#ue4-general

1 messages ยท Page 69 of 1

cobalt scaffold
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yes

copper knoll
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oh i see

cobalt scaffold
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they accumulate

copper knoll
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Alright, thank you ๐Ÿ˜ƒ I will play around with addforce then.

cobalt scaffold
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the imporatant thing is that you mutiply speed/acceleration/force you apply each frame by tha frame time

plush yew
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Guys

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Did you know that

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Unity is better

cobalt scaffold
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old news

copper knoll
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@cobalt scaffold not sure, how i would multiply speed/acc... but i will find out. xD Still good to know what to keep in mind.

cobalt scaffold
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the tick event has a variable under the exec pin

copper knoll
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Delta Seconds, yea

cobalt scaffold
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yeah delta seconds,

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the name kept eluding me

pallid compass
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I think i may be extra stupid today, struggling to find a efficient way to loop mouse input on a delay

placid kraken
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Don't know if this is the correct place, but I'm a 3d modeler/animator and I don't know much about programming, so is there like a website or a category in the marketplace so I can find projects with finished mechanics, where I can just do some level design and throw my characters in?

weary basalt
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Try the Blueprints section of the Marketplace

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There are also some C++ projects on the Marketplace that are frameworks for games

past pilot
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anyone know why when my BP is a data BP it shows my UStaticMeshComponent variable in the details but the second i turn it into a full BP with graph, the variable vanishes never to be seen again?

placid kraken
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thanks for the tip, because I'm basically searching for a third person adventure template, which doesn't need a lot of code, but works a lot with visuals

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@weary basalt

weary basalt
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@past pilot Remove any visibility modifiers in the UPROPERTY?

past pilot
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` // Mesh to be shown on item destruction
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UStaticMeshComponent* DestructableMesh;

`
this is how im declaring it

placid kraken
weary basalt
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@past pilot EditAnywhere is most likely whats causing the visibility issue. What do you want to see, do you want it to appear everywhere?

past pilot
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i want to be able to edit it in the details panel as well as anywhere else i may find the need to in the future

weary basalt
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@placid kraken Not sure about Adventure Kits, you may need to just browse around for awhile and check everything out to see wahts available

past pilot
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my other EditAnywhere vars show up fine

placid kraken
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hm okay, because it's the only thing I found so far :/ @weary basalt

weary basalt
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@past pilot Oh you may need to specify an Category for it.

past pilot
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i did, didnt work so i took it out

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other vars with no category showing fine as well ๐Ÿ˜ฆ

weary basalt
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Mmm

past pilot
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its just odd that it is in the details of the BP when its data only

weary basalt
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Yes

past pilot
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then when i click open blueprint or whatever poof

weary basalt
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Is it attached to the root component?

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It may only appear in the Components panel

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Usually as an Inherited component

past pilot
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it isnt initialized

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there isnt actually a component for it yet

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it will get created when needed

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should i change it from a component to just a static mesh?

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@weary basalt yup, that was my dumb mistake, thought i could have a var for a component mesh and add it later. just made it a static mesh and its there. i can create the component and set its mesh with this var so all is well, thank you for your time.

weary basalt
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Good luck

lime cape
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Hey guys, probably a really simple problem, but I cannot get lighting to build despite trying everything I can find on forums and answerhub.

ancient spade
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Are those temperatures normal for when UE4 is running?

cursive dirge
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run games, compare

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it's totally pointless for us to guess what are regular temps on your system

ancient spade
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I'll try that out. Thanks.

pallid compass
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Temps look fine

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looks all air cooled

keen birch
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Does anyone know where the dithered foliage LOD's went?

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Upgraded from 4.14 to 4.16

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Actually, currently trying the checkboxes on materials introduced in 4.15 ๐Ÿ˜›

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Here's to compiling a couple hundred shaders ๐Ÿ˜„

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Yep, that worked

fossil ore
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How long will It take to see a game similar to Battlefield on Unreal Engine?

craggy nymph
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Until you make one.

static viper
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a few seconds

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type squad into google

cursive dirge
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it's not same though ๐Ÿ˜ƒ

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way different production values

static viper
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well its not pubg

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XD

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and between bf 2 and one lay like

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....

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20 years

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XD

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3000

paper glacier
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hey guys, any idea why my first person controller's hand and gun is blurry

ancient spade
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Player's Camera Post Processing settings maybe... DOF

paper glacier
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all the fields in lens->depth of field are inacive, do i need to enable these?

static viper
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theres a postprocess volume

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get it in the outliner

paper glacier
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chageed the postprocessing volume's size to 50,50,50, for some reason it was reset to 1,1,1 but that fixed the DOF

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enabling the Depth of field's Method with default method fixed the blurryness though

plush yew
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Hello

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Is anyone here building a large open world?

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?

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Anyone can offer advice on it regardless?

paper glacier
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seems like my values in Postprocess volume were messed up, fixing now, thanks @static viper @ancient spade

plush yew
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๐Ÿ˜ฆ

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No one?

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Isn't this a help community for devs?

floral heart
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Not everyone is checking every channel every 2 minutes.

plush yew
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Yeah but there were about 3 people talking just then so I assumed that there were people active

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Can you possibly help me please?

floral heart
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I don't know anything about large open worlds. Landscape and the 'world composition' feature set scare me.

plush yew
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I was wondering if there was a feature that dynamically loads chunks without me having to do hitscans on each individual chunk

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and then manually split the map up

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Because that is very impractical

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The world streaming feature does not work on a radius from the player

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For example

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You have to manually trigger it and split the map up into levels

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AFAIK

paper glacier
plush yew
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ok

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@paper glacier Is it ok to ping people with an @ here ?

paper glacier
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i guess so

static viper
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@plush yew

plush yew
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yes

static viper
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what size in km

plush yew
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About 15 square miles

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Maybe more

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Big maybe

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So about 25 km

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@static viper

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I'm looking to have it tiled like this guy:https://www.youtube.com/watch?v=Ww-8xkCX5YU

Large Tiled Open World Streaming Test ะขะตัั‚ ัั‚ั€ะธะผะฐ ะฑะพะปัŒัˆะพะณะพ ะพั‚ะบั€ั‹ั‚ะพะณะพ ะธะณั€ะพะฒะพะณะพ ะผะธั€ะฐ ----------------------------- I am / ะฏ VK: https://vk.com/valentin.karyagi...

โ–ถ Play video
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But I don't want to manually split everything up

static viper
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so

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heres the best advise you will get

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at all

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use 3 levels of lod

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and create a massive culling box

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i created a world with 2kmยฒ once

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and had trouble

plush yew
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Ok

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2 things

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What are LOD levels

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and what is a culling box?

static viper
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the grid system of bethesda games is too advanced.

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lods are made by your modeller

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they are levels of detail

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google that.

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a culling box makes stuff invisible from a certain size in distance

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less to render

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a way to get rid of details

plush yew
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I know in modelling, a backface culling is when you can't see things from a certain viewpoint

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OH

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So you're sayinh

static viper
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i hope your team is big

plush yew
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to replace everything with very low poly models

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That's far away

static viper
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cause you are in an awful swamp of work

plush yew
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๐Ÿ˜ฆ

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Environments are not that hard to put together

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I use grass very sparingly

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And I have a plan of objects and things on the map

static viper
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trust me. i did this once with 2kmยฒ

plush yew
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I don't know how to do the rendering as i said

static viper
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its really hard.

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then you prolly have someone

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cause

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if you dont

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then stop and start a new smaller thing

plush yew
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Do you think this will be easier in another engine or?

static viper
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maybe you learn something from failing at a size like this.. but belive me if i wouold have knewn....

