#ue4-general
1 messages Β· Page 64 of 1
I'm still pretty new but I oculd only make the rotation work by breaking the world rotation and using the PlayerCameraRotation from the rotation value .....
I couldent find SetActorWorldLocation but I found SetActorLocation. Would that work?
Nope.
Doesn't work.
This is my level blueprint and it includes the movement. Please respond if you findout why it won't move the third person character to where I want it to be.
Anyone got any idea why DOF doesnt do anything in my sequencer camera? Works fine if i use the default one
Intresting question, say i have an image for inventory equip widget, how do i get the scale of it in photoshop so the buttons would sit in the right places and stuff?
like
How do i align my textures with my buttons
say this is my UI, and i want to create a texture for in the box that has some lines that join the buttons up, how would i know where to paint in photoshop?
import the texture to ue4 and select button image to be the texture?
he means how does he know what size to make it
I mean the UMG screen is in pixels and so the sizes of the widgets must be measurements you can use?
anyone experianced with particle systems? struggling to fix this issue of drag :/
@vale osprey How would it be updating anything if it doesnt have tick? The actors update the components?
and if thats the case, then the actors are probably doing calculations too in order to check where it should be...
simply because when you call GetWorldLocation it needs to return you proper coordinates
it's not calculated when you call this function, this functions just reads it
well yeah but actors have getactor location so i dont see the difference
I guess for devs its just more convinient to have it like that
I don't think I've said that there is difference
just saying why it's bad to have many components
well why is it bad if its not different Im confused
i thought the idea was that components did additional per frame logic that actors didnt necessarily do
and it wasnt possible to turn it off
I don't know if you can turn it off on actors either
things like culliing need to know location is just in case of components its a bit simpler as you can calculate bounding box of full actor and from there decide if components are visible or not
hmnm
regardless of why its done like that - unless you are willing to fix it in source - don't use too many components per actor
there was a lengthy discussion in #legacy-physics and #cpp few weeks ago in details regarding how one could make such change
maybe BlackFox will submit a PR for this at some point and somewhere around 4.18 this problem will be gone π
I know that for his project its a critical issue that degrades performance drastically
I dunno if there's a trivial fix for it
like, you can bypass some of the things but you still need to do lots of work still
Hey all, I've looked far and wide for a solution to this and I just discovered this discord. Does anyone know of a ue4 plugin for a custom character that interacts well with physics? I've tried using the default one, but it seems to hate dynamic objects. To show you what I mean here's an example of a otherwise perfectly functioning interaction with a dynamic object that spazzes out if you step on it in the wrong way:
This is a problem in 3D as well. I'm trying to create my own character from scratch but that is proving tricky as well.
I just was using the default 2D example to show how easy it is to encounter that glitch
welcome to game physics π
but that example is old
there's physically driven stuff for the character nowadays
Announce Post: https://forums.unrealengine.com/showthread.php?121376 The "Physical Animation Component" is a new feature in UE4 with a lot of applications. I...
Announce Post: https://forums.unrealengine.com/showthread.php?111786 There were a lot of exciting things happening in this livestream; Mike Fricker came on t...
you can see the responses on the latter video at that time mark
@long ice ^
WOW that will really help for the stuff I'm doing in 3D.
I've been taking a hiatus from that though, I'll save that video. The 2D model is just a sprite though, you happen to know of any physics based solutions expanding on that? @cursive dirge
also thank you
2D in unreal isn't actively developed it seems
at least, all paper2D work seems to be on hold
people have been asking for updates for a long time for that stuff but it's not been a priority to Epic
not sure if their latest mobile game has changed this
That's a shame, but yeah I should have figured after seeing that shadows don't even work with an orthographic camera.
After many updates
they don't?
If I'm using the right term they don't
I mean, I've seen people complaining about ortho not working properly for a long time but I've never seen the issues myself when I've tried it π (not saying problems doesn't exist)
Yea I'm not sure, I just made a quick game-jam esque project recently where I lost all shadows when switching to ortho, and I read it was on UE's "to do" list since 4.0
but maybe I was missing something who knows
That's a shame, I understand UE so well at this point that it would seem crazy to switch to Unity or something whenever I want to make 2D. I'll keep looking, maybe somebody has made a custom 2D physics pawn somewhere. Thanks for the help man.
Shadows just dissapear on switch?
as far as I know that's a known issue and not a high priority
it's been like that since 4.1
you can get close to ortho look by just using super small FOV but I know it's not the same
for example, here's with 5 degree fov and camera moved further away:
you can go below 5 degrees too, it's just the slider that stops there but you can still manually input any number bigger than 0.001
haha yea don't worry I figured out some workarounds for that back when I was working on the project that needed dynamic shadows.
problem of the day for me is just finding a well-made physics character for a 2d platformer
any idea where to start seraching for something like that?
box2d support is minimal, I'd stick with 3D physics and just constrain it to 2D
in ue4 that is
or use Unity :p
I don't really see many reasons to stick with ue4 for 2D, there's just so much more and better tools for that on other engines
there are few 2D games built with ue4 though
but they are more like an exception
Yeah I'd imagine that's true, my fooling in 2D has mostly been as a break from my main project, but I still want to advance my skills in UE4.
You incidentally really helped me with my main project tho so thanks again @cursive dirge
np, no idea what I did though π
I had no idea 3D physics movement was so obtainable, which will help my main project a ton
Anyone have any idea how to do a material that changes its colour based on distance?
@cursive dirge if tried small fov values for that airplane game - shadows go nuts as you can't tell engine to shift cascades forwards
ah
oh well π
@heavy flicker make a material, get distance from camera to world position node
there are nodes for all 3 of those
then feed clamped distance to lerp alpha between two colors or something
or however you want to implement the color shifting, it can be many colors if you do bit more complex setup
All im trying to do is make a material stop glowing after a certain distance
then get camera position, world position and use distance node between them
or you can use object position instead of world position actually
as you probably don't want to do it per vertex
This is my level blueprint and it includes the movement. Please respond if you findout why it won't move the third person character to where I want it to be.
@heavy flicker
@glossy hemlock your description is really vague, you have to give people more info than that
like, what happens now, what you expect to happen etc
It is set up so that when I enter an overlap I posses a ship that flies. I want it to be when I press tab it makes my character visable, re-enables collision, and moves him from where I got on the ship to the current world location of a certain compponent for the ship. Instead of moving me to the commponent it either moves me to where the player started the game, above the ship where I fall into the overlap and reposses it, or really far away at some random point in the map. @cursive dirge
@glossy hemlock why you have world location (var)?
@cursive dirge Hmm doesnt seem to do much the variables. I can only change the full emissive
@heavy flicker replace the last multiply by debug scalar or whatever that node is called and you see the value it uses for multiplication
the World Location (var) is what I am using to send the world location of the componet to a widget so I can see its X, Y, and Z coords
and you are sure it's up-to-date?
I'd just read the location from the pawn directly
The widget shows that as the ship moves the compponent moves correctally so that I know that it is up to date. I just don't know why it teleports the player wrong
also, if you move the character exactly the same place where you have other pawn, they will be inside eachothers
you need to offset it
Doesnt really do much different, or maybe im missing something
it could cause all kinds of glitches
It should be ok if they are inside each other because the component is an arrow and has no collision
@heavy flicker well,that setup definitely works but maybe you are not after that kind of functionality, that's just what I got from your description: you set full glow value to the minimum distance you want the glow to appear at full strenght, fadedout distance is where it will use minimum emissive value
if you use huge emissive value, it will be pretty on/off though
due to the way how emissive works
then you'd need to use some pow-node between there and tune the params but you have to figure that on your own
@cursive dirge any ideas of what the problem is?
