibility collision.

#

I've been trying to figure out why. Anybody have any clues?

whole quarry
#

@grim juniper Have you tried to set the collision channel of the cube mesh to "Complex to Simple"?

spare topaz
#

how do I fix "tried to create property" error? trying to create a custom event but the engine started to disagree with me

grim juniper
#

I'll try that tomorrow since I'm going to bed now.

plush yew
#

Hey everyone! How's 4.15 working for you who have updated? I read about some problems with materials and tone mapper

cloud cobalt
#

It's working fine, and it changed some stuff for materials and tone mapper

#

And Blueprints

#

There was basically a lot of hate because Epic didn't keep rendering the same

fierce tulip
#

it could use some finetuning, and perhaps some additional material options, but its fine imho.

plush yew
#

thanx guys

#

Our game is about 2 months from release, so I'm most worried about stuff that would need a lot of adjusting

#

like going through all teh materials or something

spare topaz
#

so, how does replication work? I'm trying to replicate a simple character components rotation. Only thing is that no matter how I try to replicate its rotation only listen server client's rotation is visible to anyone

fierce tulip
#

you can reset the tonemapper to the old one, but you might need to tweak some bloom etc as well.

cloud cobalt
#

Also the old one is going away

#

@plush yew Simply put, don't update if you're close to release

plush yew
#

good advice

#

but I'm on the edge

#

if I update now, we still got time

#

if I don't, I certainly won't update before release

#

and if a problem arises, Epic won't provide much support for an outdated version

cloud cobalt
#

They won't provide much support for any version to be honest

#

New versions have bugs too, and 4.15 isn't fully stabilized yet

#

If you haven't any known bug in 4.14 i'd stay there

fierce tulip
#

15.2 is coming out soon, and it does come with some performance tweaks

#

(.15 compared to .14)

halcyon marsh
#

hello everyone i need infromation about collision if anyone can help me please

#

the OnComponentHit Event works only if the component is hitting by something or also when it's hit something

plush yew
#

both

shell jetty
#

17 would be pure awesome

halcyon marsh
#

but the problem

#

is that my sword doesnt generate hit event

plush yew
#

ant the other object does?

halcyon marsh
#

it's work fine with overlap event but not with hit event

#

it is attach to my player i do animation attack to test the collision to a wall

plush yew
#

I think you shouldnt use both overlap and hit events

halcyon marsh
#

no

#

i use them alone

#

now i show you only the custom collision to test hit event

plush yew
#

but what is this sword hitting?

halcyon marsh
#

a box

plush yew
#

does that box have block set to sword collision?

halcyon marsh
#

block all

#

so yes

#

and generate all event

plush yew
#

double check

halcyon marsh
#

yes ^^

plush yew
#

hm

#

try setting everything to block for both colliding components

halcyon marsh
#

not all

#

because it will block the player x)

#

oh wait

#

i will see if it's collide with the player

plush yew
#

๐Ÿ˜ƒ

halcyon marsh
#

it works with the player

plush yew
#

then the box is not set up properly

#

look for problems there

halcyon marsh
#

the box is blocking all

plush yew
#

perhaps wrong object type

#

or bad collision

#

are you hiting the mesh

#

or a box collision?

halcyon marsh
#

and also the sword is blocking all (EXCEPT sword and pawn)

#

mesh

#

a Cube from the Modes "Base"

#

but overlap with a sword is good

#

because hit will generate permanently the event

#

i just wanted to know why this not work ^^

vale osprey
#

did you enable GenerateHitEvents on sword?

