#ue4-general

1 messages Β· Page 64 of 1

light thunder
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Note - your player will be facing the wrong way but first just get them teleported to the right spot

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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 .....

glossy hemlock
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I couldent find SetActorWorldLocation but I found SetActorLocation. Would that work?

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Nope.

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Doesn't work.

glossy hemlock
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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
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Anyone got any idea why DOF doesnt do anything in my sequencer camera? Works fine if i use the default one

pallid compass
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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?

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like

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How do i align my textures with my buttons

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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?

torpid hedge
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import the texture to ue4 and select button image to be the texture?

last loom
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he means how does he know what size to make it

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I mean the UMG screen is in pixels and so the sizes of the widgets must be measurements you can use?

pallid compass
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anyone experianced with particle systems? struggling to fix this issue of drag :/

zinc bison
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@vale osprey How would it be updating anything if it doesnt have tick? The actors update the components?

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and if thats the case, then the actors are probably doing calculations too in order to check where it should be...

vale osprey
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simply because when you call GetWorldLocation it needs to return you proper coordinates

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it's not calculated when you call this function, this functions just reads it

zinc bison
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well yeah but actors have getactor location so i dont see the difference

vale osprey
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I guess for devs its just more convinient to have it like that

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I don't think I've said that there is difference

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just saying why it's bad to have many components

zinc bison
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well why is it bad if its not different Im confused

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i thought the idea was that components did additional per frame logic that actors didnt necessarily do

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and it wasnt possible to turn it off

vale osprey
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I don't know if you can turn it off on actors either

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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

zinc bison
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hmnm

vale osprey
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regardless of why its done like that - unless you are willing to fix it in source - don't use too many components per actor

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there was a lengthy discussion in #legacy-physics and #cpp few weeks ago in details regarding how one could make such change

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maybe BlackFox will submit a PR for this at some point and somewhere around 4.18 this problem will be gone πŸ˜„

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I know that for his project its a critical issue that degrades performance drastically

cursive dirge
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I dunno if there's a trivial fix for it

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like, you can bypass some of the things but you still need to do lots of work still

long ice
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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:

https://vid.me/bzun

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.

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I just was using the default 2D example to show how easy it is to encounter that glitch

cursive dirge
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welcome to game physics πŸ˜ƒ

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but that example is old

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there's physically driven stuff for the character nowadays

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you can see the responses on the latter video at that time mark

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@long ice ^

long ice
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WOW that will really help for the stuff I'm doing in 3D.

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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

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also thank you

cursive dirge
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2D in unreal isn't actively developed it seems

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at least, all paper2D work seems to be on hold

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people have been asking for updates for a long time for that stuff but it's not been a priority to Epic

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not sure if their latest mobile game has changed this

long ice
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That's a shame, but yeah I should have figured after seeing that shadows don't even work with an orthographic camera.

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After many updates

cursive dirge
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they don't?

long ice
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If I'm using the right term they don't

cursive dirge
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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 πŸ˜„ (not saying problems doesn't exist)

long ice
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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

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but maybe I was missing something who knows

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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.

quartz patrol
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Shadows just dissapear on switch?

cursive dirge
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hmmm, I just tested

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I'm not seeing shadows either on ortho now on 4.15.1

long ice
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as far as I know that's a known issue and not a high priority

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it's been like that since 4.1

cursive dirge
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you can get close to ortho look by just using super small FOV but I know it's not the same

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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

long ice
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haha yea don't worry I figured out some workarounds for that back when I was working on the project that needed dynamic shadows.

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problem of the day for me is just finding a well-made physics character for a 2d platformer

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any idea where to start seraching for something like that?

cursive dirge
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box2d support is minimal, I'd stick with 3D physics and just constrain it to 2D

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in ue4 that is

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or use Unity :p

long ice
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lol that's a very last resort

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I'm a fan of unreal and very comfortable with it

cursive dirge
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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

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there are few 2D games built with ue4 though

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but they are more like an exception

long ice
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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.

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You incidentally really helped me with my main project tho so thanks again @cursive dirge

cursive dirge
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np, no idea what I did though πŸ˜„

long ice
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I had no idea 3D physics movement was so obtainable, which will help my main project a ton

heavy flicker
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Anyone have any idea how to do a material that changes its colour based on distance?

vale osprey
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@cursive dirge if tried small fov values for that airplane game - shadows go nuts as you can't tell engine to shift cascades forwards

cursive dirge
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ah

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oh well πŸ˜„

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@heavy flicker make a material, get distance from camera to world position node

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there are nodes for all 3 of those

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then feed clamped distance to lerp alpha between two colors or something

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or however you want to implement the color shifting, it can be many colors if you do bit more complex setup

heavy flicker
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All im trying to do is make a material stop glowing after a certain distance

cursive dirge
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then get camera position, world position and use distance node between them

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or you can use object position instead of world position actually

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as you probably don't want to do it per vertex

glossy hemlock
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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.

cursive dirge
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@glossy hemlock your description is really vague, you have to give people more info than that

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like, what happens now, what you expect to happen etc

glossy hemlock
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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

cursive dirge
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@glossy hemlock why you have world location (var)?

heavy flicker
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@cursive dirge Hmm doesnt seem to do much the variables. I can only change the full emissive

cursive dirge
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@heavy flicker replace the last multiply by debug scalar or whatever that node is called and you see the value it uses for multiplication

glossy hemlock
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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

cursive dirge
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and you are sure it's up-to-date?