Does anyone know how to not apply aim offset animation for specific montages? I have a couple montages where the character goes down on all 4s and I don't want to apply the aim offset to it or his front hands raise off the ground.
@glossy hemlock I'd still suspect your world position variable
I guess I could create a bool, bIgnoreAimOffset and set the alpha to 0 if it's true
Is anybody good with Level Design?
sooo if i want to use a ConfigVariable (from an ini file), in blueprint I have to use an Actor-based Blueprint appearently (and put the default value inside DefaultEngine) and override it inside AppData/.../Saved/Config/Engine.ini if required
With C++ I could create a custom .ini file as far as it seems, but is there a way to use those in a UObject ? (I don't need to instantiate this object, i want it to hold some "launch" configuration for QA purposes)
Plus editing the value inside AppData/.../Saved/Config is kinda "tedious" - is it possible to overwrite the Default*.ini inside the games folder?
rather than per user?
I changed the variable to a get world location and the problem remains @cursive dirge
no idea then
how come i'm getting email notifications for people commenting on my answerhub question, but they don't show up when i go to the answerhub
Maybe they need to be approved first?
Does anyone know how to change the debug actor in the gameplay debugger?
Hey all, has anyone ever had a problem with the characterMovement component impacting dynamic objects?
https://vid.me/bzun
All other physics actions are normal but when having "step up" activated it throws things around
and when it's deactivated there's a weird bounce impulse to everything as you walk off a ledge
Any ideas as to why Robo Recall crashes on startup with a FilenameToLongPackageName error?
How to lock crosshair in a set boundary?
I am not doing the camera center = crosshair location thing
I want the camera to be seperate from the cross hair
and the cross hair to be confined in a circle on the screen
Any idea?
so that the camera follows the target (to keep it in centre) while the cross hair can be controlled via mouse, but it is bound inside the circle
I know we can establish bounds for the mouse with widgets but those bounds are for the curso and not for the crosshair
just make give the camera a delay to catching up with crosshair
@foggy oxide what you need is to get player controller, get mouse/cursor position and check if it is within the circle, if not move it back
But i feel it might not be so elegant way in blueprints. It might lag near the edge. Not sure tho
Radius around the point you can check by x= r * cos theta and y=r * sin theta where theta is the mouse angle from center of screen, r being the radius in pixels
Does anyone know if its possible to align a UBillboardComponent so the bottom of the texture is at the pivot point?
What is the streamed level? Its about occlusion culling?
Can anyone give me a general overview for server client system?
Costs involved and things I need?
Let's say, for something like unreal tournament
just a quick overview π
hey peeps. anyone using blender for assets and have wisdom to provide on best ways to get meshes into unreal without them just being the darkest of black voids on stage ?
Are you putting on any texture Maps like saying normal so the lighting has some information?
Is there a way to blend animations/poses together where both are 100% and don't result in 50% of each? (ie. Layered, but not by bone)
I'm trying to make a real time FACS rig wherein I have a number of poses in a pose asset and want to be able to change the values on the fly. (Asked in #animation, but that channel seems really slow lately)
holy shit..... if anybody is having that bug where everything gets unplugged when you restart the project after modfying a default variable or a struct inside an array....
this is such a pure noob pro tip
save.... THEN compile. The engine fucks erryting up if you compile then save (which is how I've been doing it all along)
child blueprints succeptable too
lol right.... jeeze
it might have to be child blueprints with structs inside of arrays as default variables for all I know
shit I still got it :/ still seems to help
but yeah once you plug it back in, save and don't compile, and it should restart ok
@last loom Yeah, I'm getting that issue on 4.15.1. It is really freaking annoying as I have to go through and check the connections.
https://www.youtube.com/watch?v=m5A0qttazXo when deadspace was still good, and not ea's little prom night dumpster baby
In this three part episode of Game Maker's Toolkit, I will be looking at the shifting design of the three major Dead Space games. A new episode will be avail...
^^
you guys fucked up badly
stop what ever you do now
owl show you why
Editor version 4.10.4. Marketplace asset Survival game template THIS BUG IS NOT ONLY IN THIS ASSET, its an engine wide bug that can happen to everyone with c...
this bug in this state was reproduced and handed in to epic
they didnt fixed it yet
you have to rebuild your entire architecture.
Hi everyone I am not sure if this is a good place for this sorry if it isn't. I am not having any problem and I don't have a question. But I wanted to share information on sprite sheets that I found that explains it very well and thought it would be helpful all of us.
I don't work for this company in anyway shape or forms and I don't know if the tools are very good but the videos are great tid bit's of information.
https://www.codeandweb.com/texturepacker/tutorials#
Collection of tutorials and screencasts for TexturePacker
@tame token You might want to post that in #paper-2d as well. (Its the 2D component for UE4)
I did like i said i thought the first two videos are great way to explain 2d sprites
Hi all! I'm trying to use a feature I used a while back but stuck atm.. I'm trying to use the automation test that force compiles all blueprints in the project, but its not just showing up! I've tried the command line options as well, and even found the C code for the test (FCompileBlueprintsTest) but for some reason I just cannot run it or see it in the automation window.
I notice it has a filter of Stress tests, but no tests show up there at all
googling just gives me old info I already knew :/
nevermind, found it.. those tests are now in a plugin that is not loaded by default π
Why does my PC lag whenever i try and use a camera that has been dragged in?
everytime i drag a text box to a new widget it fills it up and i cant move it?
the green box fills it up and i cant move it
i cant just drag and drop i have to use transform on right side for some reason
narrowed it down that i cant see the Slot(Canvas Panel slot) on the right side
figured it out needed a canvas panel thingy
When should I pass a variable by reference? Does it have benefits in blueprint communication?
Does the flex system work in any manner in UE4 right now
really need help getting - ANYTHING - to work from nvidia gameworks
nope. but they're pushing for a previewbuild within a week or so afaik
Anyone know whats the quality difference between Epic and Cinematic?
@heavy flicker The Cinematic Setting offers higher shadow resolution. Note that its not intended for actual gameplay/runtime usage, its intended for offline rendering of cinematics only.
Where can I slow down the speed when moving in the UE Viewport?
in the viewport itself
OMG. Sorry. Thanks.
no worries hehe
I have had this problem for a while and no one has bothered/been able to fix it. I have made a little spaceship that you control by possesing it. The only problem is that I am using it as transportation for a third person character and if I just un-posses it the third person character doesn't move, only the ship does. So I made it that when I un posses it moves the player to the side of the ship (using the SetActorLocation node). Instead of moving me where I want it to it teleports the player to the place where the character was when the map loaded up. Here is a picture of the level blueprint to show how the nodes are arranged.
@@βOwl#0796 nice vid, i like the part where u see skystream in ur project dir π
Never mind. I finally got itπ
@static viper yea I'm working around it no problem, it's basically just a matter of saving and compiling everything that has the modified struct in it by hand, rather than letting the compile/save-all function handle it
@glossy hemlock sometimes asking is all it takes to figure it out amirite π
How is the gameplay tagging system? Anybody use it often?
I'm about to make a big set of items for my game, and I was thinking about using it for sorting purposes in the menus.
So I don't understaned but all of a sudden today I'm getting the D3D error a lot. I can't got 10 min having the editor open without unreal freezing and then crashing on me.