#

you did I see

halcyon marsh
#

^^

#

yes

vale osprey
#

well, collision enabled is set to Query Only...

halcyon marsh
#

what does mean ?

vale osprey
#

Queries are traces, not collisions, change it to query and collision

halcyon marsh
#

no

#

it is set

#

to collision enable

vale osprey
#

on your screenshot it is set to Query Only

halcyon marsh
#

i changed by the time

vale osprey
#

there are several things which need to happen to start receiving collision events:

  1. Collision mesh on both bodies that collide
  2. Collision Enabled: Query and Physics on both bodies
  3. Both bodies need to block the each other's channels -> sword should block box channel and box should block sword channel. "BlockAllDynamic" doesn't always work especially when you have custom channels
  4. Generate Collision Events should be On on receiving body
  5. Receving of event needs some very simple debugging like print string
halcyon marsh
#

yes by like i said the overlap works find ^^

#

i have a question @vale osprey

#

i want to spawn particle at impact location

#

i use this

#

but i dont know if it is the right way

vale osprey
#

Overlap is not a collision its irrelevant if it works or not

#

ther eis no Impact Point in overlap event, that values is zero

halcyon marsh
#

how can can i spawn a particle so ?

#

at location

vale osprey
#

at which location?

halcyon marsh
#

impact of a sword with the box

#

i want to spawn a srapks

vale osprey
#

you need Collision event for this

halcyon marsh
#

overlap doesnt work ?

vale osprey
#

overlap just says if two volumes intersect, it doesn't say where they intersect

halcyon marsh
#

oh man ...

#

i stay all night learning on this

#

for nothing

#

What is the goal of the Sweap Result ?

vale osprey
#

you can do a Sweep Test when you move an object, to check if something will be in its way

halcyon marsh
#

now the hit event doesnt work

#

and it is the only one

#

that can give me the hit location

vale osprey
#

have you changed settings on the box?

halcyon marsh
#

it's working fine with the character

#

when he run

#

i did both @vale osprey

#

the sword is a child actor of my character BP

#

i attach it to a socket

vale osprey
#

no idea how it is suppose to work in such configuration

halcyon marsh
#

the only thing that i found

#

is using

#

trace channel

grave grove
#

Anybody know why Decals won't show up at all in my game? I've set up a decal material and applied it to a decal actor, It won't show up anywhere in my level, even with a simple 3 constant color as a material, its driving me nuts

eternal osprey
#

It's been a few years since I worked on UE4 so I may be missing something obvious but if I want to import a 3D model and then control that 3D model with some other program that's linked with Unreal, do I still need to import the model via FBX?

fallow cliff
#

@eternal osprey you'll have to save the model each time you change it in the other program. UE4 has an option to detect those changes and auto-reimport the file for you, but in general, yes, you have to reimport the model

#

we're currently working on integrating certain modelling programs more tightly, so that updates to a model in the program will be reflected in UE4 in real-time

#

but that's still some ways out

fierce tulip
#

i think he means make it animate alongside mocap, or hand gestures, tracking, etc

fallow cliff
#

ah, maybe i misunderstood then

fierce tulip
#

maybe i did :p

eternal osprey
#

actually to be specific, I want to import a URDF file which is a format used by robotic simulators and then control that imported robot with a linked library

#

so the issue is I'm not sure if I should be importing as fbx

#

I will be making a program that will parse the URDF file but then I'm not sure if I should be converting to an fbx since it can't simply be a static mesh, I will need to be able to control the joints and stuff via the linked library

#

I think for importing a 3D model into unreal, fbx is the only option isn't it?

vale osprey
#

@eternal osprey correct. You could make a custom importer that will create both static meshes and wire some logic described in URDF, but this is not a one day task

#

The easier option is to import your robot either as a skeletal mesh with all parts in one rig or as separate meshes for separate parts

cloud cobalt
#

@fallow cliff Is Blender one of those ? ๐Ÿ˜ƒ

vale osprey
#

Then build a set of components or actors that can communicate with external device and update position of static meshes or bones in skeletal mesh

slim quest
#

@floral heart It is a thing MS purchased

fallow cliff
#

@cloud cobalt not at this time, no, but i'm sure someone in the community will add support for Blender at some point. first we gotta get the basics in place on the Editor side

fiery harbor
#

is there a way to generate collision for many static meshes at once with the same settings?

