#ue4-general

1 messages · Page 67 of 1

humble sun
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3-4 weeks

cursive saffron
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I would like to pass some argument to the unreal's BasePass but I can't find how. do anyone know how unreal pass its value from cpu to gpu ? I can't find any cbuffer
PS: I used to work with glsl so I don't really know if there is more options to pass values in hlsl...

hazy lynx
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hello!

Does anyone know, what does setting movement component to flying actually do?

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tried setting one character to flying, seems to behave the same way as before

vast pine
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It's status is flying. Think if it's in the air when you set it you won't be affected by gravity? If your on the ground while it's set I bet walking puts you immediately back to walking

weary crypt
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So here's a question I'm sure has been asked a million times but I can't seem to find the right answer to

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I managed to get Unreal installed on my desktop after I installed a Win 8.1 SDK, but my OSX install still yells at me and refuses to compile

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It's the initial compile whenever you try to create a C++ project, the blueprint creation works perfectly fine

sage stag
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is anybody around for any generic noob questions that i can't seem to google?
is it normal or appropriate to spawn AI class in level blueprints? i would like to do that, and would like to use the same blueprint changed dynamically to take input from human controller and AI controller

cloud cobalt
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The way things usually work is that you spawn controllers (player / AI), and those request pawns (characters)

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In your case the game should probably spawn an AI controller for your pawn

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Or just have an AI controller with no pawn, that possess the player pawn when he exits it

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You shouldn't have gameplay logic in the level BP because what if you add a new level ?

sage stag
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thank you stranger, that helps clarify how to go about this, thank you!

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i saw in a video that someone made a bounding box that functions as a spawner, that seems like a more logical approach. i wasn't sure if level BP was used across each individual levels or across all levels, ty!

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do you know if it's possible or generally acceptable to use the same BP for both a player controlled player and AI? it seems like i would be rebuilding a lot of functionality and input to make a separate AI character blueprint

hybrid scroll
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@sage stag why not? If they are using the same mechanics it should make things easier.

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If you define every possible action and interaction as a seperate function or event, and just call them from player / ai controller

sage stag
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hmmmmm interesting, right now it's all just standard input and bp, but i will look into doing that. thank you for the assurance that it's possible! i was wondering the same, why not?? hehe. wasn't sure if there were problems lurking in the shadows. ty allshar

safe shoal
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@fierce tulip You want?

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(Source change, gonna submittttt a PR)

fierce tulip
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thats interesting! @safe shoal

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but i gotta say, the more i play with ribbons and animtrail, the more I wish there was more control over how fluid they behave

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fricking jagged glitchy mess

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hehe

safe shoal
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I know right.. I originally just wanted shaped beams, then soon realised that wasn't possible -.-

fierce tulip
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ribbins along splines hehe

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I currently need em for a very fast chaotic moving object, all I am seeing is pieces of ribbon/trail that are too long and are causing jagged edges.

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its so frustrating

queen canyon
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Guys, can someone please help me, I have a widget just with crosshair image, it stuck on any locked target in world so player can see crosshair over locked target, but if player rotate or move camera so that target is not in view, widget isn't more visible on it... I guess it's because variable of target object contains inside widget... How can I fix it? https://streamable.com/jb9s5

safe shoal
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I was having issues where I would teleport actors and despite that setting ribbons would still join up

fierce tulip
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that be nice yea 😃

fierce tulip
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@safe shoal any chance you could maybe update that bit that allows for how much a ribbon tiles? for smoother results?

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or am I asking for the sky and the moon? :p

vast pine
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I want some nice ribbon emitters

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I use spawning circular sprite not very efficient

fierce tulip
vast pine
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😦

cloud cobalt
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working as intended

vast pine
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Lies

cloud cobalt
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Why, it's just your bog standard heat-seeking explosion

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Nothing to see here

gentle solstice
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So, I see the weird cheat assistance hasn't been fixed yet

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Like what the hell is going on behind the scenes?

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If you speed hack the client to 400%, not only will he be able to run 4 times faster, but the client's animations will also play 4 times faster on the SERVER

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I mean, if you simulate a 3 second lag, and there are discrepancies between the client and server, the server side decision goes (teleports the client to where the server decided he should be), but if you speed hack the client, the server also calculates 4 times faster, facilitating the speed hack

sudden laurel
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hey folks, I have a quick beginner's question: I'm currently installing Virtual Studio in order to do the Programming Quickstart tutorials on the UE website, and Virtual Studio is giving me a smörgåsbord of "workloads" and other extra features to choose from in addition to the "basic" Community software. Do I need any of it or can i just go barebones?

keen cradle
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you need the "Game Development with C++" workload

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@sudden laurel

sudden laurel
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alright, thanks! @keen cradle

keen cradle
sudden laurel
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installed a whole bunch of them actually, almost doubled the original install size 😄

safe shoal
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@gentle solstice are you trying this on two separate machines? Character Movement has speedhack protection

sinful osprey
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Not an engine question, but not sure where else to put this... what do I do if I get a message trying to log in to the forums that says my account is inactive? Where do I go to fix that and why would it be inactive?

fierce tulip
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email one of the admins, or request a new password?

wet spire
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email epic support

cursive saffron
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Anyone know if it's possible to disable threading in threadable graphics API ? I think I found a crash with DrawMaterialToRenderTarget and it apear only with dx12 and Metal (I can't test with vulkan yet....)

sinful osprey
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I found a mail from Epic (I was out of town for a while and didn't see it). Looks like they reset my password for security reasons. I'm all good now. Thanks all.

final stone
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Hey guys, I have an issue that I'm trying to figure out, and I was wondering if you guys know this. It's a Player/Collision/Destruction issue. Do you guys know where I can control the velocity or impact on the Player? As an example, I have a player walking towards a table, and the moment it just touches the table, chunks of it breaks. I'm trying to have it so that when the player touches it, it would just move or shove, and not break. At the same time though, I have it set up so that it can be shot at and break depending on the amount of damage.

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it seems pretty delicate when the player touches it, but at the same time, when shooting it, it seems like it's pretty thick

humble sun
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What is triggering it's breaking?

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Is it applying damage?

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Ie is the player applying damage?

final stone
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the player is yes, and there's Impact Damage enabled for the object

humble sun
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Well. Change the level of impact damage low enough it doesn't break

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Or the damage threshold high enough the table only breaks to bulletd

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Bullets

final stone
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oh ok, I'll test that out soon

velvet oyster
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how can i return a null tarray?

vast pine
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Is valid index 0? Not sure if that works on tarray

velvet oyster
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that works, but I have a function that returns a TArray, but there's a conditional in it and I need to return from all code paths but one of them wouldn't be able to return anything

vast pine
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Is t as in text?

velvet oyster
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no

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templated array

vast pine
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Ohh

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Last index would be -1

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But that's the entire array being null hmm

burnt drum
languid shard
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hey lads, random thought I had why baking some lightmaps : is there a reason why sometimes a core drops its job and just does nothing after the "collecting photons" phase in the swarm agent ?

gentle solstice
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@safe shoal I know it has speedhack prevention now; but it's disabled by default. And it doesn't answer the question as to why clients can speed hack in the first place, when the server performs the same movement on its side and corrects the client if it's wrong (Eg. so big a lag that an obstacle that blocked the client, client side, didn't block the client server-side, which will make the server teleport to client to where he actually ended up on the server). But if you speedhack the client, the server also speeds up its calculations, including the animation speed on that specific client character, which doesn't make a whole lot of sense.

vast pine
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@languid shard do you have any static lights outside light importance volume? Or half in

languid shard
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@vast pine I may or may have not forgotten to place one in the first place 😬

safe shoal
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Seems odd... are you using Root Motion?

hybrid scroll
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I working with sequencer. I have a camera that moves around. Is there a way to adjust (move) location keys so that the camera maintains a constant speed? Its very hard to do it by hand since every change requires readjustment.

merry gazelle
pallid compass
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Just curious has anyone got there head around the new hair shader?

winter gale
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Does anyone know how Epic did the loading progress for Paragon?

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Is it Event Driven Loader...right?

cloud cobalt
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What do you mean ?

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No one has access to Paragon sources, but plenty of people did loading screens

winter gale
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@cloud cobalt What I meant was after the lobby when map is being loaded, you can see a progressbar going from left to right that shows the load process. I'm just wondering is it done by Event Driven Loader or something else.

cloud cobalt
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I don't know

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Does UT have something like that ? That's a project with open code

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For paragon you'd need to ask directly to Epic devs

winter gale
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Thanks I'll see if UT does that.

drifting monolith
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Hi

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Has anyone ever used the gaming server, nakama?

pallid compass
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@static viper yeah iv read it all, trying to figure out how they got such nice maps for it

gentle solstice
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Third person example is broken

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The mesh of the server character gets offset based on his original position

pallid compass
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anyone got an a way to render curves in maya thats not arnold

gentle solstice
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when a client joins

zenith night
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Hey all,I’ve recently purchased an Evermotion library https://evermotion.org/shop/show_product/archmodels-for-ue-vol-4/13204 - there is a ‘showcase’ map where I have basically grabbed the lighting/processing effects and I am using them now in my own scene. My question is regarding the fact they had no ‘light mass importance’ volume in the scene, so therefore the light isn’t baked. Can someone elaborate on when you would/wouldn’t need to use a light mass importance volume? – is it used only when you want to ‘play’ a level, as in walk around the scene? - is it used less so when the end output is a fly-through render?

weary hull
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isn't lightmass importancevolume to help with indoor lighting

tidal elbow
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has anyone tried building a project with Nvidia's Flex branch (4.15)?

