#ue4-general

1 messages ยท Page 65 of 1

quartz patrol
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Set Owner no See for Sprite

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and On Construct use Set owner

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as your main player

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Idk if it will work, but try

halcyon marsh
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ok 1s

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but the problem

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is that

quartz patrol
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?

halcyon marsh
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minimap cam is part of player

quartz patrol
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ah damn

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didnt see it

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Yea, need to think a bit

halcyon marsh
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and also

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i cant choose owner

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for the sprite

quartz patrol
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Its in Rendering

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Advanced

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you can 100%

halcyon marsh
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i wanted to say

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you cant change the owner x)

quartz patrol
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You can change owner for Enemy Bp

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Wait a sec

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ill try to think

halcyon marsh
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ok thank you very much for trying

quartz patrol
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Oh

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Wait

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Get Sprite

halcyon marsh
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?

quartz patrol
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hm

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๐Ÿ˜„

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bad idea

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I would recommend to Split Minimap Camera from player

halcyon marsh
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i cant because it is a minimap x)

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if follow the player an inherit rotation

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@quartz patrol

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What you could do is get references to the player actors in your camera blueprint, then spawn the rectangles according to this references and attach them to their respective players. This way, the camera blueprint owns them since it spawned them. So the OnlyOwnerCanSee node should do the trick.

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from this

quartz patrol
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Yea i just read it now

halcyon marsh
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omg

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i hope

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it will work

quartz patrol
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But u will need to spawn Sprites

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and attach them

halcyon marsh
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i use arrow

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for attaching ?

quartz patrol
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U ask?

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This will not work for you

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100%

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Becouse Player is owner of Minimap Camera

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So this will not work

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But you need to have your Sprites to be Child of Minimap Camera

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And you can get rotation and location of player outside player BP

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So do this:

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Make new BP with camera

halcyon marsh
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step 1 done

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or i create a socket

quartz patrol
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Dont,

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Just Attach it on Begin play

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to character

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and do Socket

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Yea ๐Ÿ˜„

halcyon marsh
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x)

quartz patrol
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Now, you have multiply Enemys?

halcyon marsh
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i will finish this and tell you x)

quartz patrol
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ok.

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Tip: To get Socket use: Get Player Character - Get Mesh

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So use Attach to Component

halcyon marsh
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not working

quartz patrol
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What not working?

halcyon marsh
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oh

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that's mean

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i have to put

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my camera

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in the viewport

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@quartz patrol

quartz patrol
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Wat

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Give me 15 mins

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ill return soon

quartz patrol
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@halcyon marsh

halcyon marsh
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yes

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so

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i did some progress

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but with proble

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m

quartz patrol
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You need to do Get all actors of Class - EnemyBP - For each in loop - spawn Arrow on enemy - Attach to Enemy

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Thats simple as hell

halcyon marsh
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the problem with spawn with actor

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when i use spawn actor from class (for the sprite) the owner is it self the sprite

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and not the player

quartz patrol
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If u spawn from MinimapCameraBP

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That means that MinimapCameraBP is Owner

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So u need to set All Sprites to be OnlyOwnerSee

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And it will make MinimapCameraBP only will see Sprites

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and not Player Main Camera

halcyon marsh
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when i check only owner see

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it makes it not visible

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and when not it make it visible for all

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i am putting my project in dropbox

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to see what is the problem

quartz patrol
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Ok

halcyon marsh
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it is uploading

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i will send you an mp when it is finish

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i really need to fix this

hybrid scroll
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Is there an option to start a PIE session and pause it immidietly (one a first frame?)

icy dust
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Hi everyone! I'm doing something a bit unusual. I have a spline component that my actor attaches to the root component of its attach parent. This is working perfectly fine until I select my actor in Simulate mode. It seems the editor is re-attaching the spline component back to my actor which then leads it to fly off into space since it's moving itself based the spline. I know this isn't an ideal setup, but after prototyping for quite a long time, this has been the best arrangement for what I'm trying to do. Is there any way to stop the editor from messing with component attachment in Simulate mode?

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by its attach parent, I mean the actor's attach parent. Another actor

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I am working around this right now by adding a call to attach the component in my tick function. The attach function does check if the component is already attached and returns which optimizes it a little bit, but it does incur a little bit of overhead as it's having to call at least one function every frame that it shouldn't have to

plush yew
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anyone here have a good lighting guide for outdoors mines junky looking

cloud latch
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Anyone happen to know what causes this error during packaging? " Objects have the same fully qualified name but different paths." For now, I seem to work around it by quitting the editor, rebuilding the project in VS, then launching and cooking again.

solar shuttle
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Need help

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What are these called? I look up layers but cant find it

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Is it just custom?

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nvm

static viper
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layer blend

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landscape

zinc bison
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so I dont see much from initial googling about instancing particle effects... is that a thing? or do i need to create a new particle component each time

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I do see emitter instances in the documentation but Im guessing that might have to do with the individual particles in the particle system

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not actually instancing the whole systems itself

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yeah looks like thats for instance parameters, similar to material instance parameters so nvm

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just gotta create the particle components and live with that

keen kiln
undone harbor
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Hi people, Unreal rookie here. I am trying to understand the fundamentals of Unreal after been using Unity for years. If I were to develope say a rifle to a character (pawn) would I create the rifle as an actor or would I create it as a component and apply it to the character?

rose bison
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Actor is pretty much the equivalent to an Empty GameObject in Unity

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so yeah, you would probably want to make it an Actor and then add components to it

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like Meshes, behaviour etc.

undone harbor
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Can an actor also act as a component? If you were to make a rifle as a seperate actor and you also have a character as an actor, but that character walks around with the rifle, the rifle would have to be nested under the character.

rose bison
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Yeah, you can attach stuff

copper silo
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Whenever I call FinishSpawning on my actor (am using spawnactordeferred). UE4 for some reason is triggering an internal debug break in the file "WindowsPlatformMisc.h" it says (UE4Editor.exe has triggered a breakpoint) and that is all the information I get. Has anyone encountered this before?

ornate plover
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Hey guys! Anyone knows if it's possible to import data table that uses structure with containers (arrays, maps) from CSV?

hardy scarab
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Guys I need your opinion.Razer Blade Stealth is good for UE4 game development?What laptop should I choose to have long battery life and performance in this engine?

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If you recommend another ultrabook,my budget is 1300$

craggy nymph
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@ornate plover Yes, should work. Structures are difficult to read in csv though. Json is a nicer format to work with structures in data tables imo.

ornate plover
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@craggy nymph Can you provide some more info on how can i do that?

craggy nymph
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The easiest way imo is to create a structure in the editor. Then Create a data table based on that structure, fill in some temporary data. Then export that data table as json. You can then easily see what the correct way is to write your data down in that text file.

ornate plover
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Ah, yes. That's a great idea. Thanks!

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But it looks like you can't do that

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That's pretty sad

craggy nymph
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It's a data table holding a structure, which holds a set, an array and a map.

ornate plover
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Just created a new one to test this out

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That's strange

craggy nymph
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I'm using 4.17, maybe that's something not currently in 4.15.

ornate plover
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4.17? How's that? :D

craggy nymph
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Built from source from github.