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I'd just read the location from the pawn directly

glossy hemlock
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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

cursive dirge
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also, if you move the character exactly the same place where you have other pawn, they will be inside eachothers

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you need to offset it

heavy flicker
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Doesnt really do much different, or maybe im missing something

cursive dirge
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it could cause all kinds of glitches

glossy hemlock
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It should be ok if they are inside each other because the component is an arrow and has no collision

cursive dirge
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@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

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if you use huge emissive value, it will be pretty on/off though

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due to the way how emissive works

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then you'd need to use some pow-node between there and tune the params but you have to figure that on your own

glossy hemlock
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@cursive dirge any ideas of what the problem is?

upper heart
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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.

cursive dirge
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@glossy hemlock I'd still suspect your world position variable

upper heart
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I guess I could create a bool, bIgnoreAimOffset and set the alpha to 0 if it's true

tepid dragon
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Is anybody good with Level Design?

floral lion
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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)

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Plus editing the value inside AppData/.../Saved/Config is kinda "tedious" - is it possible to overwrite the Default*.ini inside the games folder?

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rather than per user?

glossy hemlock
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I changed the variable to a get world location and the problem remains @cursive dirge

cursive dirge
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no idea then

wide shard
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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

lethal spear
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Maybe they need to be approved first?

sharp nymph
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Does anyone know how to change the debug actor in the gameplay debugger?

long ice
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All other physics actions are normal but when having "step up" activated it throws things around

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and when it's deactivated there's a weird bounce impulse to everything as you walk off a ledge

modest trench
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Any ideas as to why Robo Recall crashes on startup with a FilenameToLongPackageName error?

foggy oxide
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How to lock crosshair in a set boundary?

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I am not doing the camera center = crosshair location thing

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I want the camera to be seperate from the cross hair

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and the cross hair to be confined in a circle on the screen

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Any idea?

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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

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I know we can establish bounds for the mouse with widgets but those bounds are for the curso and not for the crosshair

lethal spear
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just make give the camera a delay to catching up with crosshair

torpid hedge
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@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

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But i feel it might not be so elegant way in blueprints. It might lag near the edge. Not sure tho

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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

sharp nymph
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Does anyone know if its possible to align a UBillboardComponent so the bottom of the texture is at the pivot point?

oblique trench
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What is the streamed level? Its about occlusion culling?

foggy oxide
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Can anyone give me a general overview for server client system?

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Costs involved and things I need?

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Let's say, for something like unreal tournament

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just a quick overview πŸ˜ƒ

fierce tulip
glossy zenith
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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 ?

raven cedar
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Are you putting on any texture Maps like saying normal so the lighting has some information?

sterile cairn
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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)

last loom
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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....

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this is such a pure noob pro tip

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save.... THEN compile. The engine fucks erryting up if you compile then save (which is how I've been doing it all along)

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child blueprints succeptable too

quartz patrol
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happens sometimes

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will try to save first then also πŸ˜„

last loom
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lol right.... jeeze

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it might have to be child blueprints with structs inside of arrays as default variables for all I know

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shit I still got it :/ still seems to help

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but yeah once you plug it back in, save and don't compile, and it should restart ok

sterile cairn
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@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.

fierce tulip
static viper
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^^

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you guys fucked up badly

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stop what ever you do now

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owl show you why

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this bug in this state was reproduced and handed in to epic

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they didnt fixed it yet

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you have to rebuild your entire architecture.

tame token
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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

sterile cairn
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@tame token You might want to post that in #paper-2d as well. (Its the 2D component for UE4)

tame token
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I did like i said i thought the first two videos are great way to explain 2d sprites

wanton tide
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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

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googling just gives me old info I already knew :/

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nevermind, found it.. those tests are now in a plugin that is not loaded by default πŸ˜ƒ

heavy flicker
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Why does my PC lag whenever i try and use a camera that has been dragged in?

toxic prairie
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everytime i drag a text box to a new widget it fills it up and i cant move it?