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cryengine is made for open worlds

plush yew
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It's not

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I've had it

static viper
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but i can tell you that ue4 is capable too

plush yew
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there's a limit on the map resolution size

static viper
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thats new

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anyways

plush yew
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Only gives you checkboxes

static viper
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you need alot of experience in forhand.

plush yew
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and the biggest one is like 3k by 3k

static viper
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if you dont have that youre going to make huge errors that will cost you time and money

plush yew
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And you can get from one side to the other in like 1-2 minutes

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I will say this

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I'm alone

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Pretty much

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I have a friend that will help me with some assets in terms of models

static viper
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then take everything away and do 1kmยฒ

plush yew
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But other than that I'm on my own

static viper
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make something small but make it really good.

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but do not experiment on such a huge thing.

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experiment somewhere else

plush yew
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The game is supposed to be open world because it's supposed to have world encounters and it's supposed to pan out a main story that you can stray from

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It's inspired by a DnD campaign

static viper
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they had 25 people on morrowind

plush yew
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so the leveling of it won't really work necessarily ๐Ÿ˜ฆ

static viper
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60 on oblivion

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200 on skyrim

plush yew
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Out of the 200, only 2 did all the art

static viper
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they needed all these people

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how are you gonna compete if you dont even know how the world is gettin rendered efficiently

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you havent answered the basics yet

misty grove
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don't be a negative nancy, owl

plush yew
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He's trying to save my time

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I understand him

misty grove
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he's ambitious. Let him be, and if he needs more people he'll get them

plush yew
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I'm not stubborn

static viper
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im tryin my best to be much worse.

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ambitious will cost him time he can spend on much smaller things

misty grove
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yeah true

static viper
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the details that make a difference really

misty grove
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for now, I suppose working on the basics while you write up a detailed game description is a good start

plush yew
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ะกะพะทะดะฐะฝะธะต ะธะณั€ะพะฒะพะณะพ ะผะธั€ะฐ ะดะปั UE4 ั‡ะตั€ะตะท World Machine ะธ ะฟั€ะพะณั€ัƒะทะบะฐ ะตะณะพ ะฟะพ ะบัƒัะบะฐะผ ะธัะฟะพะปัŒะทัƒั Level Streaming ----------------------------- I am / ะฏ VK: https://vk....

โ–ถ Play video
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This guy is showing something cool

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Not Russian btw I can't understand him either, but he pretty much made it work

static viper
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i wish you best luck. but i highly advise you to break everything down and work on a much smaller base.

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you will get yourself badly hurt

plush yew
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That means changing my entire game

static viper
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no

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it means writing it down freezing it and starting a new project

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a new game

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something that you can understand completly and build in your head step by step

plush yew
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Ok

static viper
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something you dont need to ask questions

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if you are at that level with your 25 game. then you are ready to execute.

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and execute is the only thing on such a game

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cause experiments will likely get your game unstable or killed.

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and also your health.

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you dont want to sit there at the half and sayin... if i just hade knewn...

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why didnt i tested it...

plush yew
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Yeah

static viper
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before hand much smaller.

plush yew
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I mean I saw in lots of games

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a radial thing

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where everything in a certain radius is rendered

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but everything else was cut off

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no matter if it was in the middle of an object

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or middle of a terrain

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it would be cut off

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And obviously the back faces would not load

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Or might that have just been fog

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?

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Giving it the illusion of progressive rendering

static viper
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thats still not enough

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it will still lag alot cause of render passes with the radius

plush yew
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Can you look at 10:55

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Of this video

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ะกะพะทะดะฐะฝะธะต ะธะณั€ะพะฒะพะณะพ ะผะธั€ะฐ ะดะปั UE4 ั‡ะตั€ะตะท World Machine ะธ ะฟั€ะพะณั€ัƒะทะบะฐ ะตะณะพ ะฟะพ ะบัƒัะบะฐะผ ะธัะฟะพะปัŒะทัƒั Level Streaming ----------------------------- I am / ะฏ VK: https://vk....

โ–ถ Play video
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If you don't mind

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He shows something very interesting

static viper
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i dont mind if that works.

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but everything stays.

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even that needs lod

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the job wont get easier

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and it will prolly not even look as good as a tes

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theres alot of variables

plush yew
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Will I not be able to just completely cut off objects

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Oh also

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Side note

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I can't program in C++

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I program in Java, Lua, C#

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not C++

static viper
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then c++ will get easy for you...

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anyways. lod is always needed

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and also you wont be able to bake anything here

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so dynamic light is a must

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you need to optimize at every point

plush yew
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Dynamic light in open world = RIP GPU = RIP CPU

static viper
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welcome

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but you stand 0 chance

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you cant bake here.

plush yew
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Ok

static viper
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as soon as you change one object everything gets lost

plush yew
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Well thanks for taking the time to explain things to me

static viper
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and it will takes weeks for the entire map.

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yee.

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dont roast yourself.

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and overthink everything always....

plush yew
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Opposite of my maths exams

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I need to stop overthinking

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because I get stuff wrong when I overthink

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:/

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@static viper

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Do you think

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Making a Hack and Slash

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With level s

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Like Darksiders II

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will work well?

static viper
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if its not 25km2

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XDDD

plush yew
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xD

static viper
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its not the size that makes the tes or fallout games great

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its the content

plush yew
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I was looking for an engine that is a right balance between great performance and great visuals

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I know I had content planned xD

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And land distribution

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everything pretty much

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xD

static viper
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ue4 is definitly right.

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but it isnt less work...

plush yew
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So I want to take UE4 and tweak it down a lot

static viper
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you either make a unique game... or a cheap knockoff

plush yew
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I want it to run at 1080p 30fps constant on like a gtx 760

static viper
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i wish you best luck.

plush yew
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Well thanks

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This is solo

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So

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My ass will be fried

static viper
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it will.

plush yew
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i know how much work goes into games

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don't think I don't

static viper
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i dont assume.

plush yew
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I know nothing about making an equipment system

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And about storing weapons on your body

static viper
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then make a small project and train that

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fuck everything up and start all over

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and someday you might have a valid solution wich you just execute

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not experiment

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and then you start planning code

plush yew
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Create dynamically generated levels in under 15 minutes! This technique is super easy to expand upon and I personally feel is a nice mix between 'true' procedural and allowing your artists to have some more control.

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He's using blueprints

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But as you said

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I'll still need LOD

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@static viper What's the biggest level you think I should hazard to do

static viper
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Im sorry butvim sleep now

plush yew
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Ok Gn

plush yew
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I'm having issues with ligghtmass, I only have a Directional Light and a Sky Light and it's a mobile project so I've tweaked some options light for example HDR is off.

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What can be the cause for this blurry effect in Lightmass when baking?

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The wall lighmass resolution is 64 but I've tried with higher resolutions and it doens't help

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and also if that was the issue it would be blurry in both sides, wouldn't it?

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Hey y'all hope everything is well. im reaching out because i am wondering if anybody has any experience using a FLEX-FLOW-HAIRWORKS Unreal merged engine

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and has had any luck combining that engine with the VRExpansionPlugin

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im getting some weird errors when i try to build

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i can post errors if anybody has any experience with this

floral heart
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I'm not sure what you mean by blur. Is it the normal maps not showing when in shadow?

cobalt scaffold
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i think he means the black spots that are blurry

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visible on the 2nd pic

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@plush yew did you get any warnings or errors while building light ?

plush yew
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No, I don't see any meaninful logs in the Output Log

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The lightmap on the left is just not as sharp as the one on the right, blurry like if the lightmap had less resolution in that side but is weird as the object is the same one as on the right and on the right it looks super sharp

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Also that black blurry spot you see on the right it doens't make any sense, there are no objects casting shadows at that point

cobalt scaffold
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do you have the importance volume setup correctly ?