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Master and promoted branches are on 4.17

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You could try the 4.16 preview build. Or check github if/when data table support for these data types was implemented (assuming the issue is actually engine version, not something else)

ornate plover
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Yeah, if this works for you then i think it's the engine

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Thank you, i'll try that

vale osprey
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@icy dust spline component shold have zero effect on collision or physics. How you hierarchy looks? are you aware that simulating components get automatically detached?

quartz patrol
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Question: Why sequencer didnt play Audio Track on Reverse?

quartz patrol
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Ok it plays, but it stops instantly

tranquil bone
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has anyone else followed titanic games inventory tuts if so can you help me since mine is not working

spice urchin
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@tranquil bone i haven't tried that series yet, but the other Titanic Games tutorials are awesome

tranquil bone
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yea i fixed my inventory

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@spice urchin if you try it dont use his interactable with his inventory system since i tried it its not very good this is the way i did mine

spice urchin
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alright i'll note that. i've been blazing through his raytrace weapon setup the last 2 days

tranquil bone
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his waht

spice urchin
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err linetrace

tranquil bone
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ive only done the inventory and going to start the equipment system

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ahh ok

spice urchin
tranquil bone
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What style of game are you making

spice urchin
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well this is separate from my main game project, i do VFX and i just wanted a better VFX test bed

tranquil bone
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ah pl

spice urchin
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main game project vastly different, no guns

tranquil bone
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ah ok

tranquil bone
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i am making a medieval like low poly game

spice urchin
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cool!

tranquil bone
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That fucking sick man

spice urchin
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hehe yes and that's with just place-holder particle systems

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1 texture

tranquil bone
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The particle system is fucking awesome man

spice urchin
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once i get the polished stuff in it should be wild

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i also need to add on the decal functionality

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so it burns in holes everywhere

tranquil bone
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thats awesome

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i dont even know how to make particle effects

spice urchin
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those ones are really really basic

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particle systems mostly follow the same rules as one another. you have an alpha texture/material, you set a spawn rate so it spawns out a set amount, set a lifetime duration per particle, set velocity, and set color/scale

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and that's really the bulk of it in a nutshell

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it's all visually intuitive, there's no programming

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a lot of former character artists and environment artists end up doing VFX after they get burnt out

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because it's a lot more interesting and unpredictable

tranquil bone
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ok

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thats what i can do lol

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not even my particle system

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yea boi

spice urchin
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a lot of the complexity can be handled in the material

tranquil bone
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idk even know how to make proper mats

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im so new to it

spice urchin
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so looks like you've got a sort of fire sword there

tranquil bone
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yea

spice urchin
tranquil bone
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ah ok thanks

spice urchin
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i know ways to make substantially better fire than that, but the fundamentals in there are pretty solid

tranquil bone
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i need to make my equipment system and then ill look at this stuff

spice urchin
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i like this guy's stuff because it's like the Titanic tuts - he doesn't skip steps

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i like people to cover every mouse click

tranquil bone
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i skip many steps lol

spice urchin
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it's ok if YOU skip steps, but not so much if the tutorial person does

tranquil bone
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yea

spice urchin
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i hate having to pause and rewind a ton

tranquil bone
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thats why i dont like people that dont skip steps

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they dont have it complicated

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and itz easy lel

spice urchin
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well i skip steps by finding most complex task possible

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and doing tutorial for that

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rather than "how to open door" type stuff

tranquil bone
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yea

spice urchin
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as long as the complex task is thorough, i'm all good

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i don't think people can generally teach "just fundamentals"

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it's better to teach them as part of a higher task

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or it's easy to ignore it because you can't figure out the end game

tranquil bone
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yea

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i guess so

spice urchin
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like that fire thing i showed you - it would probably make your sword look better

tranquil bone
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yea

spice urchin
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so you probably won't get bored lol

tranquil bone
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but my sword is just a placement really

spice urchin
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ah temp asset?

tranquil bone
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?

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placeholder until i get good at blender

plush yew
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hi guys

floral heart
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hi

lyric owl
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for performance is landscape tool really optimized and better workflow? then just making it with a modular models

spice urchin
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yes

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a static mesh could do SOME of the things that Landscape does, but most things no

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you can sort of simulate the Landscape's method of LOD-by-distance by using Tessellation, but it's expensive

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and technically speaking, you can paint foliage objects onto static meshes, and it might even be possible to use the landscape grass node on a static mesh

plush yew
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anyone making a game

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who can I make a game with

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on the ue4

spice urchin
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i think you might need to be a bit more specific - like what role you intend for yourself, what skills, what kind of game etc

plush yew
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ok

lyric owl
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But then you can't do procedural landscapes yes?

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procedural in a way that you load big chunks that seamlessly connect in some way

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I should probably look in to level streaming and how it's done

plush yew
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hi all

halcyon marsh
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hi @plush yew

plush yew
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hi

copper silo
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Hi

mossy harbor
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Hello! I'm trying to make heli game with 2d gameplay and cant realise the right way to hit objects by weapon(machine guns). is there any simple implementation of attack? to map objects or enemies. i have an idea, but it seems a bit wrong to me: make array with possible targets(get objects that infront of pawn), get vectors from heli's gun point to objects and compare it with gun shooting vector, if get small error of comparison then can hit and change gun vector.

trim trail
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why ue4 keeps making world outliner elements visible every time i launch project, despite hidding them earlier?

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like, i hide some meshes or fog, and its back when i launch project again

zinc bison
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anyone have experience with destructible mesh components in C++? Everytime i call ApplyRadiusDamage it either does absolutely nothing or it makes the entire destructible mesh fall apart. No in between, like a little bit of it breaking off.

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what settings am I missing or not understanding here

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do I need to use APEX/physx

gaunt panther
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hey guys Im using the "Find look at rotation" with "set actor rotation" for my enemy to face the player after each attack
only problem, is there a way to slow down the rotation, cuz he just snaps to my position

floral heart
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Look for rotation and interp, perhaps?

vale cloud
versed pawn
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I started using substance files and apex clothing, and now, my project crashes whenever I want to play or simulate. Any idea how to fix this kind of thing?

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Okay so I tested the level without the apex curtain and it works. I have no idea what can be the problem with the asset, and why does it instantly crash the editor. In the skeletal mesh editor, if I add wind, everything works fine...

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I figured out that if I place just one in the level, it works. But if I place multiple, then it crashes...

versed pawn
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Any ideas why?

mossy harbor
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I thought about raycast, but i looking for attack realization. maybe other way, not that one i described

vale cloud
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@mossy harbor not sure I understand sorry ๐Ÿ˜

mossy harbor
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@vale cloud you know AirStrike3d game? i'm trying to make somthing like this.

vale cloud
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yeah ๐Ÿ˜ƒ well, I'd say you have two ways of going about that... you either do raycast and use your projectiles as "cosmetic" stuff, i.e. , to look good ... or you spawn projectiles and use physics to drive them and hit other actors

patent siren
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This is relevant

timber relic
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Ha

spice urchin
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@vale cloud or you do both and use raycast to get your blueprint damage stuff driven and use your particles for cosmetic stuff

vale cloud
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heh I think that's more or less what I meant for the first option ๐Ÿ˜ƒ

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at least that's what I intended to say ๐Ÿ˜„

spice urchin
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i've been messing with this the last few days and it seems to be that if you use raycast entirely it can be a little less easy to adjust some of the cosmetic things - like making stuff bounce out of damage points

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i can't stop writing things on walls with my guns now

vale cloud
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lol

spice urchin
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currently it's just all prototype assets

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with the exception of the decals and the little rock bits

alpine furnace
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yo I have a map that had a merge conflict

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its in my explorer but now not showing up in my project

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how do i fix that or reimport it?

alpine furnace
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nvm

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it was the git pointer file

vale cloud
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that looks very cool @spice urchin ... the green streaks are a bit distracting, as it is ... I understand an effect like that can add something to the feel of it, but as it is, I thing its a bit overwhelming

plush yew
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hey everybody, is there a way to automatically export datatables? i know about selecting them all -> right click -> export, but with that way youd have to enter the names for each table :/

frank bane
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guys please lemme know what you think ๐Ÿ˜ƒ

granite belfry
timber relic
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Hey, Kitaus' site is down.

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Did he change it?

teal crescent
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this seems to happen a lot, am i better off just always going to the headers?

jade moon
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Someone knows how to turn off shadows on foliage painting?

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Performance Warning InstancedFoliageActor_0 Large actor receives a pre-shadow and will cause an extreme performance hit unless bCastDynamicShadow is set to false.

spice urchin
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@jade moon find the FT object you're painting, it will have shadow options

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go into content browser to see the full extent of FT options

jade moon
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right side?

spice urchin
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negatory

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find the specific object

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like if it's a grass thing, find the specific FT_Grass object

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then double click it

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and check the options

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it'll have a shadow option there. you can also do this at the Static Mesh as well

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but the FT settings are the most important

jade moon
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Thanks, like that?