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Just wondering if there are any major issues.

vast pine
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@weary hull it's for lighting in general there's actual some good explainations of it on YouTube in the wtf is series

gentle solstice
humble sun
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nailed it

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micheal jackson simulator?

vast pine
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I'm lookin at the man in the mirror!

gentle solstice
humble sun
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wth

fast kiln
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Who's watching the live atm?

safe rose
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That's awesome! Good job to your students! Congrats!

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@burnt drum

polar hawk
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@gentle solstice I was seeing similar things in my projct

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Thought it was my own fault

spark lotus
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it's working in 4.15.2 at least

tepid orchid
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I'm having an interesting issue where I play in editor and it immediately crashes with
Assertion failed: IsValid() [File:C:\UnrealEngine\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h] [Line: 826]
but it runs fine playing in standalone. Any ideas? (running a source-built UE 4.15.1)

gentle solstice
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@spark lotus It's only observable if the client is connected after the server character has moved

vast pine
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@tepid orchid I heard of nvidia experience causing problems

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Are you tryin to go full screen in editor or Windows? I had to change my nvidia experience to record desktop and not ap to stop crashes

spark lotus
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@MulleDK19#3770 Just tested it with 4.15.2, no issue

rare kraken
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anyone know why marketplace content wont update in libray ?

tall sage
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internet connexion?

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I am kind of new with Unreal. If I would like to make a Car Driving Simulation. That is quite realistic.

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Does PhysX is enough? Or I should make my own physic engine for that?

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When I see the usage of physX it is only for Debris, fluid animation, cloth, destructible...

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Mmmh, I was thinking it was general question but maybe it is more appropriate to ask on #legacy-physics haha

unreal sonnet
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Any tips for identifying and removing unused assets from the Content folder for a large project?

hazy lynx
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Good luck with that. Every time I removed, moved or renamed anything in my project everything broke down.

cloud cobalt
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@unreal sonnet I don't know of an automated tool to do it, but i'd be interested

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@hazy lynx That shouldn't be the case at all if you do it from the content browser

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Actually the opposite is a problem (redirector files staying after you're done moving)

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@unreal sonnet For what it's worth the cooking process prunes unused assets

unreal sonnet
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We all know that UE4, when you try to delete something, is able to check and see if content is being used... so surely there must be some way to verify that things can be deleted, right?

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Oh okay cooking does that? Whew

cloud cobalt
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YOu can also check with the reference viewer when right clicking on one objet

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But I doubt you want to do that for all assets

unreal sonnet
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Yeah it's impractical

cloud cobalt
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There might be a programmatical way using the Asset registry

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Find the code for the reference viewer in the engine, iterate all assets with AR, and print all those that are unused

tribal kayak
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What causes a class to have REINST added to the name

fierce tulip
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they where kicked from office, but then reinstated as chief of police

thorny cipher
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What are the memory profile commnads?

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mprof isnt working

safe shoal
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Anyone have a good method for doing a Multi-Line trace and including backfaces?

languid shard
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@safe shoal that's something I'd love to know too

safe shoal
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Turns out there isn't.

languid shard
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shiet

safe shoal
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would have to make source code changes but they'd be quite intrusive, so I'm doing two traces then manually sorting the results by distance from the start

languid shard
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blargh

safe shoal
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Like so:

        TArray<FHitResult> ForwardResults;
        TArray<FHitResult> BackfaceResults;

        bool bFrontFaceHits = MyWorld->LineTraceMultiByChannel(ForwardResults, OrbLocation, TraceEndVector, TraceChannel, FCollisionQueryParams(NAME_FrontFaceTrace, false, OwningOrb));
        bool bBackFaceHits = MyWorld->LineTraceMultiByChannel(BackfaceResults, TraceEndVector, OrbLocation, TraceChannel, FCollisionQueryParams(NAME_BackFaceTrace, false, OwningOrb));

        // Append and Sort Results by Distance From Orb
        ForwardResults.Append(BackfaceResults);
        ForwardResults.Sort([](const FHitResult& FHR, const FHitResult& RHR) { return FVector::DistSquared(FHR.TraceStart, FHR.ImpactPoint) < FVector::DistSquared(FHR.TraceEnd, RHR.ImpactPoint); });

        // Draw Debug Results
        DrawDebugLine(MyWorld, OrbLocation, TraceEndVector, FColor::Red, false, -1.f, 0, 4.f);
        for (int32 Idx = 0; Idx < ForwardResults.Num(); Idx++)
        {
            DrawDebugPoint(MyWorld, ForwardResults[Idx].ImpactPoint, 8.f, FColor::Green);
            DrawDebugString(MyWorld, ForwardResults[Idx].ImpactPoint + FVector(0.f, 8.f, 0.f), FString::FromInt(Idx));
        }
languid shard
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hmm, mind explaining it with BPs ? 😂

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if that's even possible with BPs

safe shoal
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Should be, I think you can sort arrays in BP. Can't imagine it's very fast though

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Basically you do a line trace from Start -> End and End -> Start. Append the results to one another, then sort the results by distance from the start location

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Hoping that will work

languid shard
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alright

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I'll try to do something along those lines when I rework my measure tool

safe shoal
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k stand by, that doesn't work quite right yet..

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K works now, had to do this:

        bool bBackFaceHits = MyWorld->LineTraceMultiByChannel(BackfaceResults, TraceEndVector, OrbLocation, TraceChannel, FCollisionQueryParams(NAME_BackFaceTrace, false, OwningOrb), FCollisionResponseParams(ECR_Overlap));```
vast pine
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I forget what folders can i deleted before ziping a project for someone to view. saves/intermediate?

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saved rather

cloud cobalt
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Keep Sources, Content, Config, and the .uproject file

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Plugins if you have plugins

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The rest is generated

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Also, use source control to keep track of changes and send copies to people

vast pine
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its just example project for others to view

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😃 tyty

gentle solstice
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@spark lotus Did you connect the client after moving the server?

spark lotus
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yes

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I tried my game out standalone

gentle solstice
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On the client, the server's character gets offset based on the offset from its original location to where it is when the clioent spawns

spark lotus
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lemme try again, just for your sake haha

gentle solstice
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probably need a clean copy of the example to get correct results

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also, it's only the c++ third person example

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Start the server, move him somewhere else than where he spawned, then connect the client. Now when the server character moves, on the client the mesh will be offset so it flies around

spark lotus
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I am using the c++ third person, but again, I'm on .2

gentle solstice
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Well, I guess it was introduced in 4.16 then

spark lotus
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It looks good on my end yeah. Even though, this might interfere with it

gentle solstice
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did you try a new clean example?

spark lotus
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I have a roundbased gamemode, so like after the second player spawns, 5 seconds passes, and they get respawned

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I can try that now

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just because you are danish 😉

gentle solstice
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uh?

spark lotus
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how exactly do you test it, lemme know so I can reproduce exactly

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@gentle solstice

digital anchor
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could you guys help me with one thing, i found lots of forum posts about this problem but not a solution.... my ue wont delete files, it keeps reappearing when i restart ue

spark lotus
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delete them via the file explorer @digital anchor

digital anchor
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yeah..

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i mean, its supposed to be like that?

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really wish i didnt have to

spark lotus
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I can't delete C++ classes via the Editor haha

digital anchor
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:v

spark lotus
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I can though delete UAssets and such

woven urchin
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hi, how is it posible that there is no good tutorial out there for rendering in UE4

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i mean, many those days use marmoset

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witch is realy good software

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and easy to use

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but i like to play with shaders

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to make props with tileable details, with edge masks, with ability to change colors...

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i cant do that in marmoset

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so, if UE is much more poverfull, how did noone make in depth tutorial for making showcase in it

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like, look at paragon, how thay show there characters...

cloud cobalt
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What kind of tutorials are you looking for ? The sample demos are a good start, the Epic streams on Twitch are pretty good too.

woven urchin
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i want to do that, and models that i do look decent, i have 7 year of movie expiriance, and it is so easy to use tricks from movie to play with shaders, i love it, but rendering and post production... i am not good in that, i need some good tutorial

gentle solstice
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@spark lotus You can do it in the editor. Select 2 players, and start in separate windows (not standalone).

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Then when the two windows pop up. Move the server character away from his spawn point

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then in the client window, open the console and type "open 127.0.0.1" to reconnect.

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Now the server will appear to be standing where he originally spawned

woven urchin
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well, i want to learn more about rendering, seting lights, post proces...

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it would be nice if there is some tutorial, where tutor show step by step of make props look good

gentle solstice
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but when he moves, he'll fly around, because his mesh has been offset the distance from his actual position to the original spawn position

woven urchin
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like modeling artist to show his work in unreal engine instead of marmoset

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and to get same or better quality

cloud loom
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So I saw people placing actors while simulating and the editor kept them in , though if I do it it will just forget everyhing I did aka delete all added actors.. now I found the save state option that works on actors that already exist before simulating, but is there a way to add them while simulating as I have seen in one VR video?

cloud cobalt
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There are lots of tutorials @woven urchin , hundreds of them really. What topic do you need help on ?

woven urchin
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i know there are a lot of tutorials about diferent stuff, i just hope there is some that show all those stuff, instead of learn from bunch of diferent tutorials

spark lotus
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@gentle solstice Can't reproduce on clean thirdperson c++

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Lemme record you a quick video

gentle solstice
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okay, so definetly introduced in 4.16

cloud cobalt
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@woven urchin I've been working with Unreal for a decade and quite far away from knowing it all - you can't do a tutorial on a game engine

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You need to go step by step

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And pick a field of interest

woven urchin
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thx, just wierd that there is not some tut done by modeling artist...