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i don't have any experience with lightmass, the one time i did bake, i had to redo the uv's for the lightmap

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i had some black areas on wrong places

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but it was a unique mesh

plush yew
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Yes, it's enclosing the whole level, also if it was a matter of importance volume it would affect both sides, wouldn't it?

floral heart
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That black blurry spot on the right exists on every instance of that mesh (it's even there, though less visible, on the fully lit side). I think it's a problem with your mesh.

plush yew
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but why is it so blurry only on the right side?

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and big

floral heart
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You'd have to find that out by scrutinizing your mesh and its UV map.

plush yew
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If it was a problem with the UV mapping or the Lightmap wouldn't it affect both sides not only the object in the shade?

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I feel like it's some lightmass parameter but if I'm getting it wrong a pointer to the docs or a tutorial would be greatly appreciated as I've been looking for info to no avail

cobalt scaffold
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looking closesly again, i also see the same black spots on the meshes that are lit by light

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just not as visible

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move your mesh to a new project, try building there

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you'll see if it's something you did in the project or you'll need to take a closer look at the mesh

upbeat raptor
#

Hey everyone.

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I'm currently packaging my game for Android(Just for testing and fun, I've no actual game.).

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All the meshes load but my material doesn't.

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I'm packaging it to standalone.

plush yew
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@cobalt scaffold I've tried with a new project and it doens't seem to be happening so I guess is some parameter that I should tweak or maybe the fact that it's a mobile scalable project, don't know I will nedd to make more tests and see what's happening. Thanks for the help!

cobalt scaffold
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might be mobile related

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i'm not that familiar with the platform so can't really help further

upbeat raptor
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Well as far as I'm aware when I packaged it for Linux I had the same issue as well.

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I think it's something to do with how my content is being packaged.

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I have my material on it's own in the content folder

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Along with a folder called "Water" with my mesh and a texture.

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The mesh is loaded, the material and texture is not.

plush yew
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Does anyone know/remember where the setting for how close to the edge of the frame an instanced static mesh can get before it is culled is?

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I need to increase it, because they are popping away too early

idle sail
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K so im doing some vertex painting, im masking my texture before putting it into my lerp but when i go to paint the texture it either comes out black or white
like its not masking properly

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Ohhh solved it with another Lerp ez

slim mica
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When I try to import assets from an Epic's level

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I can import them with no problem but no material gets compiled

slim mica
violet cove
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@slim mica have you tried opening the material and saving it? That forces it to compile

slim mica
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I'm on it

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@violet cove Nothing happens

plush yew
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@slim mica Check that all the material dependencies are also imported, Parent Material, all the Functions that the material uses. Try double click on all of them and see if you can reach them

pallid compass
#

Anyone got a clue way my projectile would be moving so slow its unreal

violet cove
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change the velocity direction magnitude

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try changing it from 1 to like 3000

pallid compass
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its still so slow

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at 5000

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i tried 500k

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still slow

weary hull
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I cant read the blueprint, all blurry

pallid compass
#

its just homing settings

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deleted projectile movement comp

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put new one in

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still so slow

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this makes

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no sense D:<

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wait wth

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u need simulate phys on for proectile movement

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too work?

regal drum
fossil ore
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Is there a way to permanently save Pivot Position?

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It's pissing me off that Mantinee resets pivot

vast pine
#

That I least knew no. Pivot remains where the origin of the mesh is . Some people parent to a scene component in a bp to act as a pivot if needed ยฏ_(ใƒ„)_/ยฏ

eager light
fathom elm
#

Hey peeps. I don't know where to ask, but anyone has an idea why the Launch Tool stops at this point

"[2017.06.05-19.43.27:328][ 0]LogFileServer:Display: Read ../../../Engine/Content/Slate/Common/NoiseBackground.png, 5891 bytes
[2017.06.05-19.43.27:599][ 0]LogFileServer:Display: Read C:/Users/lostr/Documents/Unreal Projects/NodeUPNP/AssetRegistry.bin, 831043 bytes
[2017.06.05-19.43.29:045][ 0]LogCook:Display: Cooking /Engine/EngineDamageTypes/DmgTypeBP_Environmental -> C:/Users/lostr/Documents/Unreal Projects/NodeUPNP/Saved/Cooked/Android_ETC1/Engine/Content/EngineDamageTypes/DmgTypeBP_Environmental.uasset
[2017.06.05-19.43.29:148][ 0]LogSavePackage:Display: Finished SavePackage C:/Users/lostr/Documents/Unreal Projects/NodeUPNP/Saved/Cooked/Android_ETC1/Engine/Content/EngineDamageTypes/DmgTypeBP_Environmental.uasset
[2017.06.05-19.43.29:246][ 0]LogCook:Display: Cook complete ../../../Engine/Content/EngineDamageTypes/DmgTypeBP_Environmental.uasset
[2017.06.05-19.43.29:247][ 0]LogFileServer:Display: Read ../../../Engine/Content/EngineDamageTypes/DmgTypeBP_Environmental.uasset, 1060 bytes
"

even for freaking hours....

plush yew
#

hello!

Does anyone have any experience with deploying and packing projects? I'm trying to figure out if there are any real bad downsides of packing without using the pak file. It seems much more convenient that way when using Steam pipe

unreal sonnet
#

The more I learn about the Unreal Engine, the more I love it. I'm at a point in this learning curve now where it's all very rewarding to dig deeper in this rabbit hole

timber relic
#

Well, I think you might be reverse-engineerable?

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Anyone seen any tutorials at all for nvCloth?

fallen trench
#

How does one tie in sequencer events with a playable level? The player is stationary. It's a VR experience but i'd like to use sequencer to queue animations and effects and only give the player the ability to look around. Any pointers would be greatly appretiated ๐Ÿ˜„

subtle pendant
#

Question: Why do tree creation programs use multiple materials (1 for leaf, 1 for trunk, sometimes 1 for branches) per tree? Are the extra drawcalls not an issue with modern hardware?

static viper
#

they use for alpha

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the drawcalls increase

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but the math todo is simpler

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also texture data

undone harbor
#

Hi guys, do anyone of you know of a good QR code reader plugin for UE?

#

I looked through a range of repos, but most of them seems outdated.

vast pine
#

@unreal sonnet I started a ship prototype model for fun, I wanna mess around with mechanics like uniball

shadow ermine
#

!gameidea

plush yew
#

A strategy game where you run away from villains to find freedom.

shadow ermine
#

!gameidea

plush yew
#

A fighting game where you criticize clowns in an abandoned mansion.

shadow ermine
#

!gameidea

plush yew
#

A horror game where you stare at insects during the Machine Age but you're a vampire.

shadow ermine
#

!gameidea

plush yew
#

An adventure game where you wreck clowns to create a new industry in a dark cave and everyone in the game speaks a different language.

shadow ermine
#

!gameidea

plush yew
#

A role-playing game where you elevate crystals in an abandoned hospital.

shadow ermine
#

!gameidea

plush yew
#

A shooting game where you threaten boredom to save the world and your sidekick is a cat.

bitter edge
#

Does anyone know if you can create basic animations inside of 4.16? I rmember seeing a video about it from Epic but upon release I cant seem to find a reference for that feature.

cursive dirge
#

not sure if it's in 4.16 @bitter edge

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they list that feat as experimental for 4.17 on their roadmap

bitter edge
#

@cursive dirge Gotcha, I must have missed that.

cursive dirge
#

oh wait, I think it's some other feat

#

@bitter edge is this something else? https://trello.com/c/e12clLg1/75-animation-modifiers

Animation modifiers are a new type of native and blueprint class, they allow users to apply a sequence of actions to a given animation sequence or skeleton. A native or blueprint Animation modifier should always implement OnApply and OnRevert, the...