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the green box fills it up and i cant move it

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i cant just drag and drop i have to use transform on right side for some reason

toxic prairie
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narrowed it down that i cant see the Slot(Canvas Panel slot) on the right side

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figured it out needed a canvas panel thingy

torpid hedge
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When should I pass a variable by reference? Does it have benefits in blueprint communication?

nimble sage
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Does the flex system work in any manner in UE4 right now

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really need help getting - ANYTHING - to work from nvidia gameworks

stoic comet
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hi guys πŸ˜ƒ

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is there any eta for 4.16 release ?

tall pendant
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nope. but they're pushing for a previewbuild within a week or so afaik

heavy flicker
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Anyone know whats the quality difference between Epic and Cinematic?

ionic stag
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not me

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still trying to figure out collision for a low poly plain with a cave

tall pendant
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@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.

plush yew
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Where can I slow down the speed when moving in the UE Viewport?

fierce tulip
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in the viewport itself

plush yew
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OMG. Sorry. Thanks.

fierce tulip
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no worries hehe

glossy hemlock
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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.

obsidian nimbus
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@@♀Owl#0796 nice vid, i like the part where u see skystream in ur project dir πŸ˜›

glossy hemlock
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Never mind. I finally got itπŸ˜†

last loom
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@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

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@glossy hemlock sometimes asking is all it takes to figure it out amirite πŸ˜„

wide shard
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How is the gameplay tagging system? Anybody use it often?

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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.

mint raptor
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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.

last loom
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D:

mint raptor
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Yesterday this wasnt an issue

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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')

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I think it may be realted to VR

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not sure

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[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```
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Going to try a simple restart first

last loom
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something hogging your GPU?

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are you able to play before the crash? do that profilegpu console command

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and hit f5 for shader complexity

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stat scenerendering is good too

mint raptor
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I forgot I overclocked my GPU's memory clocks

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for a game

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So I'm going to return to normal clocks and see if that solves it

last loom
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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 >

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most of those are console commands

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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 πŸ˜„

toxic prairie
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.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?

floral heart
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i7 will add multithreading, but it's not that much faster otherwise.

mint raptor
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Can anyone help me make sense of the Physics Constraint component

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Reading the doc and still can't figure out how to prevent freeze x y and z position

opal spindle
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So question regarding level import

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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

foggy cape
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Is ready beta for 4.16 but where is tools Cloth Paint??? How I can enable?

heavy flicker
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Anyone here a user of sequencer who used it in the past?

keen birch
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@opal spindle So you want to have a single static mesh and just re-use that a bunch of times?

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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?

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Because that's not how it works

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If you import and fbx that's all UE4 knows

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It doesn't actually go "Oh I don't need this part because it already exists over here"

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So what you'd have to do then is have the mesh by itself

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Import that

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And then use it in UE4 to make whatever you wanted to make with it

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(Unless I'm being an idiot and completely misunderstood your problem)

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(Always a distinct possibility)

opal spindle
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Well it's a scene by an architect

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I'd rather not rebuild the whole scene manually

keen birch
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Right

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Well

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Why not import the entire thing? xD

opal spindle
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And IMO instancing and stuff is much easier in 3ds max etc. because of tools like array

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Because importing the entire thing makes it 1 big static mesh which is a performance hog

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And if I do import level each instance is its own staticm esh

keen birch
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Or you'd use instanced static mesh components

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But that aside

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What you're trying to isn't really possible afaik

opal spindle
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There is but not an inbuilt solution

keen birch
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You could probably take data about the positions of objects from the fbx and then place instances on those places using blueprint

opal spindle
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There's a maxscript that gets the instance info and converts it into clipboard data that you can paste in your level

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Only thing you'd need to do is assign each mesh to the right actor

plush yew
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Hello people!

What might be reasons for deploying builds with assets packed rather then as separate uasset files?

heavy flicker
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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?

tall pendant
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@heavy flicker Use the High Resolution Screenshot Tool

heavy flicker
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So whats the equivalent if i have a video and i want to record it at double the res?

tall pendant
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Ahh it's for a movie recording. Hmm i dunno if that possible atm. Have you looked into resolution options in the capture settings?

heavy flicker
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You mean if i was to use shadowplay for example?

tall pendant
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no i mean Sequencer - > Render Movie Settings

heavy flicker
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Sequencer renders my shadows very dark, much darker than the viewport. Also its choppy as hell

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even when i attempt at 720 30fps its still has these issues

tall pendant
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hmm

heavy flicker
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Also using r.SetRes 3840x2160 doesnt do much, the fps stays the same or unless im missing something

tall pendant
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have you tried using matinee for video rendering? if its still around..haven't used it in ages tbh

heavy flicker
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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

tall pendant
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hmm yeah looks like it.