#

so I want to select 100 static meshes, set the accuracy and max hull verts and let it generate collision for those 100 static meshes

gentle solstice
unreal ridge
#

hi, if I have a .pak file can I convert it to .exe? how? specifically I am talking about BarcelonaPavilion-WindowsNoEditor.pak

#

also I am looking for some executables with realistic rendering

#

can you please share link with me that are made with ue4?

fallow cliff
#

a pak file is really just a zipped version of a game's /Content directory

#

and possibly also Config and a few other things

#

you'll need the game's executable and binary files to use it

#

if the pak was created with just plain Unreal Editor, you could possibly just drop it into a project directory

#

i think the -pak command line parameter specifies which pak file to use. i don't recall the syntax and any other parameters that may be required off the top of my head

grim juniper
#

I don't know if setting the collision on the mesh that I'm using even changes anything since I have to use a Set Collision Enabled node in the spline blueprint

light thunder
#

Why is my texture resolution so low when I start the game compared to when I am in the editor...where do I change this setting?

tribal pebble
#

it is to showcase some 3D scenes (no playerbp's involved just many cameras and a 3Dscene with baked textures)

light thunder
#

Anyone know a good example of someone who made a working gauge in Unreal?

plush yew
unreal sonnet
#

Does anyone know if it's possible to change the default black void of empty space to a different color? Maybe via the SkyLight or a PostProcessVolume setting that I don't know about yet?

weary basalt
#

@unreal sonnet Add an Skybox??

wary ivy
#

Anyone know why on iOS, i can play my develop game, but shipping one is not working?

unreal sonnet
#

@weary basalt Yeah I was secretly hoping that there was an easier way without having to go through a tutorial or two of learning how to make skyboxes.

weary basalt
#

There is an basic one that comes with the engine mate.

languid sage
#

: Just installed Visual Studio 2017, how do I make it work with UE4?

unreal sonnet
#

@weary basalt I tried using some of the engine ones (Daylight, DaylightAmbientCubeMap, and DefaultCubemap) but they all tint everything either blue or orange. Was hoping to find a basic white light one. Maybe I should keep looking through them all.

weary basalt
#

Search for the SkySphere blueprint actor.

#

Either that or just simply add an Atmosphereic Fog actor to your level.

#

From the Modes tab

wild cloud
#

Hello there! AI Behvoiur tree help please

#

@weary basalt I saw your FSM demo

weary basalt
#

The FSM demo i did wasnt using behavior trees unfortunately lol

#

Just regular BP code

wild cloud
#

Can you help me with BP instead BT

#

BT is complex I find it to be not a user friendly.

weary basalt
#

Its a much better system to use than regular BP code for AI. It can be a little confusing at first.

#

I would help you but im in bed at the moment on my phone lol

#

Maybe tomorrow if your still around

wild cloud
#

Can you send me pic of your sample BP? If you have some screen shots?

weary basalt
#

Plenty of others here that maybe able to help you

wild cloud
#

They are not responding for my help.

weary basalt
#

I could send you the project later if you like

wild cloud
#

Ok thanks. @weary basalt ๐Ÿค—

weary basalt
#

No worries. Im off to sleep now. Cya later

unreal sonnet
#

Protip for everyone: use "show collision" in the console when you're pulling your hair out over a bug. It saved me a huge headache just now.

unreal sonnet
#

While trying to minimize my package for the game jam, I unchecked the plugin browser. Is there any way to re-enable it? Because one of the plugins I disabled apparently was necessary x_x

fierce tulip
#

i think.. think you can open the uproject in notepad and reenable it there. but im not 100% sure.

unreal sonnet
#

@fierce tulip You were right, thank god.

safe shoal
#

Any PS4 Developers here? Need to DM someone

safe shoal
#

pls

pallid compass
#

Anyone got a clue why i would not be able to set key frames on biped in max? i click set keyframe and nothing happens

round bloom
#

I ASBOLUETLY KNOW THE ANSWER @pallid compass

light thunder
#

Here's a random question - anyone know a way to record player spoken audio in Unreal?