Labels

Physics/Anim/Audio

#

if it's that, then it's in 4.16

royal seal
plush yew
#

Lol that's so weird

#

Just add a Y input for arm movement

#

Just like X

#

but for Y

#

in the blueprints

royal seal
#

My camera aims wherever i want. The arms were added as skeletal mesh component like in the default first person BP, and the pistol blueprint was added to the arms using a child actor. If i were to add the pistol as a regular static mesh, it will follow the camera, but then ofcourse it is not a bluepritn so does not fire or do anything.

#

i will have a go

plush yew
#

Well

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you probably didn't connect some rotation function to the Y inputs

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Or something

#

Remember the computer is always right

#

It's humans that make mistakes.

royal seal
#

Lol i know that, did not suggest anything like that.

#

Just trying to find something i can connect arms to ๐Ÿ˜›

plush yew
#

Oh

royal seal
#

feels like i have to checka setting somewhere

plush yew
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Either a block that acts as atorso

#

or just each other

#

at the shoulders

#

As long as you keep your game always first person, no need for body

vast pine
#

Is the camera a child to the mesh arms?

#

Lol

plush yew
#

If that's the case, then he went full retard

#

You never go full retard

vast pine
#

Haha

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First person arms should be attached to the camera :0

plush yew
#

And that surely wouldn't matter

#

because it would move with it anyway

royal seal
#

No it isnt

#

Im so confused.

sterile cairn
#

Go and connect the arms to the camera.

royal seal
#

Pistol was child of camera earlier in week

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did not fix it

#

now i just dragged arms and pistol back under camera

#

and it fixes it?

#

that was first thing i tried ๐Ÿ˜ฆ

#

well, glad its fixed ๐Ÿ˜ƒ

sterile cairn
#

@royal seal If you're doing a FPS stop and download the "Shooter Game" demo project from the launcher. It has a lot of good stuff to glean from it.

royal seal
#

i watched multiple tutorials and made sure the arms and pistol were under camera, never worked, then i repeat it again and it works. I wonder if its because i fiddled with so many settings.

#

@sterile cairn Ive yet to check that project, ill take a look cheers.

sterile cairn
#

Its near the bottom of the "Learn" tab of the launcher.

royal seal
#

Ive got pistol with recoil, spread, emitter and sound etc, next i need weapon change/weapon pickup ๐Ÿ˜ƒ

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Yes found it cheers ๐Ÿ‘

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the FPS is alot better to control now that my pistol doesnt spas out hehe

vast pine
#

Fixed it?

royal seal
#

Yes man, the fix was what i tried earlier in the week, i even recreated my FPS controller from scratch, but this time a simple reminder from this helpful chat fixed it ๐Ÿ˜ƒ

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i just needed to try it again

#

next i need to work on the replication so i can see the bullet and pistol fire online.. lol.. i am sure that will be fun xD

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@vast pine Anything you are currently working on Kitty?

vast pine
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I'm working on a game called ultraball

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Different robotic sports games

royal seal
#

@vast pine Awesome, i like how you can see the ball near the crosshair too ๐Ÿ˜ƒ

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i think i have seen you comment on different UE4 videos i visit, recognize your youtube pic ^

vast pine
#

Yeah there is a vicinity and arena radar

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I visit forums a lot. Try and help where I can and see what help others get. "The more you know!" Lol

royal seal
#

๐Ÿ˜„ yeah

vast pine
#

Gamedev is a game ๐Ÿ˜ƒ

royal seal
#

I was so frustrated with the weapon arms not fully following the camera, here i am adding tons of different things, and one of the most basic problems had me stumped lol

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It is indeed ๐Ÿ˜ƒ Since i started with UE4 about 17 days ago, ive barely played any games

vast pine
#

Haha yeah I only play rl of I'm not working on something or at my normal kob

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Job

royal seal
#

๐Ÿ˜ƒ

vast pine
royal seal
#

I really like the idea, that we can tailor everything to what we always dreamed of (assuming you have the skills) but i like that i can learn things and then refine them, take a basic understanding of recoil and spread and tweak it over time until it feels very nice suited to your weapon, its just fun to see it made, nice feeling of pride of adding basic things too.

#

He looks kind of like a Warhammer space marine ๐Ÿ˜›

vast pine
#

Yup. Most of the fun inhale is figuring stuff out. Yeah fitting RoboJock ๐Ÿ˜ƒ

royal seal
#

I see that cool raptor/bird looking icon behind him, is that his teams icon or something that trails behind?

vast pine
#

It's actually being used as a reference point

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There is a circle around him dead center does nothing but

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It's movment is tied to the rotation of the camera

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Since it's dead center I have that parented to the sphere so as I look around it stays behind him in the middle

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So I can do math to get a frustum of distance starting at him and out in a cone like angle to detect if the ball is in range starting there

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So it's like is object between distance of 100-800 and within an angle of 45 degrees of forward camera vector. Works good ๐Ÿ˜ƒ

royal seal
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Thats nice ๐Ÿ˜‰

plush yew
#

When is training livestream "C++ Q/A" is going to start? Forum page had a link to countdown page, but im not seeing it now...

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o they have apparently postponed it ...

pallid compass
#

So guys thoughts on this, when it comes to modeling? do u ever actually use tri's? for cutting big amounts of edge loops away

weary hull
#

that sounds untidy

vast pine
#

Quads are best because they will convert to tries as I've been told

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And makes for easy loops

weary hull
#

its a lot easier to maintain surface continuity with quads

#

fewer lighting artifacts

worthy glen
#

Ayy Steam direct goes live next week. Goodbye greenlight.

#

Valve also revealed that along with the $100 Steam Direct fee, there will be a 30-day delay for new developers before they can actually release their first game on Steam. "This gives us time to review the developer's information and confirm that we know who we're doing business with," it explained. "Developers will also need to put up a 'coming soon' page for a couple of weeks prior to release, which helps get more eyes on upcoming releases and gives players a chance to point out discrepancies that our team may not be able to catch."

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They wernt kidding with the name either.

#

Literally directly on steam.

vast pine
#

Wonder if steam direct means no more early access

tall pendant
#

IIRC they said that they wont touch early access.

vast pine
#

So wonder what the review process is for a small game that is playable but no features hah

fierce tulip
#

tri's, quads, ngons, doesnt matter one bleep

vast pine
#

New projects supposed to use gamestatebase now right when creating your own child?

glossy flame
#

I wouldn't say there's a supposed to or not supposed to, it's like asking pawn vs character

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One is more specialized but requires more setup (tied in with the GameMode), the other is more basic

vast pine
#

I mean this is a new. So I only recall seeing someone say they're both there for legacy reasons

#

Gamemode and gamemodebase for example

glossy flame
#

Yeah, I'm not sure I'd entirely say it's only for legacy reasons, but the classes without base have more defined match flow states that a lot of people wouldn't need

tawdry hedge
#

Hey, everyone? With the new nvcloth clothing simulation system, is it possible to handle cloth simulations straight from the editor in 4.16?