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maybe make post about it on Answerhub.

heavy flicker
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Already done that, dont really have time to wait tbh. Got deadlines creeping up fast

cobalt scaffold
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@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

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Looks like a custom plug-in / bp is the way to go

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basically i want to recreate the fbx mesh hiearchy inside a level or inside a BP automatically

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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

opal spindle
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I'm just using TS tools for now

pseudo parrot
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is there a way to make unreal display more than just the first 50 warnings when packaging?

sturdy spruce
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How does one discard changes made to an asset besides closing down the editor?

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Strangely enough the dialog under File > Choose files to save... doesn't have the "Don't save" button you see when closing the editor

sudden agate
#

Is it possible to safely transfer the Unreal Engine Folder from one location to another?

last loom
#

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 πŸ˜„

lofty edge
#

How do I get Input Event Structure to check if things like ShiftDown etc are pressed when doing Input Events?

sharp crest
hexed flame
#

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?

mint raptor
#

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

drowsy peak
#

Hey does anyone know how Id use a sprite as a crosshair?

lethal spear
#

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.

plush yew
shadow ermine
#

Nice

edgy talon
#

Hi, ppl! Anybody have GPU Gems 1,2,3 in pdf format? if u have it send pls to veshiy666@gmail.com

heavy flicker
#

Anyone have any ideas how to lerp 3 textures via a RGB splatmap?

placid kraken
#

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

digital nova
#

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?

last loom
#

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:

orchid marsh
#

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

last loom
#

^ protip

#

does that actually work in client/server? I'll test it shortly

orchid marsh
#

yeah just have to handle on client and server

last loom
#

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?

orchid marsh
#

enum is good idea if you have a lot of discrete state

last loom
#

yeah like tunic, leather armor, etc

orchid marsh
#

makes sense

last loom
#

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! πŸ˜„

orchid marsh
#

yeah armor is annoying - either have to skin weight everything to single bones - or just chop up into static mesh pieces

last loom
#

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 πŸ˜„

orchid marsh
#

yeah it would clip - would have to chjop up mesh - or maybe swap to transparent material

#

just no pefect solution 😦

sterile cairn
#

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)

inland granite
#

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?

worn granite
#

They call it advanced because the people who know where it is are advanced users kappa

inland granite
#

Aargh, stupid. Thanks a lot KorkuVeren

last loom
#

@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

static viper
#

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.

last loom
#

breaking inside a break? I think I getcha, thanks

#

like putting a foreach on a break and then breaking from that?

static viper
#

no

#

this isnt happening in code.

#

only in bps.

sharp crest
#

Is there a way to move that or something?

last loom
#

@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?

light thunder
#

Why do execution ndoes not light up on a FirstPersonBP ?

jolly void
#

noob question i guess... i have a a material with emissive parts on it, how would i give it a radiosity effect to it?

toxic prairie
#

am I allowed to tag epic staff with questions or just forums?

regal harness
inland granite
#

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?

plush yew
#

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

quartz heath
#

Any one here able to help with some small thing regarding perforce and migrating assets?

cursive swift
#

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 ?

sterile cairn
#

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)

last loom
#

omg all you people just ask your full question instead of checking if it's alright πŸ˜„

#

don't think I have any answers for you guys tho 😦

sterile cairn
#

@last loom I try to help when I can, but the issue I've been having has been plaguing me for a week.

cursive swift
#

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

pallid compass
#

How do i stop streching in uniform grid?

tranquil bone
#

Does anyone know how to fix my static mesh being a solid colour when i have a texture applyed that

violet cove
#

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

pallid compass
#

Hmmm motion blurr is causing weird issues with my particle effects

tranquil bone
#

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

pallid compass
#

doubt anyone is gonna join mate just write it up best you can

#

or post on forums

sharp crest
#

Where does the save game slots save to? (Folder)

pallid compass
pseudo parrot
#

Have any of you guys published a game to steam? Having some issues with SteamGames and could really do with some advice

last loom
#

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*

worn granite
#

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

last loom
#

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"

worn granite
#

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

last loom
#

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 πŸ˜„

#

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

worn granite
#

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.

last loom
#

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

worn granite
#

Yeah not too sure

last loom
#

just don't have child BPs? I noticed a lot of bugs but apparently it's because of the structs within structs

worn granite
#

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

last loom
#

hmmm

worn granite
#

You'd maybe be ok with a 1 layer hierarchy

last loom
#

I see

#

like weapon -> weapon type

worn granite
#

(Item -> Melee; Item -> Ranged; Item -> Armor)

last loom
#

riht now I have a few layers just for my base character BP πŸ˜„

#

character -> race -> faction lol

#

it's entirely pointless tho

worn granite
#

And there's a good chance you could have deep heirarchys and be just fine too

last loom
#

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

worn granite
#

But all I know is that you won't know until you package

last loom
#

it all started a while ago and I remember adding a struct within a struct

#

right

worn granite
#

And you'll know because inheritence features stop working

#

But nested structs are bad news as well

#

Favor parallel structs

last loom
#

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

worn granite
#

Thing is

#

Sets have to be alike

last loom
#

ok right

#

so a set of floats

worn granite
#

Its not like you can have 3 different structs in one set

last loom
#

a set of item blueprints

worn granite
#

Yeah

#

In C++ you could though

last loom
#

well meh

#

πŸ˜›

worn granite
#

meh C'mon man.