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No error this time (y) Hope no more fps drop

long ice
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does anyone know why my character jumps less high at low framerates? I made a custom pawn with an add force for a jump. I have no ticks anywhere, only timers. This is driving me nuts
Is it that timers are also tied to visual tick rate, while things like linear dampening aren't?

orchid sable
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hey guys, I am getting this weird error every time I start my built project. build succeeds (and we normally build and play many times a week with no problem)..getting this error:

sand elm
snow fjord
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I have a c++ class that spawns a grid of actors when play begins. How can I spawn the grid in the editor before play begins?

ebon saffron
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@frank bane that looks good mate . Love the paintball splatter effects . How did you do them similar to a blood splatter decal ?

frank bane
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@ebon saffron it was actually the first thing i did on i just start using ue4 XD

eternal osprey
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hey guys does anyone have experience working with plugins? I downloaded a new plugin and moved it into the plugin driectory of my project. i can see it in UE4 Editor just fine but I can't see the plugin directory in visual studio.

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okay I figured it out (Generate VS files)

safe shoal
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@orchid sable Something is causing it to crash. If it's a C++ project, launch from Visual Studio with the debugger attached

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And check the output logs too

opal spindle
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Anyone know some software in order to view these kinds of images?

vale cloud
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@opal spindle you'd want some kind of hardware like Google Cardboard for that. Some sort of stereoscope

opal spindle
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Yeah but is there no preview software or something?

vale cloud
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best bet would be to use some kind of app and convert to red/cyan to preview ๐Ÿ˜ I mean, you still need some sort of vieweing thing, in order to view the stereo, otherwise it's just 2D ๐Ÿ˜› that, or I'm missing something ๐Ÿ˜›

ember jasper
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Does anyone know if Tom Looman hangs around in our discord?

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maybe.. under a secret name? :3

fierce tulip
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dont think so

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any reason why you'd wanna know?

ember jasper
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naw, I lost his skype from GDC, and I'm to lazy to mail him at this very moment, so I thought I'd see if he was here ๐Ÿ˜ƒ

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I'll drop him a mail a bit later though

fierce tulip
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allrighty hehe, id suggest the same thing :p

oblique trench
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why do we need RootComponent?

cursive dirge
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@oblique trench RootComponent is just your actors scenecomponent that tells where the actor is placed in the level

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It can be any component that is inherited from scenecomponent

oblique trench
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so, i can combine some functions with

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level if i set it?

solid gazelle
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Anyone developing on a MAc?

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Mac(

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Mac*

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sdflkasjdfhasdf

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aahem

shell jetty
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Mac.UE4

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sorry Mac.UE4

cursive saffron
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@solid gazelle I develop on every possible OS (inclusing OSX) why ?

sterile cairn
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Is there a way for me to traverse subfolders of a given path?

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I want to be able to view the replays that have been saved, but they're within their own folder and saved there.

craggy nymph
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Ok, basic question. I'm getting a warning in my output log spammed each frame. Some code tries to move an actor, which is not set to movable. How do I find out which BP or c++ class is trying to move my actor?

cloud cobalt
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Don't you have the name of the actor in the log ?

craggy nymph
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Yes, the name of the actor, which is trying to get moved "PIE:Warning: Warning Mobility of BP_Ocean_1076 : OceanPlane has to be 'Movable' if you'd like to move. "

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But I'm trying to find out why something is trying to move my ocean

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And stop it from trying every frame.

cloud cobalt
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Well, BP_Ocean might be a place to start

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But simply put there is no simple way to know

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The most direct way is to run the editor from Visual Studio, look for the warning in source, put a breakpoint there, and wait for it

craggy nymph
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Hmm, I could try that

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So you mean search the source for "PIE:Warning: Warning Mobility of" and place a breakpoint there?

cloud cobalt
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I would look for "Mobility of %s"

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Or just "Mobility of"

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The PIE Warning part is generated

craggy nymph
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K, I'll give that a try. Thanks.

craggy nymph
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Ha, ok. I got a break. Now I just need to find out where to look in VS to find the actor/class. (Haven't worked much in VS)

cloud cobalt
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Have you installed the engine source + debug symbols in the launcher ?

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Then just hit CTRL + F, "entire solution" and the text you're looking for

craggy nymph
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I've already done that. Started the project from VS, and I got a hit for my breakpoint. But now how do I find the actor/class/code that called that function and hit the breakpoint?

cloud cobalt
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oh, cool

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Then you should have a "call stack" pane somewhere

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If not, show it from the Debug -> Windows menu

craggy nymph
cloud cobalt
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The stack is basically the history of calling methods

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So the responsible here is the Ocean Plugin

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5th line

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At every frame it moves the object

craggy nymph
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ahhh, ok

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thank you very much

cloud cobalt
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TickFunction::execute stuff is the engine ticking the actor

craggy nymph
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This workflow is pretty useful to know for debugging.

cloud cobalt
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It's debugging 101, really ๐Ÿ˜ƒ But it's easy to not know it if you're not a programming person

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Visual has a really good debugger, btw, so that makes it practical

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Also, you can go to GitHub, to the UE4 repo, and use the search tool there

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Obviously you need to put the breakpoint but still, it's useful to know

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(Needs GH account linked to your Epic account for access)

craggy nymph
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Oh yes, I see. The search on github is much faster than on my machine. Handy to know. thanks again.

cinder iron
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blblblb hello, is there any variable exposed to check the relative location of the offset of the camera when it collides with a wall? When the camera collides, it gets closer to my pawn, but i cannot see any "relative loc" variable changing. What i want to do is basically hide the mesh when the camera gets super closer to it. (Take as a reference a TPS pawn with a camera attached to it)

sudden agate
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The SpringArm Component is the one that changes, not the camera itself. However, the Collision of SpringArm is not exposed to BP.

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I made my own Collision Detection with the SpringArm

cinder iron
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mh...

sudden agate
cinder iron
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thanks, knew about the sprint arm thingy, thing is, will i be able to expose something by myself useful? I really want to avoid make a custom collision detection hahaha! Oh lol thanks for the reference buddy

plush yew
#

Hello!

I need a bit of help with skipping sequences. In order to end a sequence I call

            GetPlayingSequence()->SequencePlayer->SetPlaybackPosition(endTime);
            GetPlayingSequence()->SequencePlayer->Stop();```
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GetPlayingSequence is a custom function that works

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anyway, this works ok most of the time, but in some cases it resets my camera, so that I view my character from the first perspective although my camera is third person

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anyone know what might be wrong?

long ice
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peenance

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whoo[s

vale osprey
#

for a game with small characters - 1/10th of UE4 manequine. Is it better to scale down character or scale-up the world?

cinder iron
#

I would scale up the world as the fastest solution, when you scale down pawns there is more to tweak and more margin of error

vale osprey
#

Would it be easier to solve lighting issues in such case?

#

Scaling up world does sounds like a bette idea for physics too

vale cloud
#

@vale osprey cool ๐Ÿ˜ƒ I'm also toying with the idea of making an "action figure scale" game of sorts ๐Ÿ˜„

vale osprey
#

@vale cloud
I think for physics sim it's better to scale up environment, but it's better to hear more opinions, cause people might have very different experience with such cases

vale cloud
#

yep, I also considered for a brief time if I should do it one way or the other ... ended up scaling the environment ๐Ÿ˜ƒ

#

that is, I haven't actually made any game mechanics yet, just playing with visuals ๐Ÿ˜ƒ

vale osprey
#

btw, have question about this too but I better ask it in #level-design

vale cloud
#

eheheh I'll tag along, hopefyully learn something ๐Ÿ˜„

long ice
#

Oy so I'm having a hard time wrapping my head around this. But I've tried to forsake "EventTicks" for "SetTimers" when using non-physics objects, but I started a new project and my character is a physics object that uses physics to move around, and I just realized that "SetTimer" creates more impulses at a lower framerate. Are EventTicks different functions based on what blueprint they are called in? In other words are EventTicks VISUAL FRAMERATE TICK dependent when called in a non-physics component like character movmeent, and PHYSICS TICK dependent when called in a physics component blueprint?

tepid steeple
#

Hello folks.