D:
Yesterday this wasnt an issue
Fatal error: [File:D:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 176]
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 - 'HUNG')
I think it may be realted to VR
not sure
[2017.04.26-03.32.03:568][165]LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s)
[2017.04.26-03.32.04:067][165]LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s)
[2017.04.26-03.32.04:568][165]LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s)
[2017.04.26-03.32.05:069][165]LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s)
[2017.04.26-03.32.05:568][165]LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s)
[2017.04.26-03.32.06:068][165]LogD3D11RHI: Timed out while waiting for GPU to catch up. (0.5 s)
[2017.04.26-03.32.06:075][165]LogD3D11RHI:Error: Direct3DDevice->CreateBuffer(&Desc, NULL, UniformBufferResource.GetInitReference()) failed
at D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11UniformBuffer.cpp:159
with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DEVICE_HUNG```
Going to try a simple restart first
something hogging your GPU?
are you able to play before the crash? do that profilegpu console command
and hit f5 for shader complexity
stat scenerendering is good too
I forgot I overclocked my GPU's memory clocks
for a game
So I'm going to return to normal clocks and see if that solves it
for any interested parties, my notes from the official performance stream:
stat fps
stat unit
stat unitgraph
general engine settings - smooth frame rate off
profilegpu
f5 = shader complexity
stat SCENE RENDERING (# of draw-calls on screen)
CPU profiling:
stat startfile (starts recording for session frontend profiler)
stat stopfile
Window > Developer Tools > Session Frontend
Profiler tab
Load - Saved > Profiling > UnrealStats >
most of those are console commands
the end is order of operations for using the cpu profiler, watch the stream to get an idea of it, but this way it's written down for ya π
.My compile times for particles are terrible .. everything else it's ok . Is this cpu based? I have a i5 6600k I been gaming and started game Dev a bit seriously. Should I jump to i7 7700k?
i7 will add multithreading, but it's not that much faster otherwise.
Can anyone help me make sense of the Physics Constraint component
Reading the doc and still can't figure out how to prevent freeze x y and z position
So question regarding level import
I have some instanced meshes in my fbx and don't want UE4 to make a static mesh for each instance rather import just one of them and all instances refer to that one static mesh
Is ready beta for 4.16 but where is tools Cloth Paint??? How I can enable?
Anyone here a user of sequencer who used it in the past?
@opal spindle So you want to have a single static mesh and just re-use that a bunch of times?
But instead of doing that in-engine you've done it in your 3D asset, so now you are importing it and need them all to not be their own mesh?
Because that's not how it works
If you import and fbx that's all UE4 knows
It doesn't actually go "Oh I don't need this part because it already exists over here"
So what you'd have to do then is have the mesh by itself
Import that
And then use it in UE4 to make whatever you wanted to make with it
(Unless I'm being an idiot and completely misunderstood your problem)
(Always a distinct possibility)
And IMO instancing and stuff is much easier in 3ds max etc. because of tools like array
Because importing the entire thing makes it 1 big static mesh which is a performance hog
And if I do import level each instance is its own staticm esh
Or you'd use instanced static mesh components
But that aside
What you're trying to isn't really possible afaik
There is but not an inbuilt solution
You could probably take data about the positions of objects from the fbx and then place instances on those places using blueprint
There's a maxscript that gets the instance info and converts it into clipboard data that you can paste in your level
Only thing you'd need to do is assign each mesh to the right actor
Hello people!
What might be reasons for deploying builds with assets packed rather then as separate uasset files?
Hey guys how can i increase the viewport resolution? Similarly to how you can take high res screenshots. If my monitor is 1080p how can i render it at double the resolution?
@heavy flicker Use the High Resolution Screenshot Tool
So whats the equivalent if i have a video and i want to record it at double the res?
Ahh it's for a movie recording. Hmm i dunno if that possible atm. Have you looked into resolution options in the capture settings?
You mean if i was to use shadowplay for example?
no i mean Sequencer - > Render Movie Settings
Sequencer renders my shadows very dark, much darker than the viewport. Also its choppy as hell
even when i attempt at 720 30fps its still has these issues
hmm
Also using r.SetRes 3840x2160 doesnt do much, the fps stays the same or unless im missing something
have you tried using matinee for video rendering? if its still around..haven't used it in ages tbh
yeah tried matinee once, its even more difficult to use and navigate. For some reason it records everything outside of worls bounds. Looks like gonna have to fullscreen the viewport and use shadowplay by the looks of it
Already done that, dont really have time to wait tbh. Got deadlines creeping up fast
@opal spindle I hava the same problem, though for now I only want to bring the whole thing inside ue4 without manually placing each object back into position, I'll worry about instancing later
Looks like a custom plug-in / bp is the way to go
basically i want to recreate the fbx mesh hiearchy inside a level or inside a BP automatically
with ue4 you either get a bunch of meshes offset from their origin (bad pivots) or you get a bunch of meshes with correct origins but have to manualy place them into correct positions
I'm just using TS tools for now
is there a way to make unreal display more than just the first 50 warnings when packaging?
How does one discard changes made to an asset besides closing down the editor?
Strangely enough the dialog under File > Choose files to save... doesn't have the "Don't save" button you see when closing the editor
Is it possible to safely transfer the Unreal Engine Folder from one location to another?
I'm such a noob. I had all my static meshes set to moveable. Maybe it happened when transfering from 4.12 to 4.14? Anyway, FPS just went from 30 at my spawn point up to 70/80 π
How do I get Input Event Structure to check if things like ShiftDown etc are pressed when doing Input Events?
Im having trouble with the thumbnail in my content browser. The object is floating mid air. Can not figure out why. This messes up the Thumb preview. any ideas?
I think I messed up by writing logic in Level Blueprint I shouldn't have
I now need to reload the level blueprint but remember a choice the user made
Hey does anyone know how Id use a sprite as a crosshair?
Anyone ever have an issue with VS2015 solution files being generated for project but engine solution is generated with VS2017 (I want 2017 for both)
Solution was to build the project with VS2015, open the editor and change the VS version to 2017 in the editor settings.
Just posted a few of our Student Games up on the forums π https://forums.unrealengine.com/showthread.php?143368-Staffordshire-University-Student-Games
Nice
Hi, ppl! Anybody have GPU Gems 1,2,3 in pdf format? if u have it send pls to veshiy666@gmail.com
Anyone have any ideas how to lerp 3 textures via a RGB splatmap?
hey everyone, I just closed an unreal engine project and synchronized it with my source control (I pulled another version) and now it gives me the error "DX11 feature level 10.0 is required to run the engine." when I'm trying to open up the project I just synced with my cloud
Anyone else ever had an issue in 4.15 on a new blank project where a character blueprint does nothing even though you're adding movement input?
omg I just found a thread saying that Set Skeletal Mesh DOES NOT replicate??? for 2 years now?? "This issue has been closed as 'Won't Fix' due to an extended period of time without updates"
set static mesh and set skeletal mesh
this is absurd...
I guess I'll just destroy actor and re-load character every time you take your shirt off??? :boggled:
anyone happen to know if it is possible in UE to vertex paint on a destructible mesh?