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like, there is lot of modeling and texturing tutorials for maya... where after 30+ videos covering modeling and texturing par, thay do 1 or 2 of quick render in arnold, or vray...

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just as bonus

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without explaining in dept rendering

cloud cobalt
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Maya is just a modeling software, Unreal is way larger than that

woven urchin
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after all, it is modeling and texturing tutorial, and rendering is just there to show it in good light

spark lotus
woven urchin
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i like those, becouse thay show only what i need as modeling and texturing artist, without spending 15-20 hours explaining to me what GI is, how diferent shadows to look, what and how to do antialising...

gentle solstice
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@spark lotus Yea, not what I get in 4.16 xD

spark lotus
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I don't wanna upgrade now then haha

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is it on a clean project as well?

woven urchin
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as i say stranger, i need good tutorial about making beauty shoot of model

cloud cobalt
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@woven urchin UE4 is a game engine, which means it has much more technical depth than Maya or Marmoset. You will need to learn about GI or skylights or antialiasing or shaders. That's your job when you use a game engine, or more accuraltely that's someone's job. people don't normally make games alone.

gentle solstice
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@spark lotus You chose C++ and not BP, right?

spark lotus
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Yeah I choose c++

woven urchin
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thx for help, look like i will have to continue watching streams... to learn rendering and postproces in deapth, to bad that someone dont make some plugin like marmoset for unreal engine, that would be cool for peoiple like me who just want to do render of one model, with all those complex shader on it 😃

vale osprey
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Why do you need UE4 then?

cloud cobalt
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UE4 is not for rendering models :/

woven urchin
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yea, people use Ue as game engine, and i want to use it as marmoset

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but it can be, right?

cloud cobalt
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Just use Marmoset or Substance then

woven urchin
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as i say, my shader is complex

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and if i want to render in marmose, i have to use just 2k maps...

cloud cobalt
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My point is, using UE4 is always going to be much harder than just using Marmoset

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It's like comparing a tunnel boring machine and an axe

woven urchin
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my character have 4 materials, hands, body, legs and head, legs and body have materials as metal, ruber, leather... combined with edge demage masks...

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also he have monitors on weapon that are animated in shader

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and on his back, he have few demages on machine, under it it have some animated light movement...

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thats why i have to show it in unreal engine, make images, and video as turntable

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something like paragon show on there character preview

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a year ago

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there is a lot of tileable details

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like leather details...

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i simply cant show that in marmoset

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thats why i was hope there is some tutorial about set scene for character rendering, with nice light, and setup for post procesing...

cloud cobalt
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Then use UE4, look for the demos in the launcher and learn from that

sterile cairn
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Are there any good resources on how to properly set up a game? (ie. Intro -> Main Menu -> load Level(s) and such)

woven urchin
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but look like i will have to go step by step and learn part by part untill i get something nice

cloud cobalt
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Yes

vale osprey
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@woven urchin I don't know if there are good separate tools for what you want to do. Take into consideration that while UE4 rendering is very powerful, at the same time it's very specific. So very often you won't be able to make things look like you want but what engine allows you to do. This is why other modelling tools like Maya/Max/Houdini are better suited for this job.

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like you can use Renderman for all of your shaders and they will do exactly what you want

merry gazelle
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Soon I'm going to be working from home full time. I decided to throw together a planning template which I intended to have printed. I've realised I could also make versions specific to indie game devs too

gentle solstice
merry gazelle
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Basically you can fill in each hour (e.g. concept art, blueprint creation, etc) and also metrics etc. Just though I'de share it 😛

spark lotus
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@gentle solstice im downloading 4.16 preview 3 now

gentle solstice
merry gazelle
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Looks cool but I created this because I like to draw and write with a pen

spark lotus
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hahaha that's fucked

merry gazelle
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Otherwise I would have just set of a Google spreadsheet 😛

vale osprey
merry gazelle
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@gentle solstice You could make that as a game mechanic

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For example a ghost simulator

woven urchin
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thx

sterile cairn
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Are there any good resources on how to properly set up a game? (ie. Intro -> Main Menu -> load Level(s) and such)
Saw that the ShooterGame project uses game modes, but its hard to find where they changed the modes and how they started the game to begin with.

gentle solstice
sterile cairn
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@gentle solstice Thanks.

plush yew
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Is GT8600 enough to support UE4 workflow? I burned my better GPU

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But i have a Xeon CPUs and 8GB ECC RAM to balance

languid shard
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hmm that's gonna be a bit too old imo

fierce tulip
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yea, it'll work till you get replacement. but set all the things to low

plush yew
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Well, i made few prototypes on AMD APU 😆

#

So i am used to FPS

quartz patrol
#

4.16 is live oh god

plush yew
#

my issue is that iLO on HP DL380 only supports basic OpenGL commands

#

So

main cobalt
#

Is there a way to hide selection outlines & object pivots in a cinematic viewport?

spark lotus
#

press g for gameview

main cobalt
#

Yeah i'm still getting boxes around things when theyre selected in another viewport

spark lotus
#

oh, maybe select each viewport and press g? Idk if that would work

main cobalt
#

It's weird, it hides all the icons, cameras, grid etc. but still keeps pivot and object outlines in gamemode

spark lotus
#

@gentle solstice ok, yes, in 4.16 it appears

#

darn it

fierce tulip
#

anybody know how to reset ue4 in such a way that all the menu's reopen in center of main monitor?

#

sometimes they appear so far out of my 3-monitor space I need to disable em all

fierce tulip
#

(please @ me if you do)

rugged gorge
#

yo, how do I work with 9-slice images?

spark lotus
#

@gentle solstice tell me if you find a fix or anything please

plush yew
#

im opening my project in 4.16 now.. uuuh this excitement

gentle solstice
#

@spark lotus I don't even know why it happens yet

#

SOMETHING is resetting the offset every move

#

if on the client you reset the mesh offset, it'll show correctly on the client until the server moves again

#

then it goes back to being (serversPositionWhenClientJoined - originalSpawnPosition)

spark lotus
#

so wierd

safe rose
#

4.16 notes so OP. Everything EA.

#

This will be the most bugfilled version in years probably

plush yew
#

well i already found a wired behavior of the GI multiplier in the postprocessor

#

setting it to 0 (according to notes it should disable GI) just obliterates your screen in a supernova..

#

im sure thats not how its supposed to work now

paper glacier
#

@fierce tulip Did you try setting Asset Editor Open location in General Appearance in Editor preference to 'Main Window'?

fierce tulip
#

dont think thats a thing in ue4.11

cloud cobalt
#

@safe rose Yeah, I alreayd have one blocking bug in 4.16

safe rose
#

Answerhub is going to get busy

cloud cobalt
#

More ignoring bug reports !

sterile cairn
#

Why did they push this version so soon if it is going to be so buggy?

#

Is it to get Nintendo Switch support out there?

cloud cobalt
#

UE4 games have already been released on Switch, so no

clever solstice
#

hey any 1 noticing 4.16 beeing much darker than 4.14 ?

cloud cobalt
#

At least Snake Pass has been out for a month or so

#

@clever solstice That's 4.15, not 4.16, and yes, new tonemapper

clever solstice
#

oh any way to get if back to old 1 ?

cloud cobalt
#

r.TonemapperFilm=0

#

For now

clever solstice
#

cool, thanks

cloud cobalt
#

That will go away at some point

clever solstice
#

why ?

cloud cobalt
#

Because they're dropping the old tonemapper in the future

#

Probably in like 6 months though, not to worry

fierce tulip
#

doesnt fix everything, because they also redid the bloom and some other related stuff.
so even with old tonemapper stuff wont look the same.

cloud cobalt
#

If you're not trying to finish your project it's best to update your content with the new tonemapper

clever solstice
#

I don't need it all the same just brighter

cloud cobalt
#

Change your PP settings to compensate

#

Or just use the setting I gave you

#

I'm just saying, if you plan on releasing your game next year, might be safer to move to the new tonemapper now

fierce tulip
#

^

clever solstice
#

thank you sir

cloud cobalt
#

You're welcome, this change has been a universal pain in the ass

severe egret
#

@cloud cobalt , just read your message about the tonemapper. Were there any major changes to the default cameras in 4.15 as well?

cloud cobalt
#

You mean the default psot process settings ?

severe egret
#

I'm not 100% sure what that means, but yes

cloud cobalt
#

I think it was mostly the tonemapper & bloom handling

severe egret
#

Ah, okay

severe egret
#

Actually, do you think you could help me with a problem?