#

I'm packaging my project, and would like UE4 to automatically grab my readme.pdf and include it in the package. Does anyone know how to do this?

worthy iris
#

Anyone done some testing with vehicles and a cruise control type setup?

visual spear
#

is rama kickin around in here somewhere

ashen brook
#

ghadsfgkjhsdfg

#

oh hey Joe

#

someone tell me why Unreal tells me it wants to check out a file when version control is disabled

#

ah nvm, some files were set to read only

#

also I don't think I've seen Rama on here yet

unreal sonnet
#

A guy has a 4.15.1 project and wants me to help with some UMG stuff, but 4.15.1 isn't available for download in the Launcher. Should I just use 4.15.2? Won't it have to "port" to the new version?

earnest cape
#

How do I expose variables that child blueprints can take advantage of?

thorny cipher
#

Anyone know how you would convert a player location to a map?

unreal sonnet
#

@earnest cape Make sure that the variable is set to "public" and make sure that the "editable/overrideable by children" or whatever it's called box is checked when you click on that variable to see its properties.

#

@thorny cipher the way that Dota2 does it is by placing two actors on each corner of the playable map zone and then doing some arithmetic to guess where the player is compared to those two points.

thorny cipher
#

hmm interesting

#

and you would translate that to an image?

unreal sonnet
#

Good question because I also want to make an RTS. Probably use the % X and Y coordinates on the map as % X and Y coordinates on the image

thorny cipher
#

i need to research it a bit more

earnest cape
#

ah ok ill try that

tribal kayak
#

I'm having trouble with this crash and error

plush yew
#

Hey I got a question for you guys

#

I usually dont Unreal, but I need to find a way I can turn some Texture2D and Material files into editable images

#

Anybody help me out?

lavish glacier
#

anyone on 4.16? how is the experience?

#

I am still on 4.13.2 and very reluctant to upgrade. Such a solid and stable release.

ashen brook
#

@plush yew materials you can't, but textures you can just export via the right click menu

tribal kayak
#

Anyone familiar with this error 'Assertion failed: !bPostTickComponentUpdate' that can help me?

errant lintel
#

@unreal sonnet, you can't download 4.15.1 because 4.15.2 is the same but with some bug fixes.

#

and you don't need to port any stuff since minor versions are always for bug fixes like I said before and no feature update

vale osprey
#

@thorny cipher what do you mean by convert?

thorny cipher
#

translate

vale osprey
#

I would just tranform it with a map's transform

#

-> converting from one space into another

#

so size vector of such transform matrix would be 1/100 for a map with 1:100 scale

unreal sonnet
#

@errant lintel thanks man

vale osprey
#

1/world size will give you value in 0..1 range that you can use as UV

unreal sonnet
#

When my project partner sends me his project version complete with new FBX meshes and whatnot, for some reason the meshes don't load or get recognized at all when I try to load it even though they're supposed to all be contained in the project folder.

soft garden
#

Hi! There is a way to use the skeletal mesh component of my spawned character BP in sequencer without have this character in the world like an actor?

vale osprey
#

@unreal sonnet tried cleaning intermediate folder?

#

I don't know if you are owerwriting on top of existing project or treat it as new

#

Are you merging them?

unreal sonnet
#

Nah, it was just zipped and put on Google Drive for me to download and look at. The guy sent me everything without cleaning the intermediate folder etc. I tried deleting and loading it that way but no real change it seems.

foggy oxide
#

Any way to register whether a button is tapped and held? I can do it in my way, but asking if there was some simple way.

hard pumice
#

@plush yew i think you can achieve this by using "draw material to render target" node

unreal sonnet
#

Help! I installed 4.15.1 from Github like you guys recommended earlier but it's not the exact, correct version!

#

Mine is "Version: 4.15.1-0+++UE4+Release-4.15" and the guy who I'm helping has "Version: 4.15.1-3348071+++UE4+Release-4.15"

cloud cobalt
#

That's okay

unreal sonnet
#

@cloud cobalt it's actually not okay because when I try to load the .uproject I am warned that I need to make a copy and cannot convert because the versions are not compatible. Then when I click the copy button and it finishes doing its thing, I'm greeted with a hundred-some-odd errors because of .uassets (mostly meshes) failing to load.

cloud cobalt
#

I'm really doubtul about that. There is no incompatibility in a release branch, and both of you are already on a hotfix

#

Most likely the project is not compatible with 4.15.1 at all and the other guy isn't identifying the version correctly

#

Even 4.15.3 content would work on 4.15.1

#

It's also possible the project just doesn't work in the first place

unreal sonnet
#

@cloud cobalt It's a really weird situation because the guy is working with his own group and they ostensibly have no problems passing around amongst themselves. It's only when I install the Github version and try to load things in that this issue occurs.

#

It really sucks because I spent like 5 hours making a little object interaction system for them on my own in the engine version I installed there and was supposed to get in there and hook everything up.

cloud cobalt
#

The fact that you pass the project around with Google Drive is probably relevant to the issue

unreal sonnet
#

(That they* do)

cloud cobalt
#

If you were using source control instead, at least you would be sure that you have the actual project

fierce tulip
#

Stranger - Today at 11:18 AM
The fact that you pass the project around with Google Drive is probably relevant to the issue

<_<

unreal sonnet
#

The idea for them is to just port AutoCAD/Blender stuff and turn it into an interactable environment you can walk around in.

#

I had the interaction system all setup for them but I can't get in the project to help out and they don't know hardly anything about Unreal other than how to assemble the meshes.

#

Ostensibly because of a slightly different engine version

cloud cobalt
#

In any case, it's pretty improbable that you really have incompatible UE versions. It's not 100% impossible but it's definitely the least probable option. What you should check is

  • that you have the same project exactly (use source control)
  • that those errors don't happen on their side
  • that they really do use that version
unreal sonnet
#

To elaborate point by point here:

  • I showed the guys the screenshot of the errors and whatnot. They say it doesn't happen to them.
  • The mesh loading errors don't happen to them.
  • I had the guy copy-paste his version from the "Help > About Unreal Editor..." menu, which is what I compared to my own and copy-pasted into the thing for them.
cloud cobalt
#

Nice

unreal sonnet
#

It's a really weird situation

cloud cobalt
#

So you probably just don't have the full project

#

What do the errors look like ?

cloud cobalt
#

So the engine is telling you that files are missing, can you check if they are on the file system ?

unreal sonnet
#

They all seem to be part of this MeshOfBuildingETC.fbx file -- everything is a suffix of that. Do you think that the FBX file (which is pretty big) needs to be broken up into many different smaller FBX files for each mesh or something?

#

It's probably the actual big model that they did in AutoCAD

cloud cobalt
#

You don't need the FBX sources.

#

UE4 imports them into assets (.uasset)

unreal sonnet
#

Right and the .uasset is there for the MeshOfBuildingETC.fbx file as well as the original .fbx file itself

cloud cobalt
#

Can you check that the .uassets that UE4 complains about are indeed present ?