@last loom you could replicate a variable and set the mesh in the onrepnotify
yeah just have to handle on client and server
hmmm before I dig into it, @orchid marsh , do you think I should make the replicated variable an enumerator, and that enumeration being a list of all Shirt-slot meshes, for example? Then when the variable replicates, it sets the mesh to that on the OnNotify?
enum is good idea if you have a lot of discrete state
yeah like tunic, leather armor, etc
makes sense
the tricky party will be if some are skeletal meshes and some are static D:
dare I use a struct? :cries:
otherwise I'll get bendy plate male... altho I guess otherwise it'll clip. God. Let alone trying to decide how to handle hair when you put a helmet on! π
yeah armor is annoying - either have to skin weight everything to single bones - or just chop up into static mesh pieces
static mesh would be ideal but the body underneath would clip through randomly I think right?
like getting realistic metal armor has to be a tricky thing... I guess you just make the body invisible if you're wearing plate
gotta slice up the character mesh :/
oof I can't even imagine, good thing I'm making an "mmo" and can get away with bendy metal armor π
yeah it would clip - would have to chjop up mesh - or maybe swap to transparent material
just no pefect solution π¦
Can someone explain why my pose asset is doing this? http://imgur.com/a/fAln7 (Also, doing additive blending in the animation blueprint causes the mesh to look like something out of a horror movie) (I asked in #animation as well)
Sorry for askin in two places, but the ue-programming is kinda quiet. Any idea what is this advanced section in Details panel when using the AdvancedDisplay PROPERTY? the document says "Properties are in the advanced dropdown in a Details panel." Anybody seen that advanced dropdown?
Aargh, stupid. Thanks a lot KorkuVeren
@static viper do they know what causes the structure bug in the first place? If I'm going to re-do my architecture (it's not a lot), I just wanna know how to avoid it in the future yaknow
its the deepness of the structs
you cant have em inside of eac other
and also not have intern loops of breaking inside a break.
breaking inside a break? I think I getcha, thanks
like putting a foreach on a break and then breaking from that?
Is there a solution for this folder? http://prntscr.com/f1ly2k I have to remove it every day just so my driver dont fill up
Is there a way to move that or something?
@static viper would using a blueprint actor that has all the variables required serve the same functionality as a struct? i.e., hold the skeletal mesh, various gameplay variables, etc
then just get class defaults instead of break struct, basically?
Why do execution ndoes not light up on a FirstPersonBP ?
noob question i guess... i have a a material with emissive parts on it, how would i give it a radiosity effect to it?
am I allowed to tag epic staff with questions or just forums?
Is there any way to rotate objects in "screen space" in ue4, like that outer ring in unity http://tinyurl.com/mhq7gjk
Is there any way to rotate objects in "screen space" in ue4, like that outer ring in unity http://tinyurl.com/mhq7gjk
Can somebody tell me about Asset Registry? There are functions like: virtual FAssetRenamedEvent& OnAssetRenamed() = 0; but what is the point of that function? How the assets could be renamed when the game is running? And if you rename asset in Engine, how does this function take any effect, because the code isn't running?
Does anyone know if Per-Bone Motion Blur has been removed/disabled? I can't find it anywhere in the Skeletal Mesh settings in 4.15.1
Any one here able to help with some small thing regarding perforce and migrating assets?
Might need some clue on a little thing
i have a two part asset and i would like to keep the pivot point of the second part
where it was in maya
but cant find a way to import it as such in unreal
is there any viable method to do so ?
Can someone explain why my pose asset is doing this when switching between additive and not additive in a pose asset? http://imgur.com/a/fAln7 (Also, doing additive blending in the animation blueprint causes the mesh to look like something out of a horror movie)
omg all you people just ask your full question instead of checking if it's alright π
don't think I have any answers for you guys tho π¦
@last loom I try to help when I can, but the issue I've been having has been plaguing me for a week.
Well shoudnt be that hard to be able to save a pivot point that was offset
but apparently it is
for some strange reasons
maybe if theres a way to bake it to the original mesh once edited
anyone got any advise to stop my buttons becoming stretched like this?
How do i stop streching in uniform grid?
Does anyone know how to fix my static mesh being a solid colour when i have a texture applyed that
Can anyone here explain to me how to record a simple video with sequencer in ue4?
I just want to record the view of a camera and thats it
Hmmm motion blurr is causing weird issues with my particle effects
Can anyone join a voice chat so i can ask them a question i cant really ask in text
cos i dont know how to word it
Where does the save game slots save to? (Folder)
how the heck do i get rid of these
Have any of you guys published a game to steam? Having some issues with SteamGames and could really do with some advice
Let me try here... what's the most reliable/fast way to store a bunch of variables quickly and efficiently for blueprints? I'm seeing two new types of variable, a Set (which looks ideal) and a Map. Anybody try using those? I'm thinking of switching all of my string variables to enumerators (that's a no-brainer) and my structs into blueprint actors or maybe lists for say, a list of attributes, a list of equipment actors, etc
Sets*
Hey, had you just asked maybe you'd have gotten a response lol
If you need quick lookups, use a Map
But if you're using structs did you have any luck with Data Tables?
I know they're clumsy
haven't had any experience with them yet!
is it inside UE or something I have to import like Excel spreadsheets (which I know is quick and painless)
but yeah I don't need a grid, just a list of variables
most efficient way to do like, transferring a whole set of variables all at once
getting / setting
I'm thinking of just using actor blueprints, and "get default variables"
You can set them up inside UE, but they're read-only
You can also import them from excel
There are a few different strats to transferring a large amount of data
If you had your actor states as an object, you could just pass the reference around to transfer the state to different actors in your world
And the way you structure the data inside the object depends on how you'll access it IMO
another question for ya @worn granite , thanks for your advice so far... say I use an actor object for each item type in the game (e.g., weapon, armor, item) and child blueprints for the sub-types (falchion, sword, bow, etc), if I pass one of these actors around, and change those variables, let's say with a color variable, so I have a red falchion and a blue tunic, then say, save those object references to a save game... does it keep track of those changed variables? I could just test it out but not gonna have a chance til tomorrow evening π
like if my save game had 3 variables in it, head slot, chest slot, legs slot, and I just save the object reference (not class, but the object itself), would it save all the variables of the object as it currently is, or would I have to save each variable individually? I WAS just saving a few structs, and then modifying the stucts, and I could just keep it that way and remove the structs-within-structs element, but this idea seems a lot cleaner
I'm thinking blueprint actor for my "equipment" and variables of objects with variables on them
In the object BP, there'll be flags you can set in the details panel for a variable. I myself don't know for sure because I usually manually handle saves, but I think you can enable the SaveGame flag for a variable and when the object is saved in the save game object, it'll get serialized. Its either that, or it will just save the state.
As far as your class heirarchy, no. You'd think it'd be a good idea to have child BPs, but it actually isn't in my experience.
variables on objects on objects
oh ok so if I hit serialize, it'll keep track of it individually? that makes sense just wasn't sure
lol
Yeah not too sure
just don't have child BPs? I noticed a lot of bugs but apparently it's because of the structs within structs
You could test with a simple actor
Actually bugs can also come from references too
Which is why I said not to do child BPs
Because it can destabilize your BPs
hmmm
You'd maybe be ok with a 1 layer hierarchy
(Item -> Melee; Item -> Ranged; Item -> Armor)
riht now I have a few layers just for my base character BP π
character -> race -> faction lol
it's entirely pointless tho
And there's a good chance you could have deep heirarchys and be just fine too
if it's bad code then I should change it
well there's that
it does work fine I think it;s this structure bug
But all I know is that you won't know until you package
And you'll know because inheritence features stop working
But nested structs are bad news as well
Favor parallel structs
yeah basically I'm trying to replace my nested structs
I can fix it by just putting the nested one next to the parent and not nested
shouldn't be hard
but making them all actors or Sets, I think Sets is ideal from what I've heard
Its not like you can have 3 different structs in one set
a set of item blueprints
meh C'mon man.