#

And are there any missing features in nvcloth compared to APEX?

regal drum
#

If I wanted to create an effect, say like the player starts to get blurry vision from looking at a monster for too long, how would one do that?

craggy nymph
#

post process effect

bitter seal
#

Howdy all. I'm working in BPs. When I create a variable to hold my 'BP Motion Controller' the Variable Type drop down shows 2x'BP Motion Controller' classes. I deleted the saved and Intermediate folders and restarted, any other ideas? I have moved the VR blueprints to another folder (and then fixed up redirectors)

weary basalt
plush yew
#

Can someone save my life? My project crashes on launch and I can't find a solution on how to fix the following error-code because I can not enter my project...
"LogWindows:Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:c:\unrealengine-promoted\engine\source\runtime\core\public\Containers/Array.h] [Line: 634]"
So... does someone know how to fix this failed assertion? I guess it doesn't tell me "where" this exactly happens.

whole quarry
#

There should be log files kept somewhere in the project folders

plush yew
#

I took it from those log files

#

but they don't tell me where this error really occurs

whole quarry
#

Wierd, it should tell wich actor is causing the error

#

Have you tried to set a different map as default map or empty it so that UE4 creates a new default map?

plush yew
#

It crashes on launch so how can I change that? I can't even enter the project

whole quarry
#

In one of the ini files in the project folder

plush yew
#

hmm oh yeah there are config files

whole quarry
#

Not sure which one, I'm currently not at home so I can't look

plush yew
#

it's "DefaultEngine.ini"

#

well It helped to start the editor and so I know it appears to be linked to a certain map

#

but it still doesn't tell me why and when it breaks

whole quarry
#

Likely something you did in the last work session, you could try to delete the last actor you worked to see if you can open the map again

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If it does, there should be a Backup folder in the project files where you could restore a older version of that actor anf it place it back manually

plush yew
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I guess I will make a small map and insert the last few actors which I changed to notice which one breaks my project

plush yew
#

@whole quarry this is one of those days where ue4 doesn't make any sense at all.... I just tested all my stuff in a brand new map, every actor and bp on its own is working well and even the replication stuff is doing its job.... Then I wanted to check the map out which caused the crashes... but neither in the assets nor in the sublevels occured any crashes... now I loaded the whole map... and everything works fine as intended... as if there was never any problem... I don't get this

whole quarry
#

Welcome to UE4 I guess ๐Ÿ˜

plush yew
#

it's the first time that happened in a year xD

#

hmm but now, when I want to build/package my project, then the same error according to the array assertion occurs

sterile cairn
vast pine
#

Replay, oh how I long for you

#

The only resource I've heard of is digging into the unreal tournament source for their killcam

#

But im@holding out for the trello small glimmer of hope for more instant replay stuff

#

Some day..

sterile cairn
#

@vast pine Yeah, i was able to glean some from the ShooterGame project from the "Learn" tab, but there is pretty much nothing out there about it except for the tutorial I linked.

vast pine
#

I don't even want to release the game I'm working on till I have instant replay. So I've casually been developing lol

sterile cairn
#

I can load it up, scrub through the time, FF/RW but nothing is working in the replay. Can't even get it to follow the player's camera either.

#

FF/RW is simply jumping forward/back 10 seconds respectively... ๐Ÿ˜›

vast pine
#

Ah no fun.

spark lotus
#

does anyone know behind the scenes about timers? I'm observing that a timer expires after 60 seconds once it has been used, can anyone confirm this?

spark lotus
#

No, it seems as the garbage collection runs each minute. Or what? Edit: Confirmed

hot sandal
#

Have a question in #blueprint about game mode switching if anyone knows the answer.

glossy flame
#

Are you looking for something like GitHub? It's basically built for open-source projects

#

It might take a little bit to learn Git, but trust me, it's well worth it when managing a project

#

I don't see why it wouldn't be able to do that no, but it might not be ideal

#

If you're just looking to share assets something like Google Drive might work

#

If you're looking to publicize and maintain a project, some sort of source control like Git would be best

grim marten
#

you can't upload a file bigger than 100mb

#

so remember that

ancient spade
#

I was looking on my Epic profile section and tried to clean my screen for a minute until I realized it was on the webpage... dafuq?!

floral heart
#

Don't try to get rid of them, the NSA legally requires them to be there. /s

#

It's also better to black out things than blur them.

ancient spade
#

lol!

#

how can you decode those blurry parts? they are blurry pixels

#

It's not like in the movies where they have the IPFN technology

glossy flame
#

Enhancing image

ancient spade
#

IPFN (Inventing Pixel From Nowhere)

glossy flame
#

I think it's more of a "let's not take any chances" than "they'll probably be able to do it" :p

ancient spade
#

those are not important information,s just my email and old adress... but you know... I won't show them

floral heart
#

The thing with blur is the filter is known and you can sort of reverse it with enough computation. Alternately, if you just have a general idea of what the original input looks like, you can take existing text, blur it, and compare with the test image until you have the right match (a "T" blurs differently from an "L").

unreal sonnet
#

@vast pine Hey man how do you organize your Trello stuff? I was thinking of just having a bunch of boards, one for each category (e.g. one for AI, one for UI) and then using cards for each task in that category.

#

I only learned how to use Trello yesterday

vast pine
#

Never managed a trello before

#

@unreal sonnet ^

#

I had the app on my phone like years ago haha .

#

I'm old school i guess, Notebooks with scribbles and handwriting i can hardly read and a tone of Notes on my phone notepad

weary basalt
#

Ive got notes on my phone going back 7 years haha

unreal sonnet
#

Right on man, I've been doing it that way too all this time pretty much but recently tried to get into the Trello thing. I recognized the look of it in that picture so maybe I just got it confused.

weary basalt
#

I manage my Trello boards on an per developer basis.

#

Usually working with small teams it helps with seeing who is responsible for what

tribal kayak
#

Is there a way to utilize Can Walk Off Ledge (False) with VinterpTo and Set Actor Location? Right now it ignores it

vast pine
#

oh i wonder if i had the site open to look at the ue4 trello

#

seems like spring arms tend to glitch a bit if the camera is facing straight down

#

locked camera is dizzying

weary basalt
#

@vast pine Ive noticed springarms have alot of weird issues at certain angles. There is a few problems with the 3rd Person Template in this respect as well.

vast pine
#

I ended up setting the camera to WorldLocation fixed and use ticket to move it above the ship at a distance and vinterp set location the x,y to get the camera lag, seems to work well.

#

*tick

ebon saffron
#

Hi guys probably strange question and not sure how to word it but I kinda feel like I've hit a proverbial brick wall so to speak. When I first started learning programming I couldn't even get my head around a simple hello world app and day by day I learnt so much and kept pushing forward and forward and was amazed at how much I learnt but now it's got to the point where I feel stuck in a hole that I can't get out. I don't feel like I'm advancing anymore in my learning and I'm just wasting time . I guess what I mean is I'm not sure what I should be doing with what I have learnt . It doesn't seem to be enough to get anything out of it . Every team I join just falls apart or drizzle out or always waiting on assets that never come . Havnt released anything . It all just feels pointless . Anyone feel like this and any tips on what to do or how you get past it ? Thanks

river idol
#

did u look at programming tutorials that work specifically WITH the unreal engine, instead of just learning the concepts of programming itself?

#

since i first used Unity, this is where i first learned programming, and now im a computer science major in college
https://unity3d.com/learn/tutorials/s/scripting

Unity

Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.

#

by the way guys, some guy offered me a starting pay of $2k a month if i work REALLY HARD on his game, i live in a rich area and thats not a living wage over here, should i still take it?

#

because im living in a low income apartment with reduced rent price, i will be forced to move out with $2k a month, and survive all by myself with that wage

#

should i tell the guy to make it $2.5k a month so it can be a living wage?

#

i dont want to sound too spoiled

#

the taxes here are really high, so that will already take $500 or more out of my wage, so it will become $1.5k

zenith night
#

Hi all,
I'm rendering out a fly-through exterior scene working in the sequencer with UE 4.16. The problem I'm having is with my camera path, the camera I have is flipping as shown in the image, the red arrow shows where the camera is facing. I have keyed it's location/rotation/scale correctly so don't understand why this is happening - any ideas?
Cheers,
Martin

carmine rock
#

Hello, I'm having some trouble reading the statistics from the ue4stats-file in the session frontend. The time in the graph seems quite random to me and I can't figure out how to correctly use this to profile the game.

hazy lynx
#

hi all!