#

All those small files

#

There is much more than one

unreal sonnet
#

No they are not there, which makes sense but what does exist is a large MeshOfBuildingETC.fbx file. So it's strange that it wants to reference or load all of these files which are ostensibly contained in the big one.

cloud cobalt
#

Okay, so let met explain

unreal sonnet
#

Considering that the guys have zipped the entire project folder, I can't imagine how all of these extra .fbx files don't get zipped somehow. I'm sure that they're not purposefully avoiding to zip those particular files.

cloud cobalt
#

The FBX files are not used by UE4, except when importing (then they don't matter and are 100% useless)

#

When you import, UE4 creates a .uasset that contains data for your FBX file

#

In this case, not one, but dozens of .uassets

unreal sonnet
#

Right

cloud cobalt
#

YOu need those .uassets

#

That's it

unreal sonnet
#

How is it possible then for all of those non-existent .uassets to load fine for them yet not get zipped when they send it to me?

cloud cobalt
#

Maybe they didn't save properly before doing that, maybe they sent a bad version, I don't know

#

The only serious way to share software projects is through source control - Git, Perforce, SVN... Any other methods is unprofessional and prone to copying errors, loss of work, loss of time, bad traceability...

unreal sonnet
#

I completely agree. Thing is, those guys are all AutoCAD/Blender people and don't know about that stuff.

#

I'm just trying to help here

cloud cobalt
#

Sure, but in this case, this is probably the root cause for the issue

#

Ask them if they have those files

#

The small .uassets that you lack of

#

If they do, the copy failed and you should use source control to copy safely instead. if they don't, they didn"t share the same version that they used and they should use source control to work with identifiable versions instead.

unreal sonnet
#

Thank you very much @cloud cobalt -- I'll try to talk to the guys there about it and see what they're forgetting to send over to me. that's causing this weirdness to happen.

cloud cobalt
#

I wish UE4 created a Git or Perforce repo every time you create a project, it's not optional at all, and I see so many people here having problems that would be solved by it

#

Both have their issues - Perforce is commercial software, Git is hard

#

But not using any VCS is really asking for problems

fierce tulip
#

that would actually be a cool request

#

just select the version control, and bam repo

hard pumice
#

+1 for that

keen kiln
#

IBL - anyone know the cause of this when using IBL's - black patches and speckles that flicker cover meshes and landscape alike; the transition to normal lighting is abrupt, as shown in the left side of the image.

blazing shell
#

how does Unreal protect distributed games from being opened in Unreal editor? if at all

cloud cobalt
#

Packaged projects are nothing like source projects

#

If you're working in C++, there is no way to build an editor that works with your game

#

If you're working in Blueprint only it might be possible to reverse-engineer some stuff, but no one is ever going to go through that pain, it's simpler to just copy

fierce tulip
#

retrieving models/textures is somewhat possible, but well.. thats not really an ue4 only thing

cloud cobalt
#

It's always going to be possible on PC anyway, because you can always use Linux + Wine and intercept OpenGL calls to dump the output data

#

Though that's the most extreme method

#

I guess @blazing shell is afraid of people dumping the source project and distributing a modified pirate copy, and that's not possible, fortunately

blazing shell
#

is there anything people can do with uasset files directly?

cloud cobalt
#

uassets are not part of a packaged build

blazing shell
#

๐Ÿค” for sure? i have seen several games coming with uasset files

cloud cobalt
#

You can disable the "package" option, but that's not the default behaviour

#

If you do that, then you can copy the uasset files, though that comes with several limitations (lossy compression of textures, can't extract the source models / textures, and of course, Blueprint that inherit from custom C++ classes won't load)

#

I'm not sure if Blueprints can be edited after cooking either

blazing shell
#

are models encrypted or how are people prevented from extracting them?

cloud cobalt
#

Nope

#

If you want to have some kind of DRM, that's up to the distribution platform

#

Steam offers it

#

Like I said, dedicated hackers will always find a way to do it anyway 100% of the time, so the key is reasonable compromise

blazing shell
#

i meant to ask how come that "can't extract the source models"

cloud cobalt
#

Well you can always extract the source geometry

safe shoal
#

There's an application out there that allows you to export models from packaged games. Even works on Paragon

#

Even if it doesn't work, you can rip it from the Direct X pipeline directly

#

Literally nothing you can do about it

cloud cobalt
#

What you're not getting is the source model, high poly, export scripts, etc. Just the raw low poly without smoothing groups etc

#

Which is something you literally can't protect since it's sent to the GPU

#

Which scenario do you want to protect from exactly ?

blazing shell
#

yes, of course. i was asking about uasset files

#

jamsh is talking about directx pipeline which is nothing i am concerned about

#

i simply wanted to understand what and how uasset files store data

cloud cobalt
#

uassets store basically all the data for the object with compression, but no encryption

blazing shell
#

ok, then everything is clear. thank you very much

plush yew
#

Where should i post if i need help with materials?

fierce tulip
#

here, or graphics

plush yew
#

How would i go about solving this?

#

(In case anyone replies, do @plush yew me otherwise i will not see it.

languid shard
#

@plush yew if you have either a sphere/cube reflection probe in your scene, try moving it or updating it in its parameters

plush yew
#

Moving it didn't do anything, the ball is the player. What do you mean by updating it's parameters?

languid shard
#

when you click on the SphereReflectionCapture actor, you have a "Update Captures" button

#

also, don't forget to save your map

plush yew
#

Where would you find the, SphereReflectionCapture actor?

#

Saved it acouple of times too

#

Found it

#

which one?

languid shard
#

both ?

plush yew
#

I meant lol dw

#

i meant

#

how would i update it?

languid shard
#

what is in your material btw ?

#

you may be using a baked cubemap

plush yew
#

Everything i did was from this short tutorial

#

It's just a base colour with transparent reflections

languid shard
#

okay

#

have you tried your material on a new object ?

plush yew
#

I've tried it on a few

#

same issue

#

how would you update the reflections?

#

you said to update it

languid shard
#

well you just need to move a reflection sphere to update it

plush yew
#

ill try then

languid shard
#

are you sure your plane is close enough to the reflection spheres ?

plush yew
#

lmao

#

it worked

languid shard
#

๐Ÿ‘Œ

plush yew
#

Thanks dude

#

hahahah

languid shard
#

see the yellow line when you click on the spheres ?

plush yew
#

Yes

languid shard
#

that's the radius

#

if your object isn't in that radius it won't be affected

plush yew
#

So i should increase the radius then

#

Anyway

#

now i can get back into making my first project

#

cya

languid shard
hard pumice
#

Quick question guys; whenever i change the particle emitter rotation.y from 0 to 90 in the editor, it crashes (4.16 preview). Anyone experienced this before?

fierce tulip
#

havent tried .16 yet. works fine in .15

#

id report it on answerhub

hard pumice
#

done

#

thanks

fierce tulip
#

whee

languid shard
#

@fierce tulip oh, I saw the pickups, are you working on the game ?

sterile cairn
#

Anyone else having issues with replays not saving? I'm sending the demorec/demostop commands, but Ue4 is not saving any replays.

ebon saffron
#

Anyone know does resharper work good for unreal ? I can't afford visual assist

sterile cairn
#

@ebon saffron It works okay for C++, but you can tell their main focus is C#.

ebon saffron
#

So got no choice really just have to save up for assist :-(

sterile cairn
#

If you have an .edu email address, you might be able to get the academic license.

fierce tulip
#

@languid shard worked on it mostly, but occasionally I am still needed.

languid shard
#

nice, it looks like a fun game ๐Ÿ˜ƒ

foggy oxide
#

Any way to register whether a button is tapped and held? I can do it in my way, but asking if there was some simple way.

sterile cairn
#

You mean pressed and held? Yeah, use a boolean and set true when pressed and false when released. (At least, this is how I'd do it)

#

@foggy oxide ^

foggy oxide
#

Hmm, I thought maybe there was a node for it because, I once made the flip flop thing with bools, and after that only I came to know about the flip flop node ๐Ÿ˜›

sterile cairn
#

Don't use a flip flop. Just do two different sets.

#

Case in point, user holds a button when paused and releases it when playing. This will then do the opposite of what you want.

#

@foggy oxide ^

foggy oxide
#

I dont want to use a fllip flop in this case

#

was just telling when I had to, and instead of using flip flop node, I replicated the node function via booleans

#

which wasa time waste

sterile cairn
#

Oh.

#

I thought you were looking to use it for the pressed/unpressed thing.

velvet oyster
#

is there a way to format xml in ue4?