spice urchin
#

@jfaw skyboxes aren't really all that high tech, they're just spheres with inverted faces. If you're feeling really lazy and you just want a white skybox. go to Basic>Sphere drag that into scene

#

then create a new material

#

give it those settings - two sided

#

and base color of 1

#

scale up sphere to 9000, 9000, 9000

#

done

unreal sonnet
#

Protip: go to Edit > Editor Preferences > General > Keyboard Shortcuts > Blueprint Editor. Also the Graph Editor section. I wish I had reviewed or assigned these things earlier!

#

Binding a button to "collapse to function" as well as for "go to definition" is beyond useful!

plush yew
#

you mean a key shortcut?

unreal sonnet
#

Yeah

tired oracle
#

I just wanna say that Battlegrounds is one of the best games I've ever played. If the devs hang here, damn good job. UE4 is the future

unreal sonnet
#

@tired oracle The guy who made it is a big Arma mod guy.

tired oracle
#

i know, he also helped make h1z1. But Battlegrounds takes everything to the next level

#

its seriously amazing

#

most fun gaming ive had in years

storm dragon
#

Do you move the NavMeshBounds with the character or do you have multiple and toggle them on/off depending on how far away they are?

prisma dagger
#

hi guys

#

I have a small archviz level which I wish to play it in my android phone , but it took forever to package the file with no success , so is there any technic I should use to publish my game in android mode?!

spare topaz
#

so, how does unreals enum bitmask stuff work? from the name one would think the enum would give 1,2,4,8 instead of 0,1,2,3

plush yew
#

thats how bitmasks work

#

the enum values get each 1 bit

#

but you can combine them

spare topaz
#

wouldn't combining 2nd and 3rd value end up same as 4th value with how unreals bp enum bitmask stuff gives the values?

#

I'd rather not start writing c++ just because blueprints lack bitwise shifting operators

#

so I'm trying to figure out if I understand everything wrong or is Unreals bitmask enums just fucked up when looping through

halcyon marsh
#

pplease can someone tell me why it want not to build ?

spare topaz
#

first error there is "ERROR: No 32-bit compiler toolchain found in"

halcyon marsh
#

x)

halcyon marsh
#

@spare topaz โค

#

it works

spare topaz
#

np

ashen brook
#

anyone know if there's a way to pass parameters into a child actor to be used in the construction script?

#

at runtime that would be like Expose on Spawn

#

basically I'm trying to add static components, which only seems to work during construction, but I need to adjust the parameters of the blueprint instance before the construction script runs

#

oh, cool

#

works via construct object I think

plush yew
#

sounds like an hack xD

#

im interested

prisma dagger
#

I wish android packaging has a percentage counter so we can know where we are ...

acoustic pollen
#

@fierce tulip here?

lime cobalt
#

Would anyone know how to have the groups of the world outliner being folded by default ?

#

When I edit a scene, I have to scroll trough dozens of opened folders and objects before finding what i'm searching for ( and yes I'm aware of the search textbox )

ashen brook
#

fyi, construct object doesn't work with actor classes

#

sigh

#

I wish there was a way to preinitialize child actor instances

lime cobalt
#

@ashen brook Yes you gotta use spawn actor

#

and It's not possible to create actors using construction script which is Imo, sad

floral heart
#

Then the editor would have to keep track of actors spawned and remove them on update.

ashen brook
#

can't Spawn Actor during editor time

#

so yeah

#

shit's fucked

lime cobalt
#

TArray<AActor*> LeActors; // le keep track

#

hashtag technology, computer entertainment etc

floral heart
#

It does allow you to draw debug shapes. Which is hilarious because it doesn't keep track of them. Duration 0 == debug lines forever.

#

Actually, I don't think it uses the duration either.