I have a level with a main part and an elevated platform that is reachable by an elevator. Both have to have a nav mesh built. Unreal builds navigation at the lower part, but the platform remains unbuilt (probably is considered unreachable area). How do I make Unreal build navigation on both areas?

kindred mountain
#

@jfaw take a look at hacknplan.com , much better than trello for gamedev imo

whole trellis
#

does anyone know how to fix "project could not be compiled try rebuilding from source manually"

#

Cause i started getting it all of a sudden today

glossy flame
#

You'll have to open the solution and see what the error is, that's just a generic "build failed" message

whole trellis
#

Thing is i didnt find any sln files in the folder

glossy flame
#

Is it a BP-only project?

whole trellis
#

bp- blue print?

#

no it's cpp basic code

#

with starter content

#

I think i found the problem

glossy flame
#

Ok, then you'll have to regenerate the sln, right click on your uproject and generate VS files

whole trellis
#

i didn't have the Windows SDK

#

could that be a problem?

#

That indeed was the problem, i didn't have the windows sdk installed.

full falcon
#

You should probably run the vs installer again and make sure game dev is checked and that you pick the win 8.1 stuff over on the right. Unless you just did it that way, then good job. @whole trellis

whole trellis
#

yeah that's where i got it from, thank you man @full falcon

sleek crown
#

Since there is no trouble shooting category I will write here.

buoyant echo
#

All categories are trouble shooting categories.. Just for those specific categories though ๐Ÿ˜›

#

Dunno where it goes? shoot here ;D

sleek crown
#

UE4 Issue with huge landscape.
How to create an issue:

  1. Generate landscape 16x16 km with 8x8 tiling
  2. Import it to UE4 and enable World Composition
  3. Press Play
  4. Enjoy ruined engine
#

Esp. any networking

#

Spamm etc.

#

Dedicated server required

#

Setting to enable world streaming only on client is enabled

static viper
#

its not fucked

#

^^

#

its a gamedev wide known error

#

a mathematic problem in double and quaternion

sleek crown
#

Hmmm

static viper
#

you have to solve that your own

sleek crown
#

Like int overflow?

static viper
#

with your big dev team

#

origin shifting is the keyword

#

but client wise.

#

err

#

i guess you wait for some mmo peeps

#

they know alol the hassle...

sleek crown
#

Kay, I thought that UE is shit. Just another time got it.

#

Thanks for answer anyway

static viper
#

yee

worn granite
pallid compass
#

Question regarding maya, if u do all the uvs in a group for a set of objects inside

#

Does that export over fine?

cursive dirge
#

there are no doubles in ue4 :p

#

also, thanks discord for autoscroll

#

@proven aurora also, ue4 jams are only 4 times in a year now

umbral fulcrum
#

Why does my engine keep crashing all the time?

#

Has anyone else had FBX importing problems?

#

And sometimes it crashes merely by changing materials.

solid matrix
#

#graphics anyone here use megascans atlases? I'm wondering what to do with the translucency map

sleek crown
#

@static viper Eh, since 4.14 just one bool and all things got fixed. Strange that its not inplemented by engine without that bool

#

@static viper Thanks u much about direction of our problem, Its minimized our time

heady coyote
#

Can anyone help me out with this? I just installed unreal engine and when I try to start a new project I get this error:

#

ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe

glossy flame
#

You most likely didn't install the necessary C++ tools alongside VS

#

They're not selected by defaultโ€”you have to manually select them when installing VS

heady coyote
#

I've got VS for windows 10, windows 8.1, and the game dev with C++ workload

glossy flame
#

Okay, so I take it you're on VS2017? The error is saying it can't find the compiler in VS2015, you might have to make a BP project to change your default IDE

#

I haven't installed 2017 personally and it's supposedly supported out of the box, but the error would suggest otherwise :/

heady coyote
#

Yeah my brother got it too

#

I made the BP project, how do I change default IDE>

thorny cipher
#

Why would these be a darker green

#

These specific boxes are having issues registering hits

cloud cobalt
#

PSA - Use source control

#

Always, all the time, when you create a project

#

That was all :/

storm venture
#

i had a backup for this exact reason

#

i watched the stupid little green bar copy 6gb worth of stuff

#

but its gone

cloud cobalt
#

Which is why you should have a repository on a server somewhere instead of copying files

thorny cipher
#

recyling bin?

storm venture
#

no its not in recycling bin everything is gone i even used recovery tools and the shit just vanished

cloud cobalt
#

What if you stumble and kick your computer a bit while it's writing and the hard drive is gone ? What if there is a fire ? Etc.

#

Source control with a repo on a remote, that's just software dev 101

#

It doesn't have to be cloud, you can setup a Perforce or a Git server on another computer

storm venture
#

i copied 6gb

#

watched it copy

#

said outloud to a friend "wow that was 6gb, glad i backed it up"

#

but no, i hallucinated that apparently

cloud cobalt
#

I'm sure you didn't hallucinate

storm venture
#

well either i hallucinated it or windows can just remove files and bleach them off the drive

#

on its own

cloud cobalt
#

I'm just saying - not specifically to you since this happens every week - that no one should work more than a few hours on a software project without a VCS in place with a remote backup

#

It's just a no brainer - most solutions are completely free, and the tools you get will make up the few days lost in learning Git or something

#

The entire point of VCS is that you can't loose versions, ever

#

I have the state of my project in 2014 right now if I need it

#

Version control isn't backup, it's version control - everytime you finish fixing a bug or adding a feature, you save that change, and then you can go back to either version anytime

#

Backup is just usually bundled in when you set it up

weary basalt
#

If your serious about game dev you should use source control.

storm venture
#

but for you to go back to a previous state of something you need to have that previous state available to go to

#

so how is that not backed up?

#

i understand its an old version, but version is more than just a number, is it not the whole file?

cloud cobalt
#

Basically, the VCS software stores changes, not files

storm venture
#

interesting

weary basalt
#

You can control how many "versions" of an file it keeps

storm venture
#

well what a pleasant way for me to be presuaded into using it

cloud cobalt
#

The last time I had a smallish project I didn't really care about but still was working on, I accidentally wiped it the day after I setup a Git repo for it

#

But this isn't just about backup, because you can also work locally and never backup your VCS repositiory anywhere else

storm venture
#

can this be used to allow multiple people to work on the same project?

weary basalt
#

Yes

cloud cobalt
#

It's what you need to do that, yes

storm venture
#

and this is free?

cloud cobalt
#

Depends on the one you pick. Programmers mostly use Git which is free and open-source and has plenty of free hosting.

weary basalt
#

Perforce is free for up to 5 users with unlimited space.

cloud cobalt
#

Perforce, which is best for content files, has some user count limits, and you need to provide the server

#

There is also Subversion which is older but works pretty well (also free)

weary basalt
#

I have my own local server on an dedicated box for my Perforce

storm venture
#

and by server, you mean like, when people set up something on, say, amazon web services, and they pay a couple bucks a month for a server?

#

or is that different?

#

because i hate messing with that stuff

weary basalt
#

No, you dont HAVE to do that.

storm venture
#

For Perforce?

weary basalt
#

Yes

#

I have another PC (server) thats locally connected to my network and all it does is manage my Perforce

storm venture
#

why can't i use my main pc for this?

weary basalt
#

You can

#

But having your server on the same machine as your working platform kinda defeats one of the purposes of Source Control

#

That is, as an backup platform

#

If your PC dies, or the HDD that everything is on dies, you have still lost everything.

#

Having it seperated solves that issue

storm venture
#

i have several drives, should that be enough?

#

backup on a separate drive from my working one?

weary basalt
#

That would be an better choice than having them on the same drive.

#

But yes to answer your original question, you can have an Perforce instance on your own Machine

storm venture
#

so should it be relatively easy (for someone who just learned about this) to set up perforce to handle the VCS stuff on one of my drives, and then work on a copy (that pulls from the perforce thing?) on the other drive?