#

whenever im downloading an xml file, it doesn't format it correctly and can't read it

sterile cairn
#

@velvet oyster You might want to get some C++ code that will read XML files to parse it for you.

leaden perch
#

Can anyone help with creating a skybox using Spacescape?

real bolt
#

It coused by the reflection captures

#

And i have no idea how to fix it

#

So if anyone knows how please tell

leaden perch
#

I have .dds files from Spacescape, but UE4 refuses to import them.
I have 6 pngs from Spacescape (front, back, top, bottom, left, right)
but there is no way to build a cubemap using those elements in UE4
am I crazy? Am I looking in the wrong places?

austere ocean
#

Hey guys

leaden perch
#

Check the collider?

austere ocean
#

It works fine

#

When I simulate its good

leaden perch
#

Have you enabled Continuous Collisions for that collider?

austere ocean
#

@leaden perch Hold on

#

No

#

It doesn't do anything, I just did it

leaden perch
#

๐Ÿคท Sorry, I'm still somewhat new to UE4

#

I'm out of ideas

#

Might want to ask in the physics room

austere ocean
#

@leaden perch played with the settings

#

set it simulated

#

@leaden perch nvermind

plush yew
#

hi guys, new member

#

where to i go for assistance?

leaden perch
#

Here, I guess?

#

Depends on the request

unreal sonnet
#

Vim is evil

worn agate
#

Emacs is the Truth

plush yew
austere ocean
#

@plush yew its in the C++ class right?

plush yew
#

It's set in the blueprint template

austere ocean
#

o

#

whats the parent of it

plush yew
#

Parent?

#

explain

austere ocean
#

@plush yew class parent

plush yew
#

I am trying to change the mass of a moving object

#

if that helps

#

i am not sure

#

what clas parent means

#

class*

#

Oh

#

it's a pawn

austere ocean
#

@plush yew hmm

#

Idk

plush yew
#

://///

austere ocean
#

:/

plush yew
#

Ball is too floaty would be nice to change that

austere ocean
#

@plush yew Do you know how to put the vehicle wheels collision

plush yew
#

It's not a car

#

its literally the rolling ball template

austere ocean
#

For mine

plush yew
#

Nope

#

wait

#

just

#

put collision on the wheels?

#

is that what you're trying to do?

austere ocean
#

@plush yew yes

#

Its already on it

#

IT JUST WONT USE IT

plush yew
#

If it came with a set collision press the option to remove collision

#

and then readd it

#

with experimenting around the settings

austere ocean
#

Okay

#

I identified the problem

#

The skeletal mesh

plush yew
#

nice nice

austere ocean
#

When will unreal stop crashing?

plush yew
#

Lol

#

well

#

something you could do

#

is

#

wait

austere ocean
#

My graphics card cant handle 3 unreal projects open

plush yew
austere ocean
#

Look at mine

plush yew
#

looooool

austere ocean
#

lol

plush yew
#

Well

#

firstly

#

why do you have 3 projects?

austere ocean
#

Cause I need to go back and forth to copy stuff

plush yew
#

What do you mean?

#

are you using another template

austere ocean
#

Yeah

plush yew
#

to make something else

austere ocean
#

Trying to put 2 things together

plush yew
#

Oh well

#

I mean mine crashes sometimes

#

if i have

#

other things open too

#

usually it runs somewhat smoothly

austere ocean
#

@plush yew yeah

#

"smoothly"

upper yew
#

Does anybody here know if you NEED a degree to get a job at Epic? Can you still get in but its unlikely? Will they for sure not even consider you?

#

I want to be a graphics/rendering programmer if that means anything

plush yew
#

Hello

#

i have a very basic question

#

at least i think its basic

#

but i need help with something

#

anyone??

plush yew
#

dw

#

i figured it out

pliant wing
#

does anyone know how long it takes to link epic games and github accounts? just keep getting 404

low snow
#

@upper yew i guess you could be lucky, since that is a chance ๐Ÿ˜› but i would recommend you to learn some UE4 stuff before hand and maybe ask for internship ๐Ÿ˜›

floral heart
#

If your portfolio is amazing and you're proficient with multiple pro-level tools, I don't think they'll give your education a second look.

upper yew
#

oh yes, I've been dabbling in ue4 and game development quite a lot for a few years. Focusing on graphics related things (material editor, graphical terms like tessellstion, etc.) A lot. I think i have a great head start

#

Thabks guys, i appreciate it :)

floral heart
#

If you can fix Epic's cascaded shadow maps to not suck, that'd be grreeeaaaaattt.

upper yew
#

AHHAHA

cloud cobalt
#

They're not that bad tbh

#

Just need lots of tweaking

floral heart
#

ini tweaking. Default texture res of 1024 (right?) looks pretty pathetic very quickly.

cloud cobalt
#

Didn't have to touch any of that here

#

The biggest issue was in the edge case where light is parallel to faces

#

That does suck (but that's any light)

floral heart
#

Yeah, any light. Shadow acne is basically a "tell the artists to rotate it two degrees and call me in the morning" problem.

cloud cobalt
#

Which is great until you need to render a planet

floral heart
#

I was just thinking about that. I actually learned the term shadow acne from Planetary Annihilation's dev blogs. ๐Ÿ˜„

cloud cobalt
#

I had to basically do simulated lighting for my game because of that

floral heart
#

I wonder if stencil shadows are possible... graphics programmer, heel!

upper yew
#

How much you gonna pay me? :b

floral heart
#

#exposure

cloud cobalt
#

I will pay you with the great privilege of working on a project

#

Seriously though, lighting is still very much in need of improvements

#

Skylights using a static image sucks too (can't refresh them inr eal time, have to blend cubemaps)

upper yew
#

Holy shit i already feel such a huge workload on my shoulders ๐Ÿ˜‚๐Ÿ˜‚

floral heart
#

You can force them to refresh, I think, but it's expensive.

#

I guess that's what you meant.

cloud cobalt
#

It blocks the game for like a second

#

So you might as well consider it can't be done

floral heart
#

It's real time by a certain niche and underappreciated interpretation.

cloud cobalt
#

Interpretation is important

#

Video games are not real time at all by the standard I was taught ๐Ÿ˜„

vale osprey
#

@upper yew what you've mention sounds more like technical artist - computer graphics engineering is more about writing low level code. It's rather hard to do it without good education. Doesn't have to be in CG but good course of IT helps a lot.

#

But then again, if you are fine with math - algebra, geometry, calculus and able to learn fast then it's all quite possible.

#

You can show your level of skills by grabbing some interesting technique from siggraph and implementing it

#

Regarding Epic - best to ask them directly

upper yew
#

@vale osprey I was actually planning on still going to college strictly for the computer science classes actually if I could (still dont know). I know what i mentioned wasnt a graphics engineer, I'm just learning what I can before I start that to have as much of an edge as possible

#

That siggraph idea is a fantastic idea!

vale osprey
#

If you can get into CG specifically it would be the best

#

I've studied different aspect of IT and had to learn quite a bit on top to start with CG

cloud cobalt
#

One thing you can do is take a look at open-source projects to write shaders, upgrade rendering technologies, do real-life stuff that actually helps. Graphics engineering is mostly about writing shaders, so that's the one thing you need to focus on

#

That and low-level programming

upper yew
#

Awesome! Thanks a ton guys!

#

I plan on makig up that school part with a lot of extra real world examples and programming practice

cloud cobalt
#

Stuff like writing a physically based renderer for Ogre3D is the kind of stuff that opens doors ๐Ÿ˜ƒ

#

(Pretty large challenge)

vale osprey
#

The hard part is researching them in the first place

upper yew
#

I'll see if i can start actually doing this instead "technical artist stuff"

#

Theres just not many tutorials on this stuff :/

cloud cobalt
#

The technical artist is the one who does the tutorial, basically

#

The graphics programmer is the one who advances the tech

#

So no, you're not finding tutorials there

upper yew
#

Thats what i was gonna start with ๐Ÿ˜‚๐Ÿ˜‚

#

Had that bookmarked as my first place to go to

potent lark
#

Is it normal that animNotify events are triggered in the editor, even when one is not actually playing or simulating the scene? getting some annoying log spam because of it

waxen vine
#

Yep thats meant to happen. It can even spawn actors in the animation preview.