last loom
#

I could keep the structs so long as I don't put them inside each other

worn granite
#

Its not as bad as you think

last loom
#

lol c'Mon what's the point

#

I started with C+ πŸ˜›

worn granite
#

Not saying BP is worthless

last loom
#

BP makes C+ worthless

worn granite
#

Hahaha

#

haaaaaaaaaaahahahahahaq

last loom
#

;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 πŸ˜‰

worn granite
#

In an ideal world where BP doesn't ever break, yes.

last loom
#

worthless was a joke of c

#

and yes πŸ˜„

hoary island
#

hello everyone

last loom
#

heya

worn granite
#

If I could trust BP to not fail basic lang. features, I might agree.

last loom
#

ouvh

#

ouch

#

localization?

worn granite
#

I would sooner swap entirely to, say, stencyl than entirely to BP.

hoary island
#

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

worn granite
#

But these bugs you're encountering have been part of BP since ue4 4.0

#

Probably well before then too

last loom
#

true

#

but all I hafta do is take the structs-within-structs out

#

which is prolly why they haven't fixed it

worn granite
#

It'll never be stable enough to really push hard

last loom
#

cause I should be using Sets or actor BPs πŸ˜„

#

ooh I'll push hard lol jk

worn granite
#

Sets are a new thing to BP, but its not meant to fix core issues with BP

last loom
#

sounds like it's meant to be a super fast data set tho

worn granite
#

IDK how you plan to use sets to magically fix an issue which could drop all your data out from under your Set

last loom
#

?

#

magicall fix an issue by deleting it

#

and rebuilding it

#

bing

#

with the right asset

worn granite
#

Ha

last loom
#

er.... right ..... blueprint type

#

yeeeea

worn granite
#

Throwing out an entire project (yes, it can be that bad) because the lang is bad == replacement for C++ ?

#

Sure thing

last loom
#

entire project?

worn granite
#

Go for it

last loom
#

no just the struct lol

worn granite
#

Nah it can fuck your entire project

last loom
#

it's like literally two nodes

#

I already saved a backup πŸ˜›

worn granite
#

Not even being hyperbolic

last loom
#

so delete all the structs

#

I have like 3

worn granite
#

Well, it'd be nice to have never seen an entire project have to be thrown out.

last loom
#

it's pretty rewarding >.<

worn granite
#

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

last loom
#

lol kk

rough sonnet
#

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

vale osprey
#

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

rough sonnet
#

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 πŸ˜ƒ

tranquil bone
#

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

vale osprey
#

@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

tranquil bone
#

@vale osprey Couldnt you just make it so the mobs scale to your level just by pumping there health manually from the editor

molten tusk
#

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 ?

floral heart
#

Level systems: How to convince players they're progressing when they've been farming the same zone for ages.

rough sonnet
#

Vitality would be one stats determined given by gear, it would scale with player level and of course gear would have minimum requirements

floral heart
#

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.

tranquil bone
#

Does anyone know or can link me to a video on how to add clothing to a mixamo character

tidal lichen
#

Why is the rotation of bones messed up after importing from blender?

#

All rotation values are set to 0 in the screenshot

last loom
#

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

tidal lichen
#

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

tribal silo
#

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 πŸ˜‰ : https://pastebin.com/unQnYvuX

plush yew
#

hi guys

last loom
#

hallo

plush yew
#

hi

#

how r u

last loom
#

good, playing overwatch lol πŸ˜„

plush yew
#

ok lol

#

is this about unreal engine 4 right

last loom
#

yep!

#

this is more general engine discussion channel, I thought it was the lounge for a sec

plush yew
#

hi there

tranquil bone
#

Does anyone know a how too make an MMORPG style inventory

cobalt scaffold
#

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

tranquil bone
#

do thye

#

can you send a picture of your inventory

cobalt scaffold
#

fast scan over google image search for mmorpg and all i see it the colors πŸ˜„

tranquil bone
#

Can you send me a picture of your one?

#

@cobalt scaffold Helo?

cobalt scaffold
#

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

tranquil bone
#

ah ok

cobalt scaffold
#

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

tranquil bone
#

Ok

#

im probs just gonna buy one of the market

#

since i cant do this at all

cobalt scaffold
#

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

tranquil bone
#

yea i guess

#

but i get so confused and i cant every make um

cobalt scaffold
#

start simple, like a hotbar gui

tranquil bone
#

the inventory i want is just to store your items

#

not a hotbar since the hotbar is ablilties

cobalt scaffold
#

yeah but once you figure out how to do a hotbar you're all set to do an inventory system

tranquil bone
#

how so?

cobalt scaffold
#

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

tranquil bone
#

no i dont know how to do that @cobalt scaffold

green meadow
#

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

static viper
#

player is stuck

#

show image

green meadow
#

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

sinful quail
#

i created my first walking character lol.