#

So no matter the duration, debug lines until you restart.

lime cobalt
#

Too bad because construction script could be a powerful thing

#

hopes the capabilities of construction script would be extended

ashen brook
#

you can flush debug lines

#

which I pretty much default to doing in anything I use them in

unreal sonnet
#

@halcyon marsh I had that error as well with my game jam submission yesterday. Turns out it was because I deleted the Binaries folder on accident and/or because I disabled too many plugins. To get the Binaries folder back you need to build the project in VisualStudio or whatever, and to get the plugins re-enabled you need to go into the plugins folder of your project and re-enable all the things that are listed in there.

halcyon marsh
#

@unreal sonnet the problem was solved thank you anyway I just had to install c++ in visual studio

upper yew
fallen schooner
#

I have a question about Unreal's cinematics

#

Can you cause the sequence to wait until a button press happens?

wild cloud
#

Hey Guys!
I have problem with my changin level and reusing BP on different level. How can I reuse blueprints on different level?

sinful juniper
#

hey. anyone can help me why my UE doesn't launch? splash screen counts to 72% and then disappears. anyway to find out why?

visual spear
#

more vidz in repliez

fierce tulip
#

If i remember right some of you where going trough 4.16 files and found info about volumetric fog or at least something new that was fog related, someone remember what that was?

still lake
#

Change 3333869 on 2017/03/06 by Daniel.Wright

#

[Copy] Volumetric Fog using a volume texture mapped to the camera frustum
* Volumetric fog can be enabled on an Exponential Height Fog component with additional controls
* Lights have a VolumetricScatteringIntensity
* New cvars r.VolumetricFog, r.VolumetricFog.GridPixelSize, r.VolumetricFog.GridSizeZ, r.VolumetricFog.DepthDistributionScale
* Lighting features supported:
* Directional light with CSM and a light function
* Point / spot lights without shadows / light functions / IES profiles
* Skylight with occlusion from distance fields
* Analytical height fog covers the view range past where the volumetric fog ends
* Temporal reprojection is used on the volumetric fog scattering and extinction to achieve stability
* Translucency integrates properly into volumetric fog
* Height fog StartDistance is not supported by volumetric fog and should be set to 0.

#

@fierce tulip

fierce tulip
#

that was fast, and exactly the info i was looking for!
thanks @still lake

still lake
#

yeah, I was just reading about that yesterday ๐Ÿ˜ƒ

visual spear
#

sounds awesome

glacial belfry
#

Hey everyone. Does anyone know if its possible to make external content libraries for UE4? We are slowly accumulating lots of custom made materials that we use across different projects, and its very hard to keep them updated. is it possible to make a "library" project that my other projects can refer to

cursive dirge
#

That sounds risky

#

@Zpanzer all your projects would need to use the same engine version...

#

I just keep separate asset projects for sound and other assets, and just migrate from them on demand

glacial belfry
#

Well, its a pretty standard way of doing stuff in the rest of the DCC atmosphere ๐Ÿ˜› Its just not a very good pipeline to have to manual copy stuff between lots of projects

fierce tulip
#

easiest i found so far is actually store those inside the engine content folder instead of project content folder.

#

that way you only need to copy/paste once

slender oyster
hybrid scroll
#

Currently number one on the list of my most hated bugs.. I have a character BP, with a skeletal mesh. And a child of that character BP, that uses the same mesh and doesnt change it in any way... And each time I open the editor, the mesh of the child gets cleared to nothing. I set it back, save, restart, same thing.

#

Anyone else had that problem?

#

or similar

#

this is not about settings per instance (another huge pain). its about default properites of a class

heady root
#

hey what do you suggest to use to store different languages in game? data tables? or something in C++?

livid haven
#

store different languages
?

#

We talking localization/internationalization? You should definitely be using FText and the sort for that

heady root
#

I want create system to change language in game and Im not sure what is the best way to store data

livid haven
#

You shouldn't - it's already been done. ๐Ÿ˜ƒ

#

Probably horribly out of date documentation, but the concepts are still relevant

heady root
#

localization dashboard you ment?

livid haven
#

The localization dashboard is just a graphical interface to handling the localization data pipeline.