#

I was following the "Player-Controlled Cameras" tutorial in the unreal docs, and I'm not getting any errors and the build was successful, but the camera shows a black screen upon play

distant wraith
#

hey all, what channel would I have the best luck finding help with Swarm networking?

severe egret
#

@distant wraith that's a lightmapping tool, right? Might go in #graphics (tho I'm new, so I could be wrong)

tawdry hedge
#

Hey, everyone. I'm wondering what's the reasoning behind having to compile/run UE4 on a non-root user account on Linux? Could someone educate me? 😄

distant wraith
#

@severe egret I'll give graphics a shot, thanks. Swam Agent is the utlity that handles the light baking whenever you hit 'Build'. I think I just got it working too though - was trying to get the job distributed to some other machines in our office and finally got it 😄 doesn't give me a huge speed boost overall but frees up CPU on my local machine so I can keep working on other stuff

final stone
#

thought I'd bring this up again, hit a road block. Has anyone imported FBX chunks when making a destructible mesh? I've gone through and issue where each chunk, even if it was like 30+, has its own material ID, when they're suppose to be just 1

final stone
#

just wondering if there is a way, maybe in Blueprints, to assign a material to multiple destructible mesh chunks

rugged gorge
#

Hey, got another quick question for you guys

tawdry hedge
#

Is 4.16 being released today?

rugged gorge
#

how do I export content from one UE4 project to another?

cloud cobalt
#

@tawdry hedge It just was

rugged gorge
#

I made a few blueprints which will come in handy in another project, with a few models too. I want to export these to a "package" that I can import to any other project

tawdry hedge
#

Ah, so I can compile it on Linux as well, right?

#

Or just Windows?

cloud cobalt
#

Sure

tawdry hedge
#

Linux question: Do I need to delete 4.15 on Linux before updating to 4.16?

buoyant ridge
#

is there a way to export a "unrealpackage" like unity's unitypackage?
I want to move some content from one project to another, but the projects are in different machines, so I can't just use migrate...

gentle solstice
stable crest
#

hey guys anyone else have prolems Compiling 4.16 on VS17 i got this error message .. D3D12StateCachePrivate.h(716): error C4596: 'SetPipelineState': illegal qualified name in member declaration

radiant fable
#

is there a toggle in ue4 to rotate an actor without affecting children?

hazy lynx
#

@radiant fable you mean attached actors?

radiant fable
#

yeah, no worries, i just temp detached them

main cobalt
#

Is there a way in unreal to render what is seen in the viewport as a series of frames? like taking a high-res screenshot but for a bunch of frames

Also if I have for example mesh edges enabled in the viewport and create a highres screenshot will It capture the mesh edges effect?
Cheers 😃

#

(and by " render what is seen in the viewport " I Don't mean standard render I mean capture what is just in the viewport

hybrid scroll
#

@main cobalt you can use F9 to make a screenshot in the editor - is that what you need?

main cobalt
#

Sort of but I need to be able to capture a bunch of frames like rendering

#

Maybe there's a plugin or something out there?

hybrid scroll
#

You can use a sequence and export a video and split it up.

#

or maybe there even is a setting for exporting single frames

main cobalt
#

Yeah I know rendering using sequencer it's just rendering as if it were just capturing the viewport if that makes sense

#

I can record it using a seperate program but it'd be easier if there's a way to do it in engine

radiant fable
#

hmm, yeah i was hoping for thise two once i delv into ue4 archviz, would be nice to have supersize frame by frame renders written to img files

#

and then after that, 360° frame by frame rendering

main cobalt
#

You can render sequences as image files if that's what you mean 😃

hybrid scroll
#

Is anyone using the experimental Actor Sequence Component?

radiant fable
#

ah, so you're only missing the high res capture part?

main cobalt
#

Yeah basically I want to capture what I am seeing when using the editor rather than rendering what you'd see in game

#

Because for a breakdown thing I want to show a wireframe pass

radiant fable
#

ah i see

#

there must be wireframe materials or functionality you could rig it with for game mode

main cobalt
#

hmmm I think instead of just wireframe I need just the front facing if you know what I mean

#

Basically clay & wire render

#

Also how does that work with UVs?

radiant fable
#

i think it ignores them, it's a global switch in the mat properties, just switches it to wire

main cobalt
#

aah that's a possible option, I want everything wireframe tho so It'll probably look like a huge mess just with the wireframe

radiant fable
#

i think the default is backfaces won't render

#

so you'll not have wires on top for wires for shells

main cobalt
#

oooh okay i'll try it out

snow fjord
#

wasn't there a sale for a 200$ udemy course UE4 that's only 10$ atm? I'm having trouble finding it.

#

nvm found it

gilded venture
#

has anyone here used the fixrotateaboutaxisnormals material node? I'm having a heckuva time getting it to behave

unreal sonnet
#

@snow fjord I did that course and although it's pretty okay for brand new people... as a person who had done a whole bunch of the official Unreal tutorials and livestreams, I only really learned a few really useful bits and pieces during the course. For example, how you can use the Play-In-Editor button and then lick Eject so that you can browse the World Outliner to see explicitly everything that exists in the level. Nobody has ever talked about that and pointed out what the DefaultPawn class is all about before. Stuff like that is good, but the course is more of a marathon than a collection of concise, useful knowledge.

#

That's my review of the Udemy course, anyway.

#

I also got it for $10 or whatever, though.

vast pine
#

Anyone seen any videos of proper implementation of intro movies to menu level and load of ui?

safe shoal
#

Has anyone had any luck getting custom Post-Process vars to show up in the details panel in 4.16?

cursive swift
#

hoy.

thorny cipher
#

Does this xml look right?

#

seems like it 😄

boreal mesa
#

Guys, have anyone experienced the problem with build x64 of project not running on windows?

#

I got just several processes running without any response

safe shoal
#

Just upgraded? Probably compiling shaders

#

@boreal mesa

boreal mesa
#

So is it necessary for re-set something?

main cobalt
#

Can anyone suggest a reason why my movable light with keyframed visibility and intensity is showing up in Play mode, but not showing up in renders or standalone mode?

main cobalt
#

What the hell this light doesn't render anywhere, no keyframes, all settings standard.
It shows up in play but not in standalone or renders

#

Of course it's a bug or something, copied the light, re-rendered, everything works, lights can be annoyingly unreliable in unreal sometimes

static viper
#

i never had that

#

XD

#

never

main cobalt
#

I don't know what it is it's like that one light is cursed

static viper
#

so its a special light

#

probably with actor on it

#

a child

#

you made that error on purpose

main cobalt
#

It's just a standard movable point light casting shadows

static viper
#

So its not working cause its movable :3

main cobalt
#

Works 100% fine with the keyframes in play mode but rendering or standalone the game will either totally ignore that it exists or it will keep it visible for the entire animation

static viper
#

i figured it out

main cobalt
#

Why does unreal hate movable lights so much, I need the light to cast a moving shadow from a moving object for the shot

gentle solstice
vast pine
#

Lol

#

He's going to the hospital

gentle solstice
#

It's some weird shit

#

It's when the server is walking

#

only he sees it right

#

everyone else sees it like that

#

like it's passing a lot slower speed to teh anim tree on clients

#

except I've checked they're both identical on server and client

#

gotta be my IK code not working right

#

yup. that's it. weird

#

oh, I see

#

MaxWalkSpeed not replicated, which I use for calculation, so the calcs are wrong

#

yea, now it's working

final stone
#

gone through another issue, not sure why. I imported a mesh, and custom chunks of it (separated), in UE4. The chunks were imported in a folder, pretty much basing off of the original mesh as far as the UVs, just cut off.

#

when I drag the separated pieces in the scene (grouped them), when I applied a material to it, it doesn't match the original mesh.

#

The UV's are the same in Maya, just when I brought it in the engine, it's different, is there something I'm skipping?

radiant fable
#

hmm, i managed to find a setting that took kb/mouse/gamepad focus instantly when clicking play in editor

#

anyone know its name?

#

ah found it, 'game gets mouse control'

gentle solstice
gentle solstice
quartz patrol
#

@gentle solstice Is procedural animations hard to learn?

plush yew
#

hi

thorny iron
#

any of you cool fellas been dicking around with volumetric fog?

#

I'm wondering if there are ways to make a volumetric fog box - just a contained small fog volume

weary hull
#

yes, its contained in a box

thorny iron
#

a box you can define?

#

do you know any walkthroughs for setting up?

weary hull
#

no, I watched a stream on it a week or two back

floral heart
#

Not with the exponential height fog, but you can do it with particles. I'm not sure how practical an actual box would be.

thorny iron
#

found a bit of info on it but it's not too clear

#

well, I have a transparent cube that should be filled with fog, but limited to the dimensions of the cube

#

I've achieved this with instanced planes

#

was just wondering how I might use proper volumetric fog rather than hacking it together 😉

floral heart
#

Maybe you could just plug a boxmask into a material's opacity (with the 'volume' domain, obv), slap that on a particle and get a box. Or as precise a box as the fog resolution will allow.

finite prism
#

does ue4 have problems searching for the windows 8.1 sdk if its on another drive?

radiant fable
#

haha @gentle solstice

#

first gif is how i film mcdonalds fights

#

anyone got perforce p4v experience?
i just got asked
Copy latest version of all mapped files to new root directory?
If your workspace view includes a large number of files, this may require considerable disk space.

#

randomly while having the app open and having already specified my ue4 project root and a 'workspace'

viscid geyser
#

I mistakeanly clicked on x on my toolbar tab, clicking the toolbar button in windows does nothing, how do I get it bacK?

final stone
#

does anyone know which node in Blueprint I can use to hide an object when it's hit?

#

like a Set Visibility or Toggle Visibility node?

viscid geyser
#

Are you trying to make a hole in your landscape?