#

@potent lark

potent lark
#

thx

main cobalt
#

How would you guys go about setting up falling rope in unreal?

#

I'm having trouble

zenith night
#

Hey all, I recently bought the Evermotion pack Archmodels for UE4 Volume 4 - https://www.unrealengine.com/marketplace/archmodels-for-ue-vol-01 - I'm trying to steal the post processing/light mass etc settings for a forest scene I'm doing but want to understand them a little - the issue is that when I 'play' the scene in the viewport I get the lighting on the left of the image, when I 'play' as a standalone game I get the lighting on the right of the image, I presumed that when lighting was baked you'd see the same lighting throughout

oblique coyote
#

Hmmm hey everybody i currently ran into a problem for my rts problem. I cant find a good source on how to make vehicle ai using nav meshes. Does anybody have a source for finding more info/tutorial ?

zenith night
#

Solved my issue, I increased settings in 'Engine scalability'

whole forge
#

@zenith night That's wild. Thanks for updating. I was scouring the web and had no idea what was going on there.

orchid marsh
#

question: so is the built-in hlod stuff in ue == simplygon free, or are they 2 seperate features?

tall pendant
#

hlod is different from simplygon

orchid marsh
#

what does the new free "standard" integration from simplygon add that is not built-in to ue? the simplygon docs and tutorials seem to just use the normal hlod tools in ue?

#

**still watching tutorials to figure it out

#

sorry for all the questions - trying to figure it out - does the external simplygon tool come with free or only advanced?

cloud cobalt
#

UE4 has no Simplygon at all

#

So the Simplygon integration adds Simplygon

tall pendant
#

you have separate tools with the SDK.

cloud cobalt
#

You can buy that tech if you want to buy it

tall pendant
#

Simplygon is in UE4 you need a license to unlock it

orchid marsh
#

ahh gotcha - so the builtin hlod stuff in ue has no relation to simplygon.... they just ahve similar tech and thier integration replaces that hlod window?

tall pendant
#

just add your license key in the UE4redist tool in your simplygon dir

cloud cobalt
#

@tall pendant Source ?

tall pendant
#

if you dont have it installed already

#

its in their doc

orchid marsh
#

have you used it? what is your opinion - thumbs upo, thumbs down?

tall pendant
#

Not the current version. But we had it at work. Its a good solution

cloud cobalt
#

It works really well, though at a price

orchid marsh
#

cool - thanks - going to dig in and investigate a little

tall pendant
#

@cloud cobalt You can check it in the UE4Integration.pdf in your Simplygon Account. Its just adding your license key to unlock it in UE4

cloud cobalt
#

Okay, thanks. I found that surprising, thought there was a plugin for it

orchid marsh
#

messing with their standalone tool right now...

scenic chasm
#

Please review and if its something that you would think would be worthwhile, please vote. Thanks!

cursive dirge
#

you can't buy simplygon anymore afaik though

#

unless the situation has changed already

sterile cairn
#

Trying to package my project and getting errors about a file not existing, but it is right where UE4 said it wasnt. Anyone know of a fix?

orchid marsh
#

looks like material merging(what I need) is only part of Simplygon "advanced". Anyone know of any other tools that merge materials? (have some assets with like 20+ materials on them)

plush yew
#

hello!

#

I'm trying to figure out why some of my widget's text becomes black instead of transparrent when I set alpha to 0

#

anyone encountered such a problem?

vale cloud
#

no idea @plush yew but you can also try asking that in #umg

plush yew
#

will do, thanx

vale cloud
#

๐Ÿ˜‰

plush yew
#

so evidently

#

someone spent

#

$450 on my credit card

#

for ue4 marketplace assets

#

while i was at work today

acoustic pagoda
#

wasnt me, I swear... but seriously, the fuck, what did the bank say, can you get it back?

south ridge
#

It wasn't me either

#

If it's a credit card, you just file fraudlent charge complaint thing and let the bank sort it out

plush yew
#

i just want the yellow outline, not the fill color

halcyon marsh
worn granite
#

you can make your own decorators. Should be fairly simple to do a random time limit (or even a timelimit from the BB)

grim ore
#

Yep you would have to make your own. It's meant more of a failsafe than anything

halcyon marsh
#

i have to use i timer or something like that ?

#

the thing with TimeLimit is that it go direclty to the next task

grim ore
#

Could even do something like a delay in the decorator node and then have it abort when it hits that time. Can have the time be random each time. I don't really m ow what it would be used for tho.

halcyon marsh
#

@grim ore for example the cooldown what is great with that is it is already know how much time the task succeed

#

but we cant use an random time with it

#

if i have to create my own decorator cooldown i have to use what to know how much the task succed ?

grim ore
#

What do you want to use the random decorator for?

#

I would think put the random as part of your custom task node if your trying to delay something

halcyon marsh
#

i have an Boss AI

#

i want it to roar in a certain delay

#

randomly

#

the Task i use before the Roar is the one provide with unreal the MoveTo

grim ore
#

Yeah you might have to make your own nodes for this

halcyon marsh
#

Something like this ?

grim ore
#

Try just doing a delay node and fill the delay amount with a random range

halcyon marsh
#

the problem with delay is that it will reduce the time check

#

for the behaviour tree

#

cause i have after a root and main service which use an tick event

#

to check distance and the state of the AI

#

and if i do an random timer (which will be btw 4 to 8 s)

#

very long delay :p

grim ore
#

Then yeah would have to do it on the tick. So what you have might work

halcyon marsh
#

using delay in the tick O_o ?

grim ore
#

No the code you put above. No delay

halcyon marsh
#

ok i see there is an other way more simple ?

grim ore
#

Seems about the simplest.

halcyon marsh
#

not really because it will continue counting even when i have the other states x) so i have to put boolean everywhere ๐Ÿ˜ข

#

btw the tutorial is really good :p

grim ore
#

Thanks. I haven't touched ai in a few months so my brain is a little off on it

halcyon marsh
#

no problem i am trying to create a boss just for learning

#

very difficult to do but very educatif :p

halcyon marsh
#

btw @grim ore can you please tell me the difference between TimeLimit and Cooldown ?

#

i didnt understand well

grim ore
#

It prevents the nodes below it from firing again until the cooldown has passed.

#

So even if the tree tried to run it again the cooldown node preventz it until the cooldown is done.

halcyon marsh
#

and The timeLimit will run the next nodes

#

cooldown it is like having a wait node

grim ore
#

Yeah cooldown would be like a wait node after it's finished

halcyon marsh
#

and the Keep in Cone and Cone Check

#

i test them also i find that they do the same thing

#

is there also an difference ?

#

maybe because i make the a

#

angle at 0 x)

grim ore
#

Might be. They should work different

#

Cone check pretty much let's you check in any direction. The keep in cone let's you know when the target leaves the cone basically.

plush yew
#

anyone see something off here

fluid stag
#

who doesn't love a good egypt themed map

plush yew
#

@fluid stag its literally cunt pasted

#

lol

foggy oxide
#

can we add a pause in the incrementation of a while loop?

modest trench
unreal sonnet
#

Perforce question: my project partner added some .uassets to the project folder that were somehow not noticed by the Perforce Workspace, and so they were never "marked for add". We can of course go through and manually "Mark for Add" each of those files, but is there an easier way?

#

We've tried checking out the entire folder and then submitting it again... but for some reason those "missing files" don't get checked out.