I could keep the structs so long as I don't put them inside each other
Its not as bad as you think
Not saying BP is worthless
BP makes C+ worthless
;D
you could eeeasily package and sell a high quality game without ever touching C, and there's basically a way to do everything you want by thinking outside the box π
In an ideal world where BP doesn't ever break, yes.
hello everyone
heya
If I could trust BP to not fail basic lang. features, I might agree.
I would sooner swap entirely to, say, stencyl than entirely to BP.
i am facing some weird issue...
i am trying to download unreal engine from the launcher, but download is not utilizing my full net speed.... but the launcher is using all of my internet as i can see from task manager
But these bugs you're encountering have been part of BP since ue4 4.0
Probably well before then too
true
but all I hafta do is take the structs-within-structs out
which is prolly why they haven't fixed it
It'll never be stable enough to really push hard
Sets are a new thing to BP, but its not meant to fix core issues with BP
sounds like it's meant to be a super fast data set tho
IDK how you plan to use sets to magically fix an issue which could drop all your data out from under your Set
?
magicall fix an issue by deleting it
and rebuilding it
bing
with the right asset
Ha
Throwing out an entire project (yes, it can be that bad) because the lang is bad == replacement for C++ ?
Sure thing
entire project?
Go for it
no just the struct lol
Nah it can fuck your entire project
Not even being hyperbolic
Well, it'd be nice to have never seen an entire project have to be thrown out.
it's pretty rewarding >.<
Glad its more stable than it used to be, but I can't justify doing anything other than UI in BP realistically
If you can, enjoy it while it lasts- that's my opinion
lol kk
Does this seem like a good health scaling system for an RPG game?
It eventually goes up to level 50 with a final level up multiplier of 1.1
health system won't work on it's own
you need to see how it scales against damage that enemies can deal
numerically it's weird - level 1 can be killed 10000 times easier than level 39
Damage will have a similar scaling system, I previously tried doing it with the same multiplier all the way through but ended up with 7million health at level 50 π
Well jesus chirst
Why dont you do a system where you have skill points and you put them in to say movement speed or HP or mana or stamnia
@rough sonnet my point is that no one is going to tell you if it scales good or not because it's not an isolated system for which you have some sort of magic formulas
it needs to be "resonable" as in if someone doesn't invest into vitality, he shoudn't die just from enemy starring at him
look at Dark Souls for example, not umping vitality makes game challenging but not impossible
it should be scaled from the point that at max level, where you will encounter enemies that can hit so much, or have that kind of DPS
then maximum vitality should make it possible to make "maximum mistakes" (you decide what it is) and minimal should not lead to you instantly dying
@vale osprey Couldnt you just make it so the mobs scale to your level just by pumping there health manually from the editor
Anyone experimented with the cable component attached to a player controlled pawn between 2 sockets. for example like back and hand. Is it performance heavy and does it work well with animations ?
Level systems: How to convince players they're progressing when they've been farming the same zone for ages.
Vitality would be one stats determined given by gear, it would scale with player level and of course gear would have minimum requirements
One thing, with a flat level scaling, you're pretty much guaranteed at 1.1x (essentially +10%) that in four levels a player will have 60% more health. And that's the base. Add four levels to your equipment and damage output, then figure if that's how much more difficult you want an encounter to be four levels later.
Does anyone know or can link me to a video on how to add clothing to a mixamo character
Why is the rotation of bones messed up after importing from blender?
All rotation values are set to 0 in the screenshot
in my game, all the characters have the same total stats, no mattr how much you level to re-distribute #oops cats out of the bag
I fixed my own problem. When you export to fbx in blender, go to the armature settings in the lower left hand corner and try various settings for primary and secondary bone axis. You can just reimport the skeletal mesh to test faster
Hello, I'm working on a VR project with a small team and we are having issues building our project with the Oculus Spatializer plugin. Everything has been set up according to the instructions and everything works fine in editor (UE 4.15 that is) and all integration are up to date. Here's what we're getting from our output log, any help would be greatly appreciated π : https://pastebin.com/unQnYvuX
hi guys
hallo
good, playing overwatch lol π
yep!
this is more general engine discussion channel, I thought it was the lounge for a sec
hi there
Does anyone know a how too make an MMORPG style inventory
i know how to make A inventory, not sure what MMORPG style is
i know MMO try to use all the colors of the spectrum at once
fast scan over google image search for mmorpg and all i see it the colors π
sorry, lunch time
i dont really have a presentable inventory in my prototype atm
it's just a grid of boxes
some of the gui elements I created a while ago
basically i have an array of structs on my pawn which acts as the inventory container
the structs are just a simple type that hold the ID of the item, and count
then i have a master item data table, starting with the ID and other properties like name, description, weight, icon, is usable, ID of the stat effect on use etc
ah ok
server has all the pawns and their inventories, clients request actions from server, like use item, drop, etc.. and the server replicates only to owning client
try going over a few tutorials on yt anyway
even if you buy a inventory system it's good to have an idea of how it/they work
start simple, like a hotbar gui
the inventory i want is just to store your items
not a hotbar since the hotbar is ablilties
yeah but once you figure out how to do a hotbar you're all set to do an inventory system
how so?
you know how to interact with umg from bp's, like setting icons into hotbar slots, graying them out
detecting mouse clicks, keyboard presses etc
technically it doesnt differ that much behind the scenes
no i dont know how to do that @cobalt scaffold
So I brought the Third Person example blueprint into a new level with collision set up but the character doesn't move when I hit play. he stays up in the air but the camera falls -- however I can't watch the camera fall because the viewport goes immediately to 0,0,0 and I can't move at all
Before hitting play
After
Doesn't seem like the player is stuck
Animations aren't happening either
animations happen, but the camera doesn't followt he player and inputs aren't recognized
Tbf I used that because teh one I created wasn't working.
Turns out I just needed to set the auto-possess to player 0
asset flips?
you didnt create the animation and the character.
@static viper what is your game?
definilty not life is strange.
and it definitly has no contents from other games in it.
show me your own game
i really dont want to
@static viper if it's his/her first moving character, whats wrong with using assets?
Then why would the marketplace have characters and animations you could use?
If he/she didn't create them
because you buy a license to use them
So it's against eula to use other assets for unreleased learning purposes?
its against the eula to use assets from games you dont have ownage for
also its not legal to crack open data from lis.
Ok, thanks for clearing that up for me!
theres a ton of other assets out there... wich are not illegal to use
mixamo has a giant database for animations and character
Well technically you can use that stuff for your own learning purpose.
You are just not allowed to redistribute it
it doesnt has any license
That's what I thought would be fine. Redistributing is flipping
Well technically you can use that stuff for your own learning purpose.
You are just not allowed to redistribute it
Yus, but in most cases, the free stuff you can find on the webs is better anyway
definitely true
At least better than exporting stuff from other games
is that illigal to use?
its not yours at the end XD not at all
@sinful quail Well, what does the owner say?
it looks really bad on portfolio.
@regal mulch nothing.
Then you need to ask him/her
read the eula.