#

Or the whole object?

final stone
#

no, just as an example, I have a cube mesh as the root in a Blueprint, and chunks of the cube under the root

#

I have it so that when the player hits it, the chunks will fall apart BUT

viscid geyser
#

Ah

final stone
#

the root mesh is still visible for some reason ONLY when the player bumps or moves towards it

viscid geyser
#

Gotca

#

You might be good googling "UE4 How to make mesh invisable when triggered" or something

#

"...in blueprint"

final stone
#

ah oh ok, yeah. I mean, it does work, but just one small thing is in the way

#

thanks

viscid geyser
#

MOst likely someone already asked this

#

and it's sitting somewhere on the UE4 forum

final stone
#

yeah

patent bane
#

apart from getting more ram and a better computer at all, what can i do to improve compilation time? (currently got 8gb of ram and around 4gb or more are swapped on disk.... at least windows says so)

craggy nymph
#

Getting an SSD helps

patent bane
#

@craggy nymph lol I already have one

#

Why does everyone assume I don't.....

#

Also I don't mean hardware wise, I know what to upgrade there (or what I don't do anyway). I mean, are there any options that influence compilation significantly, eg more/less caching, etc etc etc

oak saddle
#

Sup guys. Did Epic change anything with Material world displacement?
Trying to follow this ice tut. https://www.youtube.com/watch?v=sE64iTjnoUM

Me and a couple others are having the same problem.
It only works when you plug the VertexNormalWS and texture param section to World Position Offset.
Even then, it doesn't do as its supposed to(because its not displacement.)

tiny pier
#

What's the difference between foliage density and foliage radius?

jaunty zephyr
#

Am I cracking up where has plane gone from the basic shapes

floral lion
#

@tiny pier density is "how many objects in an area", radius is "how large each entity is"

tiny pier
#

Isn't "how large each enetity is" the scale parameter?

floral lion
#

how large it is for the foliage painting tool

tiny pier
#

I un derstood it to mean "how much space you leave before another one".

floral lion
#

not in volume

#

but rather in pigment chunks

#

mainly: radius is to keep objects correctly seperated

tiny pier
#

Sure.

floral lion
#

like in no overlaps

#

where density is pure amount

tiny pier
#

The problem I'm having is that I have for example, tree1, and tree2. Tree2s are correctly spaced from one and other, and so are tree1s, but tree1s don't care about being correctly spaced form tree2s.

#

So there's no tree2s overlaping and no tree1s overlapping, but there are some tree1s overlapping with tree2s.

floral lion
#

iirc there is a setting to check for that beforehand

tiny pier
#

Hmm.

#

Rough idea of the setting name?

floral lion
#

something with overlap / collision

tiny pier
#

There's a collision setting, which I have set to blockall, but that seems to be more about the player not beign able to walk through trees, not a foliage painting setting.

floral lion
#

plus did you draw them simultaneous or single ?

tiny pier
#

Simultaneously.

#

I wasn't aware sepeartely was an option.

floral lion
#

by separately i ment Tree1 on -> draw -> Tree1 off -> Tree2 on -> draw ...

#

would need to look into the engine for my settings to help you further

tiny pier
#

That's okay, this is enough for me to google around. Thanks.

stark kestrel
#

Question about Profiler tool. Whenever I do performance test UE re-wrights log file on a device instead of saving new one which makes impossible to load several sessions to compare. Are there any settings for this tool?
I'm talking about 'stat startfile'

plush yew
#

Is 330 score in Unigine Valley enough for workmachine for UE4?

#

Pretty important question as my current machine broke

tiny pier
#

What's the most convenient way of translating 30 seconds of me running around playing in editor to a video file?

unreal sonnet
#

I use OBS to record the .flv and then drag&drop onto Youtube

tiny pier
#

OBS is a feature of UE4, or a standaone program?

unreal sonnet
#

OBS is a common program that people who stream on sites like Twitch or whatever use to stream their stuff.

#

It also has a "Record" button so you can record for making videos instead of for streaming.

#

Open Broadcaster Software, I think, is what the name stands for

tiny pier
#

I see, thanks

severe egret
#

@full maple would you mind helping me with a silly problem?

full maple
#

i could try. whatsup

severe egret
#

I made an elastic camera attachment so that it "rubberbands" as the actor moves, but on play, I just get a black screen

safe rose
#

Step One: Destroy your Mac and convert to PC

vast pine
#

Hahahahah I was just about to make a Mac comment

safe rose
#

😉

#

Step Two: while @full maple and other Epic staff are on here, this is unofficial discord chat, you should ask the community first @severe egret instead of wasting their valuable time. Although since they are awesome they will still try to help out.

#

But each of them have their own set of skillsets, and not all of them actually work in the engine.

vast pine
#

So how's the camera attach to this actor?

safe rose
#

I think this is a tutorial

vast pine
#

I

safe rose
#

Probably one of the beginning C++ tutorials on the site

severe egret
#

Well that's so encouraging, isn't it? 😃

safe rose
#

@severe egret Just stating facts

#

Is this the tutorial you are doing right now?

#

...

#

You know it's the same one right kiddo?

severe egret
#

Thought you posted the first one

safe rose
#

And what I said is not an opinion, but truly fact...

severe egret
#

To destroy my Mac and buy a PC

safe rose
#

Unless you mean the Mac remark

#

Yeah, that's borderline fact

#

But, yeah just an opinion

#

Anyway

#

Can you post your snippet?

#

Doesn't do us any good without it really. Did you just CP it?

severe egret
#

For the attachment itself, right?

#

Like just this part?

safe rose
#

@severe egret Are you just Copying and Pasting the code snippets?

severe egret
#

No, Victor, I am not copy and pasting the code snippets. I type them out manually because I'm actually trying to learn.

safe rose
#

I don't like how they did these tutorials

#

Okay, so it's probably something silly then

severe egret
#

I also did this originally in 4.13 and UE4 crashed upon build. Switched to 4.15 and I get the camera issue.

safe rose
#

Oh

#

Like updated?

#

Or did you actually just redo this in 4.15?

severe egret
#

I started the tutorial from the beginning again

safe rose
#

ok

severe egret
#

It's short enough that it didn't matter much

safe rose
#

Can you post your code snippet on here in proper form using x3cpp close it by using x3

#

crap

#

So, the tilde key has the other apostrophe looking symbol

#

use that times three

#
int poopie = 5;
severe egret
#
APawnWithCamera::APawnWithCamera()
{
    // Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;
    
    //Create components
    RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
    OurCameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArm"));
    OurCameraSpringArm->SetupAttachment(RootComponent);
    OurCameraSpringArm->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 50.0f), FRotator(-60.0f, 0.0f, 0.0f));
    OurCameraSpringArm->TargetArmLength = 400.f;
    OurCameraSpringArm->bEnableCameraLag = true;
    OurCameraSpringArm->CameraLagSpeed = 3.0f;
    OurCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("GameCamera"));
    OurCamera->SetupAttachment(OurCameraSpringArm, USpringArmComponent::SocketName);
    
    //Take control of the default Player
    AutoPossessPlayer = EAutoReceiveInput::Player0;
#

That came out weird

safe rose
#

Use cpp

#

after the first three things

#

so '''cpp then
'''

severe egret
#
// Sets default values
APawnWithCamera::APawnWithCamera()
{
    // Set this pawn to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
    PrimaryActorTick.bCanEverTick = true;
    
    //Create components
    RootComponent = CreateDefaultSubobject<USceneComponent>(TEXT("RootComponent"));
    OurCameraSpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraSpringArm"));
    OurCameraSpringArm->SetupAttachment(RootComponent);
    OurCameraSpringArm->SetRelativeLocationAndRotation(FVector(0.0f, 0.0f, 50.0f), FRotator(-60.0f, 0.0f, 0.0f));
    OurCameraSpringArm->TargetArmLength = 400.f;
    OurCameraSpringArm->bEnableCameraLag = true;
    OurCameraSpringArm->CameraLagSpeed = 3.0f;
    OurCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("GameCamera"));
    OurCamera->SetupAttachment(OurCameraSpringArm, USpringArmComponent::SocketName);
    
    //Take control of the default Player
    AutoPossessPlayer = EAutoReceiveInput::Player0;
safe rose
#

Better than nothing, Discord doesn't have UE4++ syntax 😉

#

I made the mistake of downloading the new hotfix for 4.15 one sec

#

ha

#

It crashed as soon as I tried making a new pawn class

severe egret
#

😬

safe rose
#

VAX seems to have been the cause

#

Fixed now though

unreal sonnet
#

@severe egret based on your original screenshots, I think the main reason why it's happening is that you're not possessing the pawn. I noticed that in the second screenshot you had GameModeBase in the World Outliner. Maybe you need to re-compile your GameMode class and/or make sure that it's set to the world default as well as that your pawn is the correct class to spawn or whatever?