#

its very hard to make that

static viper
#

oh no

#

we have asset flips

#

alert

#

alert

green meadow
#

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

sinful quail
#

asset flips?

static viper
#

you didnt create the animation and the character.

sinful quail
#

@static viper what is your game?

static viper
#

definilty not life is strange.

#

and it definitly has no contents from other games in it.

sinful quail
#

show me your own game

static viper
#

i really dont want to

green meadow
#

@static viper if it's his/her first moving character, whats wrong with using assets?

static viper
#

assets from games he has no rights on.

#

Also its prohibited by ue4 eula

green meadow
#

Then why would the marketplace have characters and animations you could use?

#

If he/she didn't create them

static viper
#

because you buy a license to use them

green meadow
#

So it's against eula to use other assets for unreleased learning purposes?

static viper
#

its against the eula to use assets from games you dont have ownage for

#

also its not legal to crack open data from lis.

green meadow
#

Ok, thanks for clearing that up for me!

static viper
#

theres a ton of other assets out there... wich are not illegal to use

#

mixamo has a giant database for animations and character

regal mulch
#

Well technically you can use that stuff for your own learning purpose.
You are just not allowed to redistribute it

sinful quail
green meadow
#

That's what I thought would be fine. Redistributing is flipping

cedric_exi

Well technically you can use that stuff for your own learning purpose.
You are just not allowed to redistribute it

regal mulch
#

Yus, but in most cases, the free stuff you can find on the webs is better anyway

green meadow
#

definitely true

regal mulch
#

At least better than exporting stuff from other games

sinful quail
#

is that illigal to use?

static viper
#

its not yours at the end XD not at all

regal mulch
#

@sinful quail Well, what does the owner say?

static viper
#

it looks really bad on portfolio.

sinful quail
#

@regal mulch nothing.

regal mulch
#

Then you need to ask him/her

static viper
#

read the eula.

sinful quail
#

@regal mulch he dident response

regal mulch
#

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"

foggy patrol
#

For planes/cards hair, should I have each hair plane/card seperate or as one huge combined mesh πŸ€”

cobalt scaffold
#

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

foggy patrol
#

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.

cobalt scaffold
#

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

#

😦

urban sinew
#

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

glossy hemlock
#

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.

floral heart
#

Learn about them.

chrome osprey
#

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.

teal tulip
#

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

heady bridge
#

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?

wheat pendant
#

@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

heady bridge
#

@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

wheat pendant
#

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

heady bridge
#

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

wheat pendant
#

Wierd

#

My speed just fucks up whenever i look up or down

#

And slows down

heady bridge
#

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?

wheat pendant
#

@heady bridge What do you mean?

heady bridge
#

Did you finish the entire tutorial on the site?

wheat pendant
#

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

heady bridge
#

Yeah that is what I was thinking

wheat pendant
#

Something tells me that it's gonna be fixed when we assign our camera to the player

#

Like, a few parts down the road

heady bridge
#

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

wheat pendant
#

@heady bridge Still on?

spring sedge
#

hi, does anybody use BLUI plugin?

weary hull
#

not heard of it

safe shoal
#

So happy Epic added this

plush yew
#

wats the most simplest way to switch engine version for a project? to versions written to disk by git not necessarily "installed"

keen birch
#

@safe shoal THat's some really cool music

wheat pendant
#

@heady bridge Hey, did you make the mesh part yet?

loud thorn
#

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

ruby cairn
#

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.

glossy hemlock
#

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)

marble lava
#

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*

sharp crest
#

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...

Price

$9.59

Recommendations

162

Metacritic

74

β–Ά Play video
#

You have a scanner thingy that you shoot objects and it then it adds tiny particales or something

fierce tulip
#

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

sharp crest
#

@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

sharp crest
wheat pendant
#

@heady bridge Hey dude, i figured out the camera problem. Feel free to PM me when you get online

sterile cairn
#

Anyone know how to get the "Ease" node to interpolate over time rather than adding in a value?

jade moon
#

Is setting perforce on your computer too much of a hustle?

cursive saffron
#

@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

sharp crest
#

I have this on all my vars

sharp crest
foggy oxide
#

how do i download 4.16 preview

fierce tulip
#

you click on the 4.16 preview download button

foggy oxide
#

The thing is, I dont see ti

#

it*

foggy oxide
#

thanks mate, I have never tried preview software

fierce tulip
#

np, good luck πŸ˜ƒ

cursive saffron
#

@sharp crest yes but your new screenshot make me think that it is not the same problem.