@regal mulch he dident response
Then you are out of luck
Where did you even get that from
Oh I see
Yeah well, you can use that in your private projects that you don't share or sell
people might react bad to it if they see it
But legally, as long as you don't use it in the final product or share it, it's "fine"
For planes/cards hair, should I have each hair plane/card seperate or as one huge combined mesh π€
hmm.. there's tons of life is strange assets being used 'for learning purposes' out there
@foggy patrol as far as I know I've only seen hair planes combined into one mesh, might be better to leave them separate in your modeling app, make a copy and marge it when exporting
Yeh I kinda had a brain fart. I thought that merging it all together turned it into one glued mess, so you don't have the planes seperate from eachother.
in the previous engine that i used i had a bunch of single plane grass cards
it was a performance hog and i joined them into bigger clusters
so I'd imagine similar would be true for hair
.. how do you go about placing the hair planes anyway ?
i've yet to do hair
and have a bunch of bald makehuman chars
π¦
been in a nostalgic mood, so I fired up dosbox and the Blood level editor
noticed a nickname written in the best maps: Slade
looked it up...it's the asshole project lead for Diablo 3, Jay Wilson
oh well, loved Blood 1
Hello. I want to make a rope bridge blueprint that can span multiple different gaps without deforming the shape of the boards. Any way I can easily acomplish this? I thought of splines but I don't understand those yet.
Learn about them.
physics joins
joints*
If you want the bridge to be physically reactive, you need to use physics joints.
If you don't care, then you can simply make some code that will solve for a parabola. This code will integrate over the length of the parabola and create the planks where it needs to.
You can then convert the parabola into a spline.
don't feel like make a physics based bridge is a good idea
you can probably even use a shader to move the zone where you're
Hey, I'm following the C++ FPS text tutorial, and the Playerspawn will not spawn my character, I have the character as my default pawn as well, does anyone know how to fix this?
@heady bridge Ah, i've encountered that error barely a few hours ago. Try closing down your project and Unreal, log out, log back in, reload your project, compile, and hit Play
If you've done everything right normally this should work
@wheat pendant Thank you, it worked, if I didn't ask, I would have wondered why it didn't work for the next couple hours, then wonder why it randomly worked tomorrow Haha
Yea, that's pretty much what happened to me lol
@heady bridge By the way, when you test your thing out, and you look down on the ground, can you still go at normal speed or your speed drastically decreases?
normal speed forward*
and backward
I haven't got to the mouse look yet, but so far it looks like it's a consistent speed
I just put several planes together, and the speed stays the same, it doesn't increase or decrease
Okay I just did the mouse look, and the further I look down the slower I go
There should be a way to fix it, did you do the entire text tutorial?
@heady bridge What do you mean?
Did you finish the entire tutorial on the site?
No, i'm only up to the part that you are
However since we have the same result
I suspect that the further you advance in the tutorial and the more the issue is fixed
Yeah that is what I was thinking
Something tells me that it's gonna be fixed when we assign our camera to the player
Like, a few parts down the road
Yeah, hopefully, I did just add a camera to see, I can only look right, not up and down, so i'll wait lol
it does sound reasonable lol
I just finished jump, going to continue skeletal mesh tomorrow
@heady bridge Still on?
hi, does anybody use BLUI plugin?
not heard of it
UI Blur is frikkin rad
https://twitter.com/_TheJamsh/status/859094479118249985
Scoreboard finally implemented. Being able to animate UI Blur in 4.15 is such a nice thing! #ue4 @UnrealEngine https://t.co/Qzi0pSXZUM
So happy Epic added this
wats the most simplest way to switch engine version for a project? to versions written to disk by git not necessarily "installed"
@safe shoal THat's some really cool music
@heady bridge Hey, did you make the mesh part yet?
hey guys please help
i put some camera block volumes in my level
but they don't block camera for some reason
so they are no boundaries for the camera
I changed camblock volums to postprocess volumes to visualise bboxes and to know if the camera actually hits em volumes
hi, i was wondering if anyone can help, im trying to package up a sample of a envrionment i made but when i package it the aspect ratio is messing up. i created a DefaultGameUserSettings ini file and put it in my config folder but when i package the game and try to play it, it doesnt appear in the correct ratio.
Can anyone help me make a smoke trail particle system? (If you have seen them it should be like the death eaters smoke trails when they fly from Harry Potter)
Is it possible to be able to have a skeletal mesh that uses both morph targets and in Apex cloth Wireless using the same material that supports both cloth and morph targets?
While*
Just for main knowlegde, how would I make something like this? http://store.steampowered.com/app/475190/Scanner_Sombre/ For whoever played/watched the game
Regaining consciousness you smell the damp. Opening your eyes you see the stone walls of the chamber flickering by the light of the fire; you stumble to your feet and kick a helmet clattering across the floor. Slowly the ache in your head begins...
$9.59
162
74
You have a scanner thingy that you shoot objects and it then it adds tiny particales or something
you emit particles on mesh surfaces
done
well in this case, they increase the spawn rate when that things raytrace hits a mesh
looks frickin awesome though
especially as i just showed: https://www.youtube.com/watch?v=bELUlXPeR3w&list=PLuqNhfvpWXRil3P5T_u7_4QUC0jej4PPV&index=93 to a few buddies
@fierce tulip Would I spawn a particale for every tiny dot? It will probably lag like hell wouldnt it?
oh I read again and I get it now, it's a really cool concept that I'm sure can get a lot advanced and long than what they did, will be interesting to see if something happens with the game in the future
Getting a lots of weird errors when packaging, anyone have any suggestions? http://prntscr.com/f38or2
@heady bridge Hey dude, i figured out the camera problem. Feel free to PM me when you get online
Anyone know how to get the "Ease" node to interpolate over time rather than adding in a value?
Is setting perforce on your computer too much of a hustle?
@sharp crest I had a vaguely similar trace when I had problems with the garbage collector. I fixed this problem by adding uproperty on my members
You mean like this? http://prntscr.com/f3bghy @cursive saffron
I have this on all my vars
And wtf is this about http://prntscr.com/f3bq6b
how do i download 4.16 preview
you click on the 4.16 preview download button
thanks mate, I have never tried preview software
np, good luck π
@sharp crest yes but your new screenshot make me think that it is not the same problem.
@cursive saffron Hmm..?
Quick question: How much people use C++ or Blueprints? (Sorry if it doesn't belong in this channel)
Can anyone help me make my smoke trail? It just makes a ball of smoke that does nothing at first. Then if I wait for 30 or so seconds, it begins to follows me like it is supossed to. Anyone know how to fix this?
I use both C++ and blueprints
ok
I use blueprints. Can anyone help with my particle problem?
Hey could someone possibly answer my question. I'm going to implement a hexgrid for my game. I know it's trivial to create a model of a hexgrid and place it in the level. Instead I'd like to create a single hex model and write a small library to generate a hex grid of arbitrary length, width, individual hex height, and another variable that determines the appearance of individual hex tiles. My question is how large a performance difference will there be in having a map of hex objects compared to a single hex grid mesh? Am I being overly concerned here?
Implement what's convenient now, profile it for performance later.
If you instance those hexes, it should actually be faster, than a single hex grid.
many small particles with low spawn rate or few large particles with high spawn rate?
@oblique sorrel really? That's good news. I'm planning on using a hex grid class to contain a set of HexTile objects.