#

You should be using FText, be it in blueprints, in code, or using, I think, the new text table feature (not too familiar with that).

heady root
#

ok i didnt know something like this exist..thanks ๐Ÿ˜›

livid haven
#

NP

#

Feel free to ask if you need any help with it.

heady root
#

can I change language in BP?

#

at runtime

livid haven
#

I don't know that you can do that out of the box. I never added such functionality, but I wouldn't be surprised if it was added later.

livid haven
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That looks sane enough to me.

fallen schooner
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Can you cause Matinee to wait until a button is pressed?

plush yew
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Hey ๐Ÿ˜ƒ Any reaon imported FBX Meshes with good UV-Mapping on channels 0 and 1 still get interpreted as overlapping lightmap UVs? They look fine in the UV View of the asset editor. Both channels...

fierce tulip
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means that they arent as good as you think they are.

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they cannot overlap, need to be inside 0-1 space, and cannot be mirrored

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(only for ulightmap uv)

plush yew
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The source of the UVs are CAD datasets which have then be packed to 0-1 using 3ds max. They are nearly stretch free, meaningful seams etc. They may not be optimal regarding distribution and use of UF space but they are 100% definitely not overlapping and have pretty large distance to eachother so no bleeding happens.

fierce tulip
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screenshot of uv1 (or whichever uv-map you are using for the lightmap)

plush yew
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hold on a sec, engine hangs ๐Ÿ˜›

fierce tulip
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on a non-related note

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anybody knows if its possible to use two camera's for one scene.
i.e. keep the playarea on a static camera(1) while another camera(2) is moving about a scene to create the backdrop for camera(1)

plush yew
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what does that mean?

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are you making a cutscene in sequencer?

fierce tulip
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@plush yew no, i want to use one camera for an animated moving backdrop, and another for the playfield.

plush yew
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would you just do the same thing as a camera in the content examples?

safe shoal
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If you mean rendering to the GBuffer from two cameras - nooop

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Not easily anyway

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Trying to do almost exactly that atm

fierce tulip
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there needs to be a proper way though, render to texture crap and that stuff is crap, outdated, and inefficient

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@safe shoal wouldnt you be able to just call the regular sony department and either get a phone number or them forwarding you?

safe shoal
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I can't even find a phone number to start, that's the trouble

fierce tulip
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i recently contacted regular sony office in my country, and the conversation was so funny I got him to offer doing my groceries.

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which country? uk right?

safe shoal
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yeah

fierce tulip
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difference prolly being I needed help with my sony tv &ps4 pro, yours is dev. more convoluted.

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0203 538 2665 should be their regular uk office number though, perhaps ask them for a phone number/email? i mean, you can prove you are a developer.. so if they are in a good mood or get the right person on the other side of the line..

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miiiiight work?

safe shoal
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I'll give it a go for shits and giggles... never know!

fierce tulip
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in meantime I'll try and ask a buddy if he wants to help out (also uk-based)

safe shoal
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I've e-mailed every bloody sony support forum I cna find

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I agree on the render target issue too. It's a bit limiting now

fierce tulip
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hmm if i had the money I'd pool it to that.
Would save such a shitload of location updates, not to mention a much smoother developing situation

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@safe shoal also asked on my fb-feed, as I have a dozen uk-based devs on my list.

safe shoal
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Cheers ๐Ÿ˜ƒ

fierce tulip
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now make me a 2 camera 1 scene render system!

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GO

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you have three help-lines
a) call Allar
b) remove one invalid approach
c) 1 additional hour after deadline has ended

safe shoal
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Haha well basically, it's a pain in the ass

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explain i nasec

fierce tulip
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sure thing, if you want you can dm/hangout if it saves time/doesnt disclose personal advantages or whatever :p