#

It happens to me a lot, too.

safe rose
#

It autoposses

#

so that's not the issue

severe egret
#

I'm recompiling now, just in case

safe rose
#

So, I just did the first part

#

And it works for me

#

Autopossessed and shows the camera as intended

#

But yeah, you should definitely save and recompile after updating something.

unreal sonnet
#

As an alternative way of doing what you're trying to do, you could delete the pawn that you put into the level and instead of doing that AutoPossessPlayer line in the C++ thing you could just place a PlayerStart actor in the level and make sure your GameMode class/blueprint have that pawn you want assigned properly in the GameMode's class settings or whatever. That way it'll automatically spawn you in the thing and you shouldn't have to manually tell it to auto-possess.

safe rose
#

HotReload is iffy, but for something this basic, will work as intended

#

@severe egret When you get more experienced, you can try out newer things

#

But, for now, just follow along those tutorials

unreal sonnet
#

Also a good tip for diagnosing this problem in the future: when you do the test-in-editor like you're doing, hit that Shift+F1 thing to reveal the mouse and go up there and click "Eject". You go into a temporary spectator-like mode so you can fly around and check that you're actually possessing the thing you thought you were possessing as well as scroll around through the World Outliner to make sure all the proper class stuff spawned (like how earlier in your screenshot it said GameModeBase when it probably should've had whatever your special GameMode class was).

safe rose
#

Can you show me your header file?

severe egret
#
#pragma once

#include "GameFramework/Pawn.h"
#include "PawnWithCamera.generated.h"

UCLASS()
class HOWTO_PLAYERCAMERA_API APawnWithCamera : public APawn
{
    GENERATED_BODY()
    
public:
    // Sets default values for this pawn's properties
    APawnWithCamera();
    
protected:
    // Called when the game starts or when spawned
    virtual void BeginPlay() override;
    
public:
    // Called every frame
    virtual void Tick( float DeltaSeconds ) override;
    
    // Called to bind functionality to input
    virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
    
protected:
    UPROPERTY(EditAnywhere)
    USpringArmComponent* OurCameraSpringArm;
    UCameraComponent* OurCamera;
    
    //Input variables
    FVector2D MovementInput;
    FVector2D CameraInput;
    float ZoomFactor;
    bool bZoomingIn;
    
    //Input functions
    void MoveForward(float AxisValue);
    void MoveRight(float AxisValue);
    void PitchCamera(float AxisValue);
    void YawCamera(float AxisValue);
    void ZoomIn();
    void ZoomOut();
};
thorny cipher
#

Jesus

#

paste that shit

unreal sonnet
thorny cipher
#

or gist

safe rose
#

Okay, so right after the first step @severe egret , did you make sure everything was working?

#

? @thorny cipher ?

#

This is intended behavior on Discord chat for programming snippets

#

What's the issue exactly?

#

I don't and no one else has to go to an external link

#

We can see it right here and now

severe egret
#

The build succeeded, if that's you mean. I also will CP the tutorial code and undo just to see if there are changes (like, I'll notice if a line looks shorter, it brings my attention to it).

#

@unreal sonnet yeah I've noticed that GameModeBase file appears only during Play

unreal sonnet
#

Probably, the issue is just some small dumb thing that normally gets overlooked or taken for granted. I'm sure it's nothing super big or hard to fix. Just an attention-to-detail issue.

#

Those are the most annoying to help people with sometimes because you gotta help somebody find a needle in the haystack so to speak

severe egret
#

That's what I was thinking. I could find any syntax errors, and the build didn't fail, it's just not working planned. I can see perfectly find through the camera view window in the editor, just not during play. It's like there's something spawning and blocking the view.

#

Actually, I have an idea! One moment

thorny cipher
#

I guess its ok if its small code but there is a 2k limit

severe egret
#

Never mind. I thought if I went through the World Outliner and set the actors to invisible one by one, I'd find the source of the problem.

safe rose
#

@severe egret Did you try a new level?

#

Or new project?

severe egret
#

No, I can try it now

safe rose
#

Yeah, I don't have mine in that level, I had mine in the first blank level that was created automatically.

severe egret
#

So I made a new default level and dragged my PawnWithCamera class in, and I'm still getting a black screen on Play.

#

I think it might be best if I move on and come back to this later.

unreal sonnet
#

Yeah sorry dude, that really sucks

severe egret
#

It's fine, really. I might learn something later that will offer some perspective on the problem. Thank you, everyone, for your help.

vast pine
#

Isn't there a prob with Gamemode not taking effect until you close and reload editor

thorny iron
#

what would be considered a "crazy" polycount

#

its 100K too much for a main piece

#

for 1 mesh

craggy nymph
#

Not really. Depends on your scene though, and depends on LODs and depends on target hardware.

thorny iron
#

fairly simple scene. the ground below should be extremely detailed

#

I realize that gravel texture can mostly be normal info

#

but still want to see some geometry poking out

vast pine
#

Like a bump map?

thorny iron
#

ya i've got a strong normal going on

floral heart
#

Absolutely depends on target hardware. I wonder if anyone's done some tests. I'd figure pre-2015 mobile, 2015-2017 mobile, tablets, Macintosh pros, laptops, low-end gaming PCs, high-end PCs, would be the strata.

thorny iron
#

but I dont want to obliterate the geometry completely

#

high end PC, VR, 1080gtx

craggy nymph
#

Just use it as is and if you run into performance problems, optimize later. You're going to have a whole bunch of other areas for optimizations, before poly count is an issue.

floral heart
#

Oh VR. That drops a tier. Still, I don't think polygons would be too limiting a factor with that hardware. Maybe 1-3 million polygons for the whole scene?

vast pine
#

I sorta wonder but if this is the floor below you is it a very large mesh?

thorny iron
#

OK thanks guys

#

not particularly no

#

it's like 5meters on each side

vast pine
#

Oh

#

I didn't even see the pic

thorny iron
#

hehe

crimson phoenix
#

If I have 50 guns and each has 5 variables ( rate of fire,barrel size ,no of bullets.....) Which is the most efficient way of implementing it in c++ unreal4

arctic tree
#

Is there an easy way to force reset / delete users saved configs?

safe rose
#

@arctic tree delete saved folder?

arctic tree
#

thats asking people to delete it

vale osprey
#

@crimson phoenix make one master BP with those 5 variables and logic. 50 variations with different meshes can be done as child BPs or specific instances with configurable variables including mesh

regal drum
#

Ok so this is what I have currently, how could I get the preview mesh viewable in-game?

#

Nvm I got it

waxen tiger
#

how to ignore project version limitation?>

#

like i know it will work properly why it limits me?

waxen tiger
#

The asset '/Game/Blueprints/LevelObjects/GarageColumn_Blueprint' (GarageColumn_Blueprint.uasset) failed to save.

Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.

#

what can be the issue?

patent bane
#

can anyone point me to the source of the for/while blueprint loops (engine source) or are they layered soo deeply inside that one cant easily write its own custom loop node?

#

cause i want to write a node which uses the features of a loop but behaves a bit differently, i.e. having multiple output exec nodes and being able to send execution pulses to them (multiple times) from c++

waxen tiger
#

in short how to use construction blueprint?

#

i need to set color of the shader of nested object

#

should i do that in cs bp?

vast pine
#

What are you trying to do exactly

#

Construction script could be used to change a shader yes

plush yew
#

hi

#

please

#

I am updating steamworks sdk and I get this error

#

Steam SDK not located. Expected to be found in Engine/Source/ThirdParty/Steamworks/{SteamVersion}

#

and I downloaded the latest sdk v 1.40

#

made a folder named Steamv140

#

put inside all the files needed and renamed the steamv132 to steamv140 everywhere I guess

#

and in OnlineSubSystemSteamprivate.h I get this error

#

and in the beginning of this file I made these changes #define STEAM_SDK_VER TEXT("1.40")
/** Path of the current Steam SDK version in use */
#define STEAM_SDK_VER_PATH TEXT("Steamv140")

#

regenerated the solution files and I get this error

waxen vine
#

Can anyone confirm this bug before I submit it? In blueprints, make a struct and try to add a curve float reference variable. Crashes the engine for me.

main cobalt
#

Is there any reason why rendering in 4k would make my postprocess depth of field effect stronger?

rigid mountain
#

Hey guys, I'm having problems with connecting my Perforce client to my Digital Ocean Ubuntu Server
I keep getting this error: Connect to server failed; check $P4PORT.
TCP connect to failed. connect: WSAECONNREFUSED
This is the full error, where the * refer to the IP
I have run commands to allow port 1666 on the Ubuntu Droplet, but it's still not working.
I followed Allar's tutorial here, and I'm stuck at the 7:00 mark :

fossil socket
#

not sure i like that tutorial that much from having a glance over it when you mentioned it in the other channel

#

recommended capitalised surname as username lol

#

and there's an apt repo for p4d

rigid mountain
#

I need help with connecting to the DO server from p4v. I don't know what the problem is, as I'm not exactly network admin savvy

#

'and there's an apt repo for p4d' - is that a bad thing? (I'm a complete and utter noob when it comes to this networking aspect)

fossil socket
#

sudo apt-get install p4d is easier for installing and upgrading than downloading something for FTP, unpacking it and copying it manually

#

links to a 2 year old release of P4D too

rigid mountain
#

Okay, you seem to know what you're talking about. Can you please help me fix it? Or help tutor me on how to to install perforce on hat server so I can create an online repository for my team (of which I have none yet - still working on that..)

#

*that

fossil socket
#

that'll actually be the latest version too

#

also for your actual issue, you need to login to the server and actually make sure the service is running

#

well, the daemon

rigid mountain
#

Yeah, but how do I install it on the Ubuntu's OS? I don't really have experience using command line interfaces, but hey, I'll do what I have to to make this work

#

I assume I'd need to run some command to install it. And before that, I'd need to download it to the Ubuntu OS, also via commands?

fossil socket
#

you probably should read up more on linux/ubuntu commands or find someone who knows how to do this

#

you can always continue with that old p4d release, not sure if it's vulnerable to anything

#

but finding out if the daemon is running is probably the first step

rigid mountain
#

Okay, let's do that. Um..how do I do that?

fossil socket
#

ps -e

#

that will show every process running on the system

rigid mountain
#

K, I see quite a list

#

What am I looking for? dbus-damon?

fossil socket
#

p4d

rigid mountain
#

No, that's not in the list

fossil socket
#

then that's probably why you can't connect

rigid mountain
#

K, very good (sighs) lol

#

Now, how do I get it running?

fossil socket
#

did you actually do this part

rigid mountain
#

Yeah I did everything up to the connection bit

#

Or which particular part are you referencing?

fossil socket
#

the part the link goes to

#

setting it up a a bootup daemon

#

sudo service p4dservice start

#

might work

#

if you've done this step

rigid mountain
#

I just did it

#

And it seems to be working!!