#

and then set up two friends to link in as well?

weary basalt
#

Perforce has 5min tutorials on their website

storm venture
#

awesome

weary basalt
#

Its quite easy

storm venture
#

so perforce brings me to HelixCore?

weary basalt
#

Helix is what they call their "Versioning Engine"

storm venture
#

all i see for free is "30-Day Helix VCS Trial"

weary basalt
#

Yes they have an 30 day trial to kind of make you ignore the fact that they actually support it for free perpetually for up to 5 users

storm venture
#

oh, awesome

whole quarry
#

Anyone online with steam partnership? Ive a question about Lilaham

storm venture
#

@weary basalt if i have the perforce server and client set up on my machine and a friend has the client on theirs, and then my machine gets nuked, the project survives on my friend's machine, right?

#

so using a server on my main machine is perfectly fine if i have someone else who is connected?

weary basalt
#

Yes.

#

But they must always have the latest version

cloud cobalt
#

The project survives, but in the case of Perforce, the history probably won't.

weary basalt
#

^^

cloud cobalt
#

You would keep the working copy - not the changes

storm venture
#

but at least some relatively recent copy will survive

cloud cobalt
#

Yes

#

Git is the reference VCS today, and in that use case you wouldn't lose anything, because the full history is replicated on all copies

#

It's also much harder to learn than Perforce

storm venture
#

yeah i'd like to avoid extra learning as much as possible

#

for the perforce workspace, would it make sense to select my ue4 project folder?

cloud cobalt
#

I would advise an empty folder

#

Then copy your project inside it, and commit that as the first change

storm venture
#

i cant delete the workspace

#

wait why do i care

#

i appreciate the help from you two but everything ive done is gone and i cant remake it, im done

#

if i end up trying again ill try to use this perforce stuff

#

thanks

#

so sometimes when you delete something in UE4 it doesnt actually delete

#

i made a copy of my project

#

and then deleted the original

#

and then it immediately replaced it with the copy

#

so i clicked delete again

honest vale
#

chill

storm venture
#

oh sick idea bro

#

why didnt i think of that

static viper
#

what is going on here

#

XD

#

the day hasnt even started yet

storm venture
#

its's 4:30am for me, havent slept

static viper
#

XD

#

sounds like you want to

storm venture
#

i lost a project ive been working on for months

static viper
#

ok.

#

wait

#

seems like it isnt a huge deal to you

storm venture
#

?

static viper
#

well even tho you capsed a bit youre already finished with it

#

XD

honest vale
#

check the saved folder if there's anything

#

recycle bin

#

copy paste buffer

static viper
#

๐Ÿ˜„ oh hell

#

here we go

honest vale
#

It sucks, true

storm venture
#

joni i already used recovery tools and found hardly anything

honest vale
#

:\

static viper
#

so wait

#

tyler

#

how did it happen?

#

did you used perforce ๐Ÿ˜„

storm venture
#

i made a backup of a project and deleted the original but then ue4 deleted both

#

no i did not use perforce

static viper
#

what is making a backup to you

#

im a stranger to data loss

storm venture
#

copying literally the entire project folder with the entirety of everything ive been working on and pasting it elsewhere while i mingle with the original

static viper
#

ok

#

thats actually quite bad

#

but you figured

honest vale
#

when you pasted it back, did you paste a copy or did you cut it?

static viper
#

so it was basicly you

storm venture
#

for any other software on the planet it would have sufficed just fine

#

no, owl, it was ue4, 100% ue4's fault and that is undeniable

static viper
#

it is

storm venture
#

no joni i know why its gone and its stupid

static viper
#

cause if you had made it different then...

honest vale
#

it shouldn't delete anything if the copy was outside the project dir

#

I've done that many many times

static viper
#

no one should just copy a project somewhere else for backup...

#

youre supposed to pack it in a file

storm venture
#

well i did because every other software on the planet will work just fine with it

cloud cobalt
#

Please stop @storm venture

static viper
#

i have a huge vault of zip files with my prjects

#

and they are double stored in the main folder

storm venture
#

owl is fuckin with me and im trying to explain myself @cloud cobalt

cloud cobalt
#

Ignore Owl, that's always good advice anyway ๐Ÿ˜ƒ

static viper
#

well. at a point i was tryin to figure out what happened

storm venture
#

i already explained it

static viper
#

and oh boy i wasnt dissapointed

whole quarry
#

Reminds me of backing up my project ๐Ÿ˜

static viper
#

maybe i should too

storm venture
#

UE4 fails to delete files / folders very often, so I must delete them a second time for it to understand.
I deleted my main project after making a backup.
UE4 immediately searched and used my backup as the new original despite not being in the Unreal Projects folder.
I press delete again since I am so used to double deleting things.
Now both are gone.

static viper
#

to my knowledge thats not a bug

whole quarry
#

I need to learn to stop using Shift-Delete as well

static viper
#

i know that ue4 cant remove folders inside the editor

#

thats why you remove that entirely manually in windows content

#

and no

#

you never remove the main project

storm venture
#

Oh? So explain to me where it's explained that UE4 can look OUTSIDE of it's designated folder

static viper
#

what do you mean by outside

whole quarry
#

C:\UE4\Projects vs C:\Backup\Folders

storm venture
#

Your UE4 projects go inside the Unreal Projects folder

static viper
#

ue4 can use all perforce/git paths. and everything from its inside

#

no they dont

#

they dont go there

storm venture
#

yes

static viper
#

i changed it

storm venture
#

they do

whole quarry
#

I've expierenced that too

static viper
#

the path is too long

#

i do amsanity way

storm venture
#

Your UE4 projects go inside the Unreal Projects folder

#

I made a backup outside of that folder.

#

It reached into that folder and deleted my project.

#

this is not difficult to understand

honest vale
#

I'm guessing you accidentally cut it from the folder instead of copying it

storm venture
#

no

#

UE4 fails to delete files / folders very often, so I must delete them a second time for it to understand.
I deleted my main project after making a backup.
UE4 immediately searched and used my backup as the new original despite not being in the Unreal Projects folder.
I press delete again since I am so used to double deleting things.
Now both are gone.

honest vale
#

are you sure the backup was done when you deleted it?

storm venture
#

yes

#

i recreated this scenario twice just now to confirm

static viper
#

ok

#

so now were done with the explaining

#

what are you going todo now

storm venture
#

i already said that

static viper
#

ok be done ๐Ÿ˜ƒ

#

go do something else

#

cya

#

later.

#

how do i describe that

honest vale
#

I usually use natural numbers for that

static viper
#

im old enough to not get enraged about this if i were you

#

XD

honest vale
#

๐Ÿ˜‰

static viper
#

and also

#

just for the record

#

and for the backup

#

im old enough to make backups

#

XD

cloud cobalt
#

Just stop, seriously. This discussion isn't going anywhere

storm venture
#

i did but owl is provoking like the child he is

static viper
#

i told you to go do something else

cloud cobalt
#

Ignore him, mute him

static viper
#

sexy โค

storm venture
#

sorry to offend you kiddo

static viper
#

sorry that you lost your project. But you should go do something else.

storm venture
#

i'm watching netflix on my other monitor

#

i have the ability to multitask

cloud cobalt
#

Guys ?

storm venture
#

sorry

#

Thanks though Stranger, by the way

#

for the tips with perforce

cloud cobalt
#

You're welcome, sorry about your project

storm venture
#

ill definitely set something like that up for my next project

whole quarry
#

๐Ÿ˜‚

#

7min to late, but that was funny ๐Ÿ˜

whole quarry
#

@storm venture maybe a bit to late but if the project was on a HDD you could try to use a NFTS recovery tool

ebon saffron
#

Yeah I learnt the hardway about backing things up lost my whole portfolio . Now I quadruple backup . I use git, copy the folder files onto another drive , also onto an external drive in case the other drive fails and finally I use USB to transfer it to my backup computer lolz problem. Overkill but I'm not going to loose stuff again

whole quarry
#

Im going to play mega save too

#

Perforce for VC on external machine and weekly back ups to USB

ebon saffron
#

It is annoying how unreal is bad at deleting things though . Usually I delete from in editor then fix up redirector then open the folder directly and delete also from there close editor . Re open and it works fine . Sucks you can't delete c++ classes from inside editor too

cloud cobalt
#

Deleting C++ classes makes zero sense

#

At least in the "content browser" point of view

whole quarry
#

Why? I dont understand either

cloud cobalt
#

It would really be "delete source file, regenerate makefiles, build and hot reload"