@foggy oxide each hex is a tile in turn based game. I want to use them as scaffolding for different terrains
I want to enable characters to dynamically change the terrain type of a hextile
@snow fjord , yeah. Say, each hex has 24 tris. If you instance it, the GPU only has to process those 24 tris, it just replicates them, which is much faster. A complete grid of X hexes would be 24 tris * the number of hexes, and the GPU would have to process all of them.
https://lh3.googleusercontent.com/-VI09XImuY4w/WQnYQrmO0BI/AAAAAAAAD5Y/-OvV2WYuUp8hktowSv7tM4qosKtbii-oQCHM/s0/UE4Editor_2017-05-03_14-16-44.png -- Any reason why my animation isnt playing ? i also have code in C++ that sets the enum, but it doesnt work anyway...
can anyone tell me why today when i open my project every material become transparent ?
Do anyone here know how "FRHICommandList" work in the deferred renderer of UE4 ?
Does anyone know why UE would be bloating up my Windows user directory while the editor is running when my DDC and temporary shader path are both specifically targeted on a different HDD?
unless it's just eating my pagefile alive
I'm gonna point at the pagefile, yeah.
shitnuggets.
whats the correct way to set console variables using some .ini on a packaged game (shipping config)?
the save directory of a game thats packaged in shipping config is in appdata/local/gamename, and there also is the Config folder with all the .ini files, but they are cleared every time the game is launched
Anyone have a link to any Vehicle Collision sound effects?
Marketplace or Free
C:\Users\Player of Games\Desktop\OldDesktop\Screenshots from Jing\2017-05-03_1928.png
So I have a interesting question about bulids where would I find the best help squashing bugs? @me with any suggestions.
Does anybody know if they fixed the random horrible performamce that 4.15 randomly had?
Also, did anybosy find out the cause of that?
I mean with 4.16
FUCK I MEAN
Did they fix the random shitty performance that 5.15 had WITH 4.16?
short answer: no. Long answer it depend which performance problem you are talking about.
Im not sure. When upgrading from 4.12 to 4.15 my performqnce was HORRIBLE
Someone else had that problem and i dont think either of us knew why
But our fps was literally like cut in half compared to the last few builds
Anyone know why mouse click events are being blocked while a keyboard key is held down? It's happening in an empty project, no widgets.
The click event just doesn't fire if I click either while a key is pressed, or within about a second of releasing it. After that, it works again.
@upper yew it's a long shot, but try setting energy saving mode to high performance on your system
It probably shouldn't be an issue, but in some rare cases it can cause random unreasonable slowdown everywhere, with no distinct bottleneck
In power options, right?
Yes
Its on already
Yeah, it's just a standing bug on Win2012 even in 4.15
But it shouldn't consistently affect desktops
4.16 seemed to have fixed the framerate, but now every time i drag something or open up a window, it freezes. And building lighting uses so much memory it crashes even with a really small lightmass volume lol
Are you using launcher engine?
Can try using a more recent version from github unless you're doing that already
simple if you follow the readme exactly. Without deviation
Aight cool. I'll look into that
It's basically "download, get prerequisites automatically, build it"
Ill see if theres a youtuhe guide for it
@upper yew I have similar problem with 4.14 and .15. Open widget blueprint causes the fps drop and in some cases an open blueprint. Closing them brings fps normal
Guys, I made a particle using the new volumetric lighting
wher I set the material domain to volume
and blend mode additive like ue said
is their anyway to get an alpha phade out at the edges in this material?
Also, waht does Update Time FPS do in cascade?
any tips to opening a blueprint that is corrupt?
it crashes the editor but i need to get atleast some information out of it
sad panda
this is the closest im getting to recovering it. but something doesnt look right
This is the part where people ask you whether you have source control to get the last working version back
And this is exactly why you need it !
Seriusly no one made any proper VoIP plugin for ue4?
@plush yew Probably not because the microphone system in UE4 is not really implemented.
FVoiceCapture?
Is anything wrong with it?
@messem10-work
But still openal is easy to use though
But i am not sure if it works on mobile
My only concern would be encoding the audio stream for networking
Can't tell you. I just know that my coworker tried to get the microphone system in Ue4 working so that we could integrate it with IBM's Watson Speech to Text. He gave up and wrote another program that is loaded through DLLs to get the microphone working.
Sorry.
But isn't Opus suitable for it?
Well i see working examples of the FvoiceCapture
That i am pretty sure works on PC :x
Sorry for what? π§ π
great got some basic audio transfer working with the opus codec, i also checked the online subsystem it has everything you can imagine
expect that it doesn't have spatial audio support
so that needs to be remade i guess i'll spend my weekend with this and have a proper spatial audio voip working then
I am stick with this problem for about 5 hours i can't solve it (yesterday it works and today no), so the problem is that i want my projectile to follow my line trace by channel and i dont know why the projeticle move in the opposite direction
this is the link of my project he is very small
libopus 1.1-beta WHA?
you need to add the Actor Location before plugging it into the End of the Linetrace.
Your Line Trace will always go towards 0,0,0+A bit into the Direction you are looking
@sudden agate
i also found that my particle need a time to show up
is there a way to show it immedialty after spawn
Emitters have a parameter Warmup time. look into the Emitter settings or the Required modules
@sudden agate i dont have this parameter
I think this should be a fairly simple question. How would I get truely "random" numbers in blueprints? I have used random location and random floats before though I found that they are not even close to random. How would I get random float values (to use on chance based item drops)?
Why when you export from 3ds max to unreal engine the material becomes black?
Hey, Crocopede. I still love your climbing project.
Whup,s was scrolled back.
How do you format a new set class as an item in a CSV document? The field will be initialized to a set of text variables in the immediate use case. I tried exporting but it doesn't yield a CSV file. Heck, the export only yields structure, not data. I'm trying to create the field in the spreadsheet. I need to know how to format the data for import as a dataset.
I could do it as an array, but the same problem.
Is it possible to import a csv into a data set?
It's now possible to do it as an array.
Pfft, only twice as fast GC in 4.16. :p j/k
Is 4.16 preview crashing a lot?
There is this new Virtual Keyboard improvement that I'm really looking foward for mobile. Does it worth to wait for the release version?
hey guys does anyone here have UE4 installed on Linux?
Hi, i have integrated the steam sdk in my game and also the achievement, how can i do the same with the trading cards?
@eternal osprey We have done it in our team
@eternal osprey You have to clone the source code and build the editor yourself, basically
Guys i am trying to use a MiniMap but the show flag doesnt work it show me everything
i uncheck all and it keeps show me everything
@cloud cobalt ue on linux work like on windows?
You don't have the launcher
What might be the reason that 3d widgets in world space do not show up anymore?
@plush yew ?
I have 3d widgets to interact with meshes and materials. They showed up and worked, but suddenly they will not show up anymore, they do not even make their event tick or construct even, so they are just kind of ignored which is very wierd
Quick question, anybody familiar with Save Games
If I just do Get Controlled Pawn and keep all of my variables on the pawn, and then save that pawn to a pawn variable on the Save Game, will that save all my variables on the pawn? like child actor components and all that?
It will save all the information that are in your point at the time you get them. therefore all the variables and which child actors they use. The child actors are only references so if you want to save changes from the child actor itself, then you will have to save them manually as well, because the reference only tells what is used. But if you change your child actor, then the change will not get saved if you don't tell it to save those informations.
@halcyon marsh I figured out what the issue was... My Game State had "GameState" as a Parent Class, which for some reason worked fine in my previous version... But in my current version (same 4.15.2) it just does not work and requires the "GameStateBase" Class as the Parent Class... the is fucking confusing
@plush yew when you install the new version they dont tell you to update the project ?
nope, there was no dialog which told me that
I have never looked at minimaps yes, so I don't know how they work or are supposed to work
I'm not sure where this goes but. How do I calculate how big my map is? Lets say I'm making a height map that is 8129x8129 127 quads 4 2x2 sections 254x254 component size and 1024 32x32 total components (Taken from the documentation lol). Also, lets say I want to make my map 50x50km. Would I need to change the scale?