#

I don't know if I really did miss that step, but you're a genius sswires!

#

And I'm an utter idiot. Thanks again!

main cobalt
#

Yo is it possible to change specular settings on a decal so that it's shiny & reflective?

#

I've been trying to change it but not seeing any effect

#

I'm using translucent

main cobalt
#

Figured it out, my opacity maps were screwing thingas

polar hawk
#

@fossil socket you're right about thst tutorisl

#

When i wrote it, p4d was not a managed package

fossil ore
#

Is there a way to resize down a model in UE4 and apply the scale?

vale silo
#

folks, what's that red line when looking at your level from the side view in the Editor ?

#

(red horizontal line)

gentle ivy
#

that traces to the origin

#

its in the grid stuff

#

(at least I assume that's what it is)

#

it's hard to guess without a picture

#

if you look from the other side is it green?

vale silo
#

cuz when player walks down the slope of my terrain and crosses that plane, the game just stops

gentle ivy
#

that plane would represent the player going under 0 on the z axis I believe.

#

could you grab a picture of the line?

vale silo
#

one sec.. still loading UE4

gentle ivy
#

no problem 😄

#

also its been a while

#

sorry I've not been on skype

#

uninstalled it

vale silo
#

o.O

gentle ivy
#

messaged you on skype too

vale silo
#

the brighter red one

#

so if I lift up my entire scene above that line - I got no issues

#

but if my terrain crosses that plane and player walks down and touches it - everything stops.

#

At first I thought player gets stuck in the mesh terrain, but apparently it doesn't

gentle ivy
#

I do believe that is the origin line

#

but that's only what an artist told me once XD

#

I don't know of Epic has docs on the red line

vale silo
#

Ah, I think it's KillZ

gentle ivy
#

ahh there you go

#

thats why the game just stops 😛

vale silo
#

yep, that's it

gentle ivy
#

haha

#

was killz set to origin or was it actually represented as the red line?

vale silo
#

damn it.. I spend half a day re-exporting mesh and rebuilding level 😦

gentle ivy
#

damn

vale silo
#

the line represents it - if I move slider the line moves with it

gentle ivy
#

ahh cool very good to know.

vale silo
#

(if I change Kill Z value)

gentle ivy
#

so one of those is the Z kill line and the other is origin or do they both move?

#

or is it the line represented in 3D space so it has two edges?

#

hard to tell from the image

vale silo
#

dimmer red line is X axis

#

it doesn't move anywhere

gentle ivy
#

ahh okay, thank you very much. 😄

#

solves my curousity on that 😄

humble sun
#

Wild. Good to know

#

I'm with Micheal

#

Would have thought that was origin

unborn cliff
#

So my game works fine when I run it in UE4 editor, but on packaging, it's gameplay seems to get glitched/not work at all

#

Could anyone possibly know why this might happen?

buoyant mesa
#

hi does anyone know is there any way to see thumbnails from obj and fbx files in windows explorer? I already found fastpicture viewer to handle png and uncommon picture format thumbnais. Thanks

waxen tiger
#

@buoyant mesa for 2d files just install SageThumbs, it generates thumbs for most formats

#

for 3d you can use autodesk FBX viewer

buoyant mesa
#

well sage thumbs is nice and free but I kinda bought fastpictureviewer long time ago before I knew it and it works great with 2D images. I'll find this autodesk fbx viewer and try it out thanks for the tip 😃

waxen tiger
#

with sage thumbs you dont have to open files to see them

buoyant mesa
#

yeah fpw does same and that is what I want for the fbx and obj file as well to see them in folder

waxen tiger
#

huh didnt know, thanks

#

about the 3d thumbnails, never ever seen those

#

ive seen them for 3ds, max, and .ma formats

#

they are made when you save the scene

buoyant mesa
#

yeah also .blend files show thumbnails in folders but I have yet to seen anything that could show fbx and obj thumbnails

waxen tiger
#

btw there was a solution we did for such cases

#

what is your task with 3d thumbs?

#

like previewing and operating all assets in project?

buoyant mesa
#

I would like to see a mini preview of my works inside folder right away without opening them in blender

#

sometimes naming isnt enough specially if I have multiple versions of same work

waxen tiger
#

yeah for that i cant realy advice anything

#

in unity you can easily preview all meshes right in editor

#

so we never had any issues like thath

buoyant mesa
#

I suppose there is no way for it currently even internet agrees with me xD

waxen tiger
#

i guess what you could do tho..

#

actually i could possibly do such thing

#

bat macros for explorer context

#

launches blender or unity, makes a snapshot

#

puts an image alongside the model

buoyant mesa
#

hey that actually sounds like a good idea

waxen tiger
#

i dont know blender tho, but its python should be simple, but it doesnt support everyhting..

#

oh the complexity..

#

i cant cant do it now, no i feel the hours poured into it

buoyant mesa
#

no worries I can live with it I was just wondering nobody has done it yet 😃

waxen tiger
#

probably due to complexity, and no "clean" solution

#

complexity from all the formats that needs to be supported and maintained

#

tool for some weird format

#

all i found

buoyant mesa
#

nice its a start, I'm not alone with this haha xD

tight talon
#

does the Frame rate go up to 60 or more during a
Normal Gameplay when the software is not on?

tiny pier
#

Let's say I have a level with a landscape and 100 trees on it. Then I double that to 200. Which resources does this effect, and what kind of performance is effected? Does this make clients fps drop? What if those extra 100 trees are completely out of sight? Does it require a more powerful server?

eager blade
#

For an inventory system, is it common practice to store the properties of an item in a struct separately from the world representation (actor) of that item? Or is it better to just load all items in as actors and hide them until they need to be present in the world?

#

Some of my items will have quite a lot of properties, and will be running a lot of math on them every tick so I was wondering if constantly reading many properties from a struct rather than just having them in the actor could be a problem.

undone harbor
#

Are you guys aware of any good "Tip of the day" facebook groups or twitter for UE?

sage stag
#

Hey folks, is there a surefire way to get values from behavior tree tasks into blueprint/event graph for animation? I want to be able to pass a boolean value from a BT task to blueprint to initiate an "is walking" variable that feeds into animation

keen birch
#

@eager blade I don't know, I've wondered the same thing, but so far I've done just fine keeping everything on the actual actor instead of a separate struct

supple minnow
#

Hey guys! Could you sell me on unreal engine 4? I have experience with unity, and was thinking about switching. Has anybody worked with both?

craggy charm
#

Yes

#

Start with Blueprints

#

cause C++ in Unreal is not something you start that easily

#

Make lots of blueprints, understand what are actor blueprints, animation blueprints, level bluprints, .. etc

#

Then after try converting your code from blueprint into C++

gentle solstice
#

ArGh. Screw Nvidia. Why do I have to get some fork of the engine source just to have VRWorks Audio integration, instead of a standalone plugin?......

#

They even have the nerve to call it a "UE4 game engine plugin"........

supple minnow
#

@newt#7215 I actually enjoy the structure of c++. I just really hate visual studio. It really is a big dealbreaker for me, as I'm more of a programmer, and I can't wait 3 seconds for auto complete to check the whole engine for changes.
Do you know if there's a solution to that?

near kayak
#

does anyone know any good resources for learning c++? right now im using solo learn which is good but it doesn't really explain what are the real world uses for the things you learn

tame token
#

Hi all Hey Twige try Udemy Learn C++ making games in Unreal course it might be like $200.00 buck right now because the sale just ended but if you wait for the sale it is like $10.00 buck's

near kayak
#

thanks, ill look out for the next sale

cursive dirge
#

@tame token @near kayak nah, they almost always have some campaign or code around, for example this months coupon is FULLMUDEMAY

#

it's 15€ here with that code (so probably $15 if bought outside of EU)

copper rose
#

I am having issues compiling my project. By the looks of it it might be a perforce issue but I am not sure. I get the following error exited with code 5. Please verify that you have sufficient rights to run this command. for my .uproject file. I actually have it checked out from perforce and I have admin privilages.

clever basin
#

hi guis

#

So, anyone heard of WorldofLevelDesign? I'm using his tutorials as a place to get started

tall pendant
#

yeah WoLD is a good starting point

clever basin
#

mmm

#

that urge to start with a tiny game tho

merry gazelle
#

When I place an actor in landscape/geometry the object seems to rotate along the surface (not vertically straight). Any idea what setting I need change?

plush yew
#

does anyone know why the menu anchor widget closes itself automatically when the window looses focus?

gritty path
#

@near kayak I would honestly suggest that to learn C++ you learn actual C++ first.

Best book for beginners is "Programming: Practice and Principles using C++" by Bjarne Stroustrup (C++'s creator).
Then "Effective C++" and "Modern Effective C++" if you want to go more in depth.