#

And that can be a 5-minutes blocking operation depending on the project

#

Not to mention refactoring the sources to remove references to that class, which is basically impossible if it's used in the sources

ebon saffron
#

Yeah I understand why just would be cool if it could be done . Like right click delete and it takes care of everything for you rather than having to manually do it all

cloud cobalt
#

C++ is just not the language for that

#

But if you have a class that needs deletion and is only used by Blueprint classes, and isn't referenced in the sources, it might actually be a Blueprint class instead

grim sinew
#

Yeah, "UE4 immediately searched and used my backup as the new original despite not being in the Unreal Projects folder" should never be a sentence someone says. It doesn't matter, in the slightest, that it's "Just what the engine does", it's stupid behavior and causes problems, especially since Unreal treats it as shift+del instead of throwing the project in the recycle bin.

#

Same deal with the launcher. If I have a project copied into two locations, and the Epic Games Launcher decides to scan the other folder, if I'm not paying attention I might wipe the wrong version of the project. Just in general, Epic needs to remember the recycle bin exists for a reason.

#

It shouldn't be every day people are deleting entire projects, the extra two clicks to actually free up the space won't kill anyone.

#

Installing Git or Perforce solely to be used as a glorified recycling bin is insane, no other content creation tool or program requires that for something so basic.

pallid compass
#

Can you not bake Id map in XNormal using multi materials?

velvet estuary
#

HEy uhh, i have an idea but im not sure how to pull it off

patent bane
#

I'm creating a plugin that depends on a few DLLs. they work well when running from within the editor, but obviously they dont get copied into the packaged build. where can i specify code that does that? (i.e. runs after packaging to copy the dlls to the correct location)

long ice
#

Any of you smart mfs know if it's possible to create a simple object like a 3D rhombus (cube-ish object) using a series of vertices in blueprint?

#

I don't think anything is explicitly built in, but maybe someone can think of what my next step would be

floral heart
#

The procedural mesh component?

orchid sable
#

thanks for any insight

quartz patrol
#

Guys. question there is some kind of Maximum amount of triangles for the mesh that will be main on player eyes?

fierce tulip
#

not really

timid flame
#

Anyone know the process of pulling/merging a commit from git? Haven't used it in a while and I wanted to test out #2340 for texure array support; already have gitdesktop linked and the current repo set to UE's

#

Although it also says that branch has conflicts that must be resolved

fluid basin
#

Is it normal for the character's capsule component not to follow the character during a root motion animation??

#

And why does the character quickly slides back to his initial position when a root motion animaition finishes?

plush yew
#

@storm venture you should try a recovery program

#

as long as you do not overwrite the disk space you should be able to recover it

coral zenith
#

Trying to understand something with materials at the moment. I made a simple material with a Diffuse and Normal map and plugged it into the attribute pins and the stats give me 4/16 texture samplers. If I create a material function with the same diffuse and normal maps and plug that function into another material. It reduces the texture samplers to 3/16. What sampler is being dropped? The instructions on both materials are the same.

devout tiger
#

@orchid sable can you press ` and the console shows up? Type "Travel <map name>" if so

#

I'm looking to store some information about singleplayer maps for my game (display name, description, if you've unlocked it or not, etc.) - would it make sense to just use a datatable for this

orchid sable
#

@devout tiger no console comes up (tho it is in dev mode) because it doesnt even make it that far

#

dont think its loading a blank map

devout tiger
#

Can you attach a debugger and hit pause and see if it's stuck somewhere?

orchid sable
#

how do I do that?

#

attach a debugger

#

can just google that?

devout tiger
#

Is this a Blueprint only project?

orchid sable
#

no, its c++ but 99% is blueprints

devout tiger
#

Windows/Visual Studio?

orchid sable
#

yessir

#

so attach it to the game that wont work

devout tiger
#

Also are you starting in VR mode? Rift or Vive

#

Why not?

orchid sable
#

vive

#

but the build auto goes to vr mode

#

but it just sits at black

#

log doesnt seem to have any errors

devout tiger
#

I know if I set "vr.mirrormode 0" on Vive

#

Then mine in the editor will boot up to a black window that doesn't show the console - because it's showing up in the headset

orchid sable
#

hrmm, didnt think v =r was working, ill check it out ty

devout tiger
#

Mine just need to put the headset up ot your face :p

orchid sable
#

haha would be hilarious, tho we've been having this issue for a bit and it hasnt been working

#

ill digg in with the debugger too, ty for the insight ๐Ÿ˜ƒ

fluid basin
#

Can someone who understands about Root Motion animations help me?

rigid lake
#

OK, so-- I'm pretty sure this is a ridiculous newbie question here, but it's been driving me crazy. What I'm trying to do is make a kung fu 'swoosh' FX, and I can make the materials and the geo, and hook them up to a mesh emitter in cascade. What I can't seem to figure out how to do is have a particle emitter follow that arc-- an orbit will get me particles around a cental point, but I want an emitter to move in roughly the same motion as the front of the swoosh, kind of like a comet head spitting out particles.
Rotation seems to just control the spin of the sprites themselves, location will get me an offset, but what I really want is an arc-- like a way to parent the emitter to something spinning and then give it an offset?

#

(Orbit seems to just control the particles, which is nice, but I want to move the emitter)

safe rose
#

@rigid lake So, you want something like a trail?

rigid lake
#

LIKE a trail but not actually a trail. Like if was holding a sparkler out at arms length and then spun around?

safe rose
#

Nice

#

Luckily, there's this thing called ribbons

#

Or anim trails

rigid lake
#

No, really, not a ribbon, that I'm looking for.

safe rose
#

Well, if you want something to follow something else

#

You're either doing it that way or manually animating it via BP

rigid lake
#

OK. So there's no native way to do this in Cascade, Blueprint is the only way to do it?

safe rose
#

Can you draw out what you want?

rigid lake
#

Yes.

fierce tulip
#

atach the particle with trail or other particles to a socket in persona.

google ue4 animtrail tutorial or so

safe rose
#

He said he didn't want that

#

ยฏ_(ใƒ„)_/ยฏ

fierce tulip
#

its easiest way

safe rose
#

I know

fierce tulip
#

you can still attach non ribbon things to it

#

else attach it to a spring arm that rotates. but thats more work for less control

rigid lake
#

Really? I thought I could only attack ribbons to other particles? The "Source" module only comes up when I put on the Ribbon type data?

safe rose
#

@rigid lake Did you look at my second video post?

#

That's what we're talking about

rigid lake
#

Second video only seems to work if you're trying to get it to follow a skeletal mesh?

#

And only if you're trying to make it do an anim trail, rather than scattered sprites?

#

finishes video Yeah, definitely not. ๐Ÿ˜ฆ

plush yew
#

do any of you use sourcetree

glossy flame
#

I've used in the past, what's up?

plush yew
#

theres this suo file thats pissing me off

#

how do i stop tracking it, ive already right clicked and pressed 'stop tracking'

#

it still keeps showing up in unstaged files

glossy flame
#

Add the extension to your .gitignore

plush yew
#

i thought i did that

#

lemme check

glossy flame
#

Oh, okay, hmm

#

If you did, I'm not really sure, SourceTree seemed to do weird stuff like that often :/

#

Also, make sure you commit your .gitignore after you change it