How about great music and all night of game-dev?
If someone can complain about life like that, I dunno what it will make him happy
No +18 suggestions please
Is there anyone here that can help me? I'm about to build my first extreme game development computer. I have a few things i need cleared up...
Questions such as: 1 titan X or 2x GTX 1080 ti. Intel Core i7-6850k or AMD Ryzen series?
Multi threaded applications go for Ryzen
Not sure if Unreal utilizes sli
so I would go for the new titan x
@frosty bloom
Amd over Intel for Multi threaded applications
1 Titan X over 2x Gtx 1080 ti if Unreal doesn't support SLI
Is there any place I can find out if it supports SLI?
I've heard somewhere that the epic game programmers and workers got 2x Titan X in their computers, which lead me to think they supported SLI.. :S
@solar shuttle I'm currently eyeballing MSI X99A GAMING PRO CARBON LGA 2011-v3 Intel X99 SATA 6Gb/s USB 3.1 ATX Motherboards - Intel Motherboard, if i were to ask again about the CPU and GPU, would still say the same?
What do you mean?
X99 is basically Ryzen 7
But cheaper
Well. Mainstream
Ryzen 7 performs a bit worse in gaming then intel
Ryzen 7 does have extremely good multi threaded performance
Yeah, I'm stuck between them because of that.
Honestly.
I'd go for ryzen 7
Lower power consumption
Cheaper and newer
But
a 5960x does have more l3 cache
Hm.. Thank you for the opinion. I'm reading as much as I can about it right now, will take a few hours before I can make myself decide i believe!
Ultimate shootout, Benchmark comparison between the 1800X, 1700X and Intel 6900K, 6800K Processors. βΊR7 1700 vs i7-7700K: https://www.youtube.com/watch?v=7eP...
Okay
Btw
Look up benchmarks in rendering and stuff
Ofcourse, greatly appreciate the tips!
No problem
Anyone know where and how UE4 stores replays? (Using the system that is built into UE4 itself)
@sterile cairn Not in Project - Saved?
There is screenshots
so it should save there i guess
For those that need to know, they're saved in the "Saved/Demos" folder and the folder name is the name used for said replay.
Hi all, as a newbie in Unreal I would like to know how often do you swing between using blueprints and C++? Are blueprints suitable for large games and teams?
BP used in total isolation is not suitable for either IMO.
- You can't properly merge BP, so SC becomes a pain.
- Only one person can touch a BP at a time (largely due to 1.)
- Large BP can lag the editor
- Complex BP can have issues with "getting corrupted", or otherwise becoming unusable during the development cycle.
- Simpler BP can have issues with values not holding values on child BP or instances of BP that are in levels.
If BP would be past those issues, the main concern would then be either comfortablility or performance. The saying is that you shouldn't care about performance until it becomes a problem, but if you know the game is going to be really complex and have a lot of code, I'd lean towards C++ so that when you go back to optimize it isn't going to start with moving tons of BP to C++.
What do you mean that you can't properly merge BP?
Have you ever used source control, such as git?
Yes, I understand your statement now that you clarified for me it was about source control π
However, I would have thought most Unreal people were using Perforce for SC and in that regards Perforce is designed to lock files. Is git really possible to use with Unreal?
Same thing w/ Perforce, really
I would have thought the size of the project would be too overwhelming
If you're using BP, P4 is the way to go for sure
But a more code-centric team can make use of git/svn as well.
I've even seen BP projects use those
Regardless you need to treat BP as binary as there isn't really a way to merge them AFAIK
I come from a Unity background where there is no Game Framework. Do you often apply this framework to your games? Or is it just a starter-kit framework?
does anyone know about a solution for voip on UE4?
Hey can anyone help me i dont get this i got this error
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
Wait this one
PackagingResults:Error: Error Launch failed! Missing UE4Game binary.
You may have to build the UE4 project with your IDE. Alternatively, build using UnrealBuildTool with the commandline:
UE4Game <Platform> <Configuration>
What is the most basic tutorial for thoroughly setting up a scene in which a Particle System is used to "attack" and "destroy" a box?
via BP etc
how the playrust HELK do i grab bleeding edge 4.16??? theres master, 4.16, and staging-4.16... all with different commits ?????
Quick tip on how to send UDP requests to Amazon EC2 Server
Guys, one question regarding the Unreal Editor, if you open an asset like a skeletal mesh or material and close it, it's still in memory, because if you then delete or rename it in content browser. Close and reopen the editor you'll find both assets in there the old named one and the new renamed one
does anyone else have this issue ?
i've just update to the hot fix 4.15.2 today and don't see it in the fixes notes π¦
I know that issue
but its not skeletal mesh regarding
it can happen with all assets
one problem tho with skeletals is that it is linked to animbp
if you rename a skeletal mesh and it has an animbp that can cause even more destruction
i advise you to manually after clsoing the editor go through your files and search for the old name
make sure the new one exists
and remove the old one
and that aldso can cause havok
@stoic moth Did you try "Fix redirectors" option after renaming/deleting an asset?
@static viper that is exactly what i'm currently doing and it's so annoying, i really hope they fix it soon
fixing redirectors tho also is not a clean method
i would try it yes but be carefull...
@winter gale no, is that an option on the context menu of an assets on content browser ?
right click the folder
@stoic moth Ususally I right click on the Content folder and select Fix redirectors
This will go down the hierarchy and fix up redirectors
do that often or you end up with code chunks broken
i had one time that one of my bps just vanished....
that was weird.
wow that's not cool, i'll go through the Report a bug page they have and see if it's already reported, tested for replication steps on a new project and finally submit it if so
yee
just make sure you save often and when you rename stuff or move stuff you fix up
always double check
why is this marked as Won't Fix ?!
it kinda is our problem
renaming assets is very used action i imagine in order to have a tidy project structure and they consider it as low priority .... dang it
@stoic moth I think this is because newer versions of Unreal (after 4.7.6) will automatically save an asset after renaming it (if that asset is not saved).
E.g: In your content browser open any blueprint and just make a simple change. After that if you rename that blueprint and press enter, it will automatically save it.
i think i'll go ahead and create a fresh new issue on their page targeted at the current engine version just to prove it's still there and quite annoying
ok ill test it
dang it, so i've created 2 videos with this issue
will stitch them togheter and upload to utube, then create the issue on their bug reporting page with the link as well
=)))) cool thnx @fierce tulip
:p
done i've registerd a bug report / question at https://answers.unrealengine.com/questions/597267/ue-4152-losing-assets-and-creating-bad-files-1.html
@stoic moth I have approved your your question on Answerhub
@stoic moth and I just deleted it!
/me holds a long uncomfortable stare towards @winter gale
hehe
(j/k)
thnx ryan
so our project has accumulated a crap-ton of ActiveClassRedirects, is there a cmdlet you can run to resave anything referencing the old classnames? would be good to be able to remove them
and FixupRedirectors doesn't do the above
Hello everyone how can i make my camera ignore an actor or object ?
@halcyon marsh Hide it?
yes @quartz patrol
yes i forgot to say
i want to make it not visible for my player camera
but visible with the minimap camera
Ah
Make it Owner No See
And make Minimap Camera(probably) not owner
Dont know how you render minimap
@halcyon marsh
Ok
no problem :p