Not all of this applies to UE4 C++ as it is a very weird garbage collected dialect and it has its own standard library, but I feel it's necessary to understand how C++ works to use it properly.

cloud cobalt
#

@gritty path Also, UE4 uses recent features of the language

gritty path
#

Does that contrast with what I said?

cloud cobalt
#

Stroustrup's book is probably a bit old on that front.

#

It's also somewhat indigest

plush yew
#

What do you recommend I do for my first project?

cloud cobalt
#

A simple one ! Are you more of an artist, programmer... ?

plush yew
#

Neither, but I'm alot more of an artist

tall pendant
#

What Stranger said. plus it really depends on your current skill level with ue4.

plush yew
#

"first project"

#

"current skill level with ue4"

vast pine
#

Pong is the best first game

tall pendant
#

so you're very new to ue4?

plush yew
#

Very new

vast pine
#

Overall covers a lot of basic stuff that is needed in more advanced stuff

tall pendant
#

Or an small 1 Room escape game. To learn about some basic Bp's while using your own art assets.

vast pine
#

¯_(ツ)_/¯

cloud cobalt
#

"Walking simulator" type games are also an obvious choice for artists

tall pendant
#

Yup

cloud cobalt
#

They're also generally good starting games because you can have something playable quickly and then expand upon it

tall pendant
#

that's exactly what i had in mind with that 1 room escape thingy. It's something you can get quite quick to a playable state, but also can be extended in the future.

tiny pier
#

I've got a png heightmap, and I know it represents an area 4km by 4km with an elevation of 400m. When importing using the landscape tool, how can I make sure it conforms to these dimensions?

languid shard
#

@cloud cobalt I bet it was a joy to work on "The vanishing of ethan carter" as an artist

#

pretty good "walking simulator"

gentle solstice
#

The most boring of them all, actually

#

Only beaten by Dear Esther

languid shard
#

its a game style of its own

#

I enjoy them a lot

buoyant ridge
#

is there a way to use swarm agent for light building without having to install UE on client machines?

buoyant pine
#

Hello Everyone! I'm trying to make that camera ignore the player mesh, to just visualize the gun.
Best aproach?

cobalt scaffold
#

hide the mesh when you switch to that camera ?

buoyant pine
#

I want it to be captured by Render Targets

floral heart
#

First person shooter example accomplishes this, look at how they did it.

cobalt scaffold
#

unhide the mesh before render target drawing ?

spice urchin
#

Izaya maybe use First Person starter project instead of 3rd Person?

#

i hope that doesn't seem like a jerk thing to say

zinc crag
#

Hi there, I'm having a lot of trouble getting unreal engine to work. The launcher opens for me but every time I try to launch the editor, it will attempt to for a few seconds and the launch button will turn grey but then it won't launch anything and turn yellow again, no error message. I tried downloading the newest version of the engine but that one doesn't work either. I've tried googling my issues but the fixes were either not applicable or didn't do anything. Have any of you experienced similar problems before?

spice urchin
#

yeah i think that's something with the UI there. it basically own't let you launch editor unless there's an existing project

#

it won't just let you start from zero in an easy way

#

if you get a project added and then have it open with a specific engine version i think it'll be OK

zinc crag
#

I have a few projects, how do I launch them separate from the menu in the unreal launcher?

spice urchin
#

you probably have to hunt down the editor file in the project folder for that specific project

#

what version of of Unreal are your projects and what version of Unreal does your launcher say you have installed?

zinc crag
#

I have Unreal 4.13.2 (which most of my projects are) and Unreal 4.14.3. I tried launching both but neither worked. I also tried downloading 4.16.0 which downloaded fine but won't open either

vast pine
#

Have you loaded them up in visual studio to see what errors you get or strictly launcher stuff?

#

Need to see what type of errors come up when trying to load

zinc crag
#

I've just tried to open a project through visual studio and it let me launch the unreal editor but it is stuck at Initializing 0% .

#

Where exactly could I find these errors?

honest vale
#

(yes, reported)

#

oh it was deleted already, that was fast

zinc crag
#

The problem seems to be that it can't find the file UE4Editor-D3D11RHI.pdb , and then "UE4Editor.exe has triggered a breakpoint"

digital anchor
#

does someone know how to fix the file manager, im getting super mad at this, if i delete from the editor, it wont delete from explorer, if i try to delete from explorer, it says its still open on editor, everytime i want to delete something i gotta close the editor and delete from the explorer

#

tbh i didnt update to 4.16 i should try

fiery harbor
#

is the right place to ask stuff about sequencer?

#

there doesn't seem to be a better fitted channel

floral heart
#

When in doubt, general.

fiery harbor
#

I haven't used sequencer much, so I'm probably asking simple stuff. I'm just wondering how to capture a video with sequencer without sequencer restarting the game for capturing the video

#

so currently I have my level with a sequence and a camera setup, then I hit simulate, wait a bit for the level to load everything, then I add keyframes for the camera in the sequence

#

and then I can play the sequence and see the camera moving correctly

#

but once I try to render that as a video, the game seems to restart

#

so I'm no longer in simulate but a new game window opens

#

and I don't want that, I just want it to play the sequence and render that as a movie

#

so how do I achieve that?

vast pine
#

Regenerate project file?

fiery harbor
#

@vast pine was that an answer to me?

vast pine
#

Chronic

#

That file looks to be fir scene capture

zinc crag
#

ah thank you, I've been googling with the the error is it gave and am currently trying to uninstall and reinstall everything. That wasn't the only file that was missing. Thank you for your help

vast pine
#

Coolness

#

As for the render scene capture that ive got no experience with sorry @fiery harbor

fiery harbor
#

well I didn't ask how to render a scene capture, I asked about rendering a video with sequencer 😄

#

sounds similar though

vast pine
#

Haha yeah. No clue bandaid method would be to use something like obs to just play it out and likely be terrible haha

fiery harbor
#

yeah that would be terrible

#

I guess sequencer is still relatively new so not many people have used it?

cobalt scaffold
#

why is the new window a problem for capturing a video ?

fiery harbor
#

@cobalt scaffold well the issue isn't a new window, the issue is it restarts the game, so in that new window the game starts from 0 again

cobalt scaffold
#

you can specify where the rendering starts

#

i'm not aware of any other way

fiery harbor
#

@cobalt scaffold what do you mean with I can specify "where" the rendering starts?

cobalt scaffold
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4.16 added new events for actors, before .16 you could only fire level bp events, which you need to run the game for them to have an effect

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you can start on frame 100 for example

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so you dont need to re-render the whole sequence if you make an edit

fiery harbor
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but it would still restart the game for the capture. and that's what I don't want. my level is empty in the editor. everything in the level is procedurally generated, randomly

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so I need to simulate, see what's where, then place camera keyframes and then render it

cobalt scaffold
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interesting

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well if it's random and you can't make it predictable then i guess you could make a spline bp which you can edit at runtime

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add camera points and do the animation at runtime

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each frame saving a screenshot and later render out a video

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or max out the the window and do a screen capture ?

fiery harbor
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I want to be able to render it in 4k or even more

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so I need the "offline render" capability of sequencer

cobalt scaffold
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well, you guys never make it easy on yourselves do you

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..how hard would be to seed the generation ?

fiery harbor
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most of it is

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only small things are not

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so it's pretty consistent

cobalt scaffold
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ok i opened up the sequencer

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under general there's a setting "create temporary copies of the level"

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this might do the trick, i dunno, worth a try ?

fiery harbor
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that will extremely likely try to serialize the level (like if someone would hit "save"), which isn't possible in my case

cobalt scaffold
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do a mouseover to get a desc

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if that won't work i guess you'd need to make it predictable and make the seed fixed while you do the sequence

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maybe someone more knowledgable knows a way

fiery harbor
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well it is predictable enough actually

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but I would still like to be able to move around in the editor and find where I want to place the camera while I'm in simulate and then directly render it

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its really annoying to basically manually copy paste the camera keyframe locations somewhere

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I guess sequencer is not designed for runtime generated stuff...

cobalt scaffold
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well if you manage to generate the same results twice (when you simulate and when you run the game), i don't see why you couldn't simulate, keyframe, then render out an offline version

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keyframes are remembered when you stop simulating, you only need your generation to make same results

fiery harbor
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the keyframe locations of the camera seem to be in a different space, its not world space

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so if I pilot the camera in simulate, add keyframes, the transform the camera has in sequencer is very different from the real world space coordinates of the camera

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the camera transform in sequencer doesn't update at all if I move the camera while I pilot it

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while in simulate

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it stays at 0/0/0

cobalt scaffold
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hm

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i'm testing on a blank level while in simulate i place a few keyframes, stop simulating

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then render out and it's the same animation

fiery harbor
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hm, interesting

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so when you simulate, you pilot the camera and then when you move the camera you see the transform update live in sequencer?

cobalt scaffold
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yep

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location/rotation change live when i pilot the camera

fiery harbor
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what engine version?

cobalt scaffold
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4.16

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but i'm sure it was the same for me in 4.15

fiery harbor
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hmm

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I'm on 4.15

cobalt scaffold
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i have the spawned checkbox ticked on camera

fiery harbor
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I just tested in a new level and there it seems to update

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so I guess I did something wrong when I set it up in the first level

cobalt scaffold
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try a fresh sequence see if it's the same

fiery harbor
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I think just reloading the level seems to have fixed it

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I should have tried that earlier

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thanks for testing that, if you wouldn't have told me it should work I would have never tried again and manually copy pasted it forever...

cobalt scaffold
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nice

fiery harbor
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it seems to work quite well

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thanks very much @cobalt scaffold !