sharp crest
#

@cursive saffron Hmm..?

oblique sorrel
#

Should I be worried?

solar shuttle
#

Quick question: How much people use C++ or Blueprints? (Sorry if it doesn't belong in this channel)

glossy hemlock
#

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?

south ridge
#

I use both C++ and blueprints

solar shuttle
#

ok

glossy hemlock
#

I use blueprints. Can anyone help with my particle problem?

snow fjord
#

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?

floral heart
#

Implement what's convenient now, profile it for performance later.

snow fjord
#

advice taken

#

Thanks

oblique sorrel
#

If you instance those hexes, it should actually be faster, than a single hex grid.

foggy oxide
#

many small particles with low spawn rate or few large particles with high spawn rate?

snow fjord
#

@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

oblique sorrel
#

@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.

daring saffron
halcyon marsh
cursive saffron
#

Do anyone here know how "FRHICommandList" work in the deferred renderer of UE4 ?

urban salmon
#

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

timber relic
#

I'm gonna point at the pagefile, yeah.

urban salmon
#

shitnuggets.

fiery harbor
#

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

alpine furnace
#

Anyone have a link to any Vehicle Collision sound effects?
Marketplace or Free

light thunder
glass summit
#

So I have a interesting question about bulids where would I find the best help squashing bugs? @me with any suggestions.

upper yew
#

Does anybody know if they fixed the random horrible performamce that 4.15 randomly had?

#

Also, did anybosy find out the cause of that?

upper yew
#

I mean with 4.16

#

FUCK I MEAN

#

Did they fix the random shitty performance that 5.15 had WITH 4.16?

cursive saffron
#

short answer: no. Long answer it depend which performance problem you are talking about.

upper yew
#

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

dawn linden
#

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.

south ridge
#

@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

upper yew
#

In power options, right?

south ridge
#

Yes

upper yew
#

Its on already

south ridge
#

Yeah, it's just a standing bug on Win2012 even in 4.15

#

But it shouldn't consistently affect desktops

upper yew
#

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

south ridge
#

Are you using launcher engine?

#

Can try using a more recent version from github unless you're doing that already

upper yew
#

Yeah im using launcher engine

#

How hard is it to get the git one running?

kindred viper
#

simple if you follow the readme exactly. Without deviation

upper yew
#

Aight cool. I'll look into that

south ridge
#

It's basically "download, get prerequisites automatically, build it"

upper yew
#

Ill see if theres a youtuhe guide for it

torpid hedge
#

@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

foggy oxide
#

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?

austere parcel
#

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

cloud cobalt
#

This is the part where people ask you whether you have source control to get the last working version back

austere parcel
#

nope

#

dark days ahead

cloud cobalt
#

And this is exactly why you need it !

plush yew
#

Seriusly no one made any proper VoIP plugin for ue4?

sterile cairn
#

@plush yew Probably not because the microphone system in UE4 is not really implemented.

plush yew
#

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

sterile cairn
#

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.

plush yew
#

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? 😧 πŸ˜„

plush yew
#

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

halcyon marsh
#

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

plush yew
#

libopus 1.1-beta WHA?

sudden agate
#

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

halcyon marsh
#

@sudden agate

#

i also found that my particle need a time to show up

#

is there a way to show it immedialty after spawn

sudden agate
#

Emitters have a parameter Warmup time. look into the Emitter settings or the Required modules

halcyon marsh
#

@sudden agate i dont have this parameter

glossy hemlock
#

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)?

foggy cape
#

Why when you export from 3ds max to unreal engine the material becomes black?

timber relic
#

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.

timber relic
#

Is it possible to import a csv into a data set?

#

It's now possible to do it as an array.

icy dust
#

Pfft, only twice as fast GC in 4.16. :p j/k

merry cave
#

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?

eternal osprey
#

hey guys does anyone here have UE4 installed on Linux?

soft garden
#

Hi, i have integrated the steam sdk in my game and also the achievement, how can i do the same with the trading cards?

cloud cobalt
#

@eternal osprey We have done it in our team

cloud cobalt
#

@eternal osprey You have to clone the source code and build the editor yourself, basically

halcyon marsh
#

i uncheck all and it keeps show me everything

soft garden
#

@cloud cobalt ue on linux work like on windows?

cloud cobalt
#

You don't have the launcher

plush yew
#

What might be the reason that 3d widgets in world space do not show up anymore?

halcyon marsh
#

@plush yew ?