#

I know there's probably a special button or command or whatever to fix this, but I just don't know which one it is.

snow fjord
#

If I want to get input from the player through an in game text menu regularly what's the best way to go about that? Using the HUD? I tried googling it but everything results in main and pause menus.

sand spear
#

Hello guys, I'm trying to make a test DLC (Patch) for an empty C++ project, first i packaged the project for windows without any problem but after that when i trying to build DLC like this page https://docs.unrealengine.com/latest/INT/Engine/Deployment/Patching/ , I've this warning and then

#

And i just add a material to project and changed a mesh material for testing

#

I using official 4.14.1

gaunt panther
#

im trying to spawn a particle, with an anim montage

foggy oxide
#

@snow fjord I just used a gate with a delay, works the same ๐Ÿ˜ƒ

gaunt panther
#

How do I put a delay to the particle only and not the anim montage

naive remnant
#

Anyone installed the new Windows 10 Creator's update? UE4 working normally after? Any issues?

soft garden
#

Hi, there is a way to use the skeletal mesh component of my spawned character BP in sequencer without have this character in the world like an actor?

plush yew
#

Hi everyone. I have a question about collision. What can you do if you want to make a closed shaker to prevent the movable meshes inside of that shaker to stay inside of it when I shake it? They drop out if I shake to hard =/

lone fulcrum
#

Is anyone running dedicated linux servers? Where are you hosting them, what Linux distro/version etc?

lone fulcrum
#

Weird thing is... once every 10 attempts, it doesn't crash.

orchid marsh
#

@lone fulcrum I have run them on UIbuntu on AWS without issue - not sure that helps

#

@plush yew Do you have ccd enabled?

lone fulcrum
#

@orchid marsh I'm using Azure. Can you tell me what version of Ubuntu you're running?

plush yew
#

@orchid marsh yes, I do. I circumvented this issue "somewhat" with an additional sphere surrounding my first one which teleports the dices back into the first sphere when they overlap

#

but they still drop out when you shake to hard

#

but at least this additional sphere made it a bit more smooth

woven urchin
#

Hi, i have one question

#

whan i work in unity, i cant just drag and drop obj or fbx, i have to find location in browser, copy object there, and it will show in unity

#

now, here...

#

i can drag and drop

zenith night
#

Just as soon as I think I'm getting the hang of UE4 it starts behaving like a twat, I have imported meshes which I cannot seem to paint grass on with the foliage tool, I can use the 'paint bucket' but I don't want to apply it everywhere, yesterday I had a similar issue and then reimported the mesh and it worked, today that didn't work. I've googled it and a number of people have had the the issue but I couldn't find the solution

woven urchin
#

so, i was think like it go in folders of UE4, but whan i go to find location, it is in my working folders

#

how do you organize folders than

#

i mean, lok like my obj and textures are not in content/models but thay are styill in d

zenith night
#

Found the solution 'Set the "Object Type" on the "Colision presets" of your mesh to "WorldStatic". At least this fixed the issue for me' - yeah, obvious that ๐Ÿ˜

tribal kindle
#

Does anyone know if there is command line support for re-importing an asset into the content browser? I'd like to create a bat file to automate some reimports we regularly have to do

craggy nymph
#

I don't know about command line, but you could just make a collection of those assets and then you can easily reimport all of them at once.

tribal kindle
#

That would work but in my case its just a single asset at a time. My desire was to automate a few things when artists make changes to one file and not require them to have to manually open the editor and run the other steps as well. Basically they know they changed the appropriate file, they run a respective bat file and then don't need to do anything else within the editor.

#

But based on what I can find in documentation the command line doesn't support the level of automation I want the editor to do

craggy nymph
#

Ah, I see. Sorry, no idea then.

plush yew
#

I read some post from 2015 that UE4 wasn't production ready for mobile because of performance issues. Does anybody know if that's still the case?

autumn haven
#

@plush yew Sounds like Unity propaganda to me ๐Ÿ˜„ But seriously i have a few friends who do mobile dev with UE4 and have no issues so i'm sure mobile support works perfectly well.

plush yew
#

@autumn haven I only took the post seriously because they were a moderator and spotlight member.

craggy nymph
#

Looks cool, CharlestonS. Did you write them a message to feature you or did they see your pack elsewhere and decided to write about it on their own?

autumn haven
#

@craggy nymph I just found out about it this morning so i guess they just saw it and posted it. They did reach out to me to do a write up on my Ancient Cistern environment a while ago though.

#

@plush yew - Do you have the link to that post? I'd like to check it out.

craggy nymph
#

Ah, k , thanks for the info.

plush yew
autumn haven
#

Not sure if i agree with that comment, i think it comes down to understanding mobile development and target platforms. I do think that UE4 is targeting current and next-gen mobile though and Unity is more backwards scalable for older hardware because they have had mobile support longer.

plush yew
#

That's fair.

autumn haven
#

Vulcan support is also pretty huge. Unity now has it as well but i don't think it's as well integrated.

plush yew
#

It seems deathwatch is a good example of an unreal mobile game

#

so I think i'll try out mobile development.

autumn haven
#
plush yew
#

Thanks for linking those. I've been looking for apps people developed with unreal.

stoic moth
#

hello, any recommendation on how to make a minigun fast line tracers effect ? i don't want the projectilemovement with a mesh kinda effect but more of fast line tracers kinda

#

the projectileMovement would be too slow for what i'm aiming at i think ... i want it to be really fast like almost instant in hitting the enemy

#

im thinking of using line tracers

#

any input would be appreciated

halcyon marsh
#

Hey Guys I dont know why me behaviour is not looping in theTask_RandomAttackalso i made an Wait Task in the Task_RandomAttack but it already go directly to the Move To Task (it is not waiting until the wait task finish)

halcyon marsh
#

by the way the MoveTo is set to Target no SelfActor

vale osprey
#

any Modo users?
I'm having troubles with how meshes in hierarchy are exported. They positioned properly but it seams that "pivots" are not right, like selected one is not only in wrong place but rotated by 180 degrees too

vale cloud
#

the dog ๐Ÿ˜†

stoic moth
#

aha thnx for sharing, i use 3ds max but ill see what i can take from it

vale osprey
#

used Max for years myself

#

there is difference in terminology apprantly

#

what we call pivot in max is called Center in Modo

#

export from Modo is really nice and smooth

#

single button click on selected mesh or hierarchy

stoic moth
#

aha i have it installed as well and keep it for UV unwrap, but haven't got to use it yet as much

#

i still am faster in 3ds max for modeling but i saw some really nice vids for modo unwrapping and it got me hooked ๐Ÿ˜„

vale osprey
#

some of the things are really much faster than in Max, but have to get used to other quirks, like in any software

stoic moth
#

do you have a settings file for making modo navigation like 3ds max ? or a google search would suffice ?

vale osprey
#

I think there are presets for Max and Maya users, I'm not using them

#

well, reading comments of the video - something have changed on UE4 or Modo side, potentially that Center thing doesn't work anymore ๐Ÿ˜„

#

center seams to be working but pivots are imported with 90 degrees rotation ๐Ÿ˜„

#

crap

vale osprey
#

so you have to model along the Y axis in Modo instead of X and then flip -Y to X in import options

vale cloud
#

have you tried forcing X axis?

vale osprey
#

yes, unfortunately then model is rotated to 90 degrees

#

at least vertical axis is correct

#

that's going to be hell of a job to rotate everything in Modo, unless there is some magic command like flip X to Y

vale cloud
#

๐Ÿ˜

#

anyways, nice light alloy rims ๐Ÿ˜„ never knew tanks had that ๐Ÿ˜„

#

(jk sorry ๐Ÿ˜ƒ )

vale osprey
#

shiny!

#

real ones are just painted in some brown and rusty

#

kind of like that

vale cloud
#

what metal is that?

vale osprey
#

some iron/steel

vale cloud
#

so preety much the same as car wheels?

#

(not the fancy alloy ones)

vale osprey
#

most likey even simpler as this is pre-WW2 machine

vale cloud
#

heh for a moment it crossed my mind you had that thing somewhere in your backyard and you just snapped a pic ๐Ÿ˜„

vale osprey
#

that would be really cool ๐Ÿ˜„

#

it's hard to find good reference

vale osprey