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

last loom
#

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?

plush yew
#

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

halcyon marsh
#

@plush yew when you install the new version they dont tell you to update the project ?

plush yew
#

nope, there was no dialog which told me that

halcyon marsh
#

lucky you solve your problem x)

#

i still have the problem of the minimap

plush yew
#

I have never looked at minimaps yes, so I don't know how they work or are supposed to work

solar shuttle
#

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?

jade moon
#

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

frosty bloom
#

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?

solar shuttle
#

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

frosty bloom
#

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

frosty bloom
#

@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?

solar shuttle
#

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

frosty bloom
#

Yeah, I'm stuck between them because of that.

solar shuttle
#

Honestly.

#

I'd go for ryzen 7

#

Lower power consumption

#

Cheaper and newer

#

But

#

a 5960x does have more l3 cache

frosty bloom
#

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!

solar shuttle
#

Okay

#

Btw

#

Look up benchmarks in rendering and stuff

frosty bloom
#

Ofcourse, greatly appreciate the tips!

solar shuttle
#

No problem

sterile cairn
#

Anyone know where and how UE4 stores replays? (Using the system that is built into UE4 itself)

quartz patrol
#

@sterile cairn Not in Project - Saved?

#

There is screenshots

#

so it should save there i guess

sterile cairn
#

Oh, I feel stupid... Thanks!

#

@quartz patrol ^

sterile cairn
#

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.

undone harbor
#

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?

worn granite
#

BP used in total isolation is not suitable for either IMO.

  1. You can't properly merge BP, so SC becomes a pain.
  2. Only one person can touch a BP at a time (largely due to 1.)
  3. Large BP can lag the editor
  4. Complex BP can have issues with "getting corrupted", or otherwise becoming unusable during the development cycle.
  5. 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++.

undone harbor
#

What do you mean that you can't properly merge BP?

worn granite
#

Have you ever used source control, such as git?

undone harbor
#

Yes, I understand your statement now that you clarified for me it was about source control πŸ˜ƒ

#

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?

worn granite
#

Same thing w/ Perforce, really

undone harbor
#

I would have thought the size of the project would be too overwhelming

worn granite
#

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

undone harbor
#

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?

buoyant ridge
#

does anyone know about a solution for voip on UE4?

plush yew
#

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>

spice urchin
#

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

plush yew
#

how the playrust HELK do i grab bleeding edge 4.16??? theres master, 4.16, and staging-4.16... all with different commits ?????

winter gale
#

Quick tip on how to send UDP requests to Amazon EC2 Server

stoic moth
#

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 😦

static viper
#

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

winter gale
#

@stoic moth Did you try "Fix redirectors" option after renaming/deleting an asset?

stoic moth
#

@static viper that is exactly what i'm currently doing and it's so annoying, i really hope they fix it soon

static viper
#

fixing redirectors tho also is not a clean method

#

i would try it yes but be carefull...

stoic moth
#

@winter gale no, is that an option on the context menu of an assets on content browser ?

static viper
#

right click the folder

winter gale
#

@stoic moth Ususally I right click on the Content folder and select Fix redirectors

#

This will go down the hierarchy and fix up redirectors

static viper
#

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.

stoic moth
#

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

static viper
#

yee

#

just make sure you save often and when you rename stuff or move stuff you fix up

#

always double check

stoic moth
#

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

winter gale
#

@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.

stoic moth
#

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

stoic moth
#

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

fierce tulip
#

upvoted

#

also, my old website name was vladderbeest, so i love you already

stoic moth
#

=)))) cool thnx @fierce tulip

fierce tulip
#

:p

stoic moth
winter gale
#

@stoic moth I have approved your your question on Answerhub

fierce tulip
#

@stoic moth and I just deleted it!
/me holds a long uncomfortable stare towards @winter gale

#

hehe

#

(j/k)

stoic moth
#

thnx ryan

fossil socket
#

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

halcyon marsh
#

Hello everyone how can i make my camera ignore an actor or object ?

quartz patrol
#

@halcyon marsh Hide it?

halcyon marsh
#

yes @quartz patrol

quartz patrol
#

There is checkbox, Hidden in Game

#

@halcyon marsh Or you need something other?

halcyon marsh
#

yes i forgot to say

#

i want to make it not visible for my player camera

#

but visible with the minimap camera

quartz patrol
#

Ah

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Make it Owner No See

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And make Minimap Camera(probably) not owner

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Dont know how you render minimap

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@halcyon marsh

halcyon marsh
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the sprite 2D

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is not in the player

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but the enemy

quartz patrol
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So thats how

halcyon marsh
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so

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i have to make it owner no see

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and take the minimap

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to be the new owner ?

quartz patrol
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Nope

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Minimap should not be owner

halcyon marsh
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i will take some screen shot

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maybe you will understand well

quartz patrol
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Ok

halcyon marsh
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@quartz patrol

quartz patrol
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Ah

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wait a sec

halcyon marsh
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no problem :p

quartz patrol
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So

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You need to hide an Enemy Sprite from Main Player Camera?

halcyon marsh
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yes and only show it

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in the minimap camera

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camera map is an 2D capture