#ue4-general
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oh i see
they accumulate
Alright, thank you ๐ I will play around with addforce then.
the imporatant thing is that you mutiply speed/acceleration/force you apply each frame by tha frame time
old news
@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.
the tick event has a variable under the exec pin
Delta Seconds, yea
I think i may be extra stupid today, struggling to find a efficient way to loop mouse input on a delay
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?
Try the Blueprints section of the Marketplace
There are also some C++ projects on the Marketplace that are frameworks for games
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?
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
@weary basalt
@past pilot Remove any visibility modifiers in the UPROPERTY?
` // Mesh to be shown on item destruction
UPROPERTY(EditAnywhere, BlueprintReadWrite)
UStaticMeshComponent* DestructableMesh;
`
this is how im declaring it
okay I found this adventure kit https://www.unrealengine.com/marketplace/adventure-kit but it's very pricy, do you know any alternatives? @weary basalt
@past pilot EditAnywhere is most likely whats causing the visibility issue. What do you want to see, do you want it to appear everywhere?
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
@placid kraken Not sure about Adventure Kits, you may need to just browse around for awhile and check everything out to see wahts available
my other EditAnywhere vars show up fine
hm okay, because it's the only thing I found so far :/ @weary basalt
@past pilot Oh you may need to specify an Category for it.
i did, didnt work so i took it out
other vars with no category showing fine as well ๐ฆ
Mmm
its just odd that it is in the details of the BP when its data only
Yes
then when i click open blueprint or whatever poof
Is it attached to the root component?
It may only appear in the Components panel
Usually as an Inherited component
it isnt initialized
there isnt actually a component for it yet
it will get created when needed
should i change it from a component to just a static mesh?
@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.
Good luck
Hey guys, probably a really simple problem, but I cannot get lighting to build despite trying everything I can find on forums and answerhub.
run games, compare
it's totally pointless for us to guess what are regular temps on your system
I'll try that out. Thanks.
Does anyone know where the dithered foliage LOD's went?
Upgraded from 4.14 to 4.16
Actually, currently trying the checkboxes on materials introduced in 4.15 ๐
Here's to compiling a couple hundred shaders ๐
Yep, that worked
How long will It take to see a game similar to Battlefield on Unreal Engine?
Until you make one.
well its not pubg
XD
and between bf 2 and one lay like
....
20 years
XD
3000
hey guys, any idea why my first person controller's hand and gun is blurry
Player's Camera Post Processing settings maybe... DOF
all the fields in lens->depth of field are inacive, do i need to enable these?
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
enabling the Depth of field's Method with default method fixed the blurryness though
Hello
Is anyone here building a large open world?
?
Anyone can offer advice on it regardless?
seems like my values in Postprocess volume were messed up, fixing now, thanks @static viper @ancient spade
Not everyone is checking every channel every 2 minutes.
Yeah but there were about 3 people talking just then so I assumed that there were people active
Can you possibly help me please?
I don't know anything about large open worlds. Landscape and the 'world composition' feature set scare me.
I was wondering if there was a feature that dynamically loads chunks without me having to do hitscans on each individual chunk
and then manually split the map up
Because that is very impractical
The world streaming feature does not work on a radius from the player
For example
You have to manually trigger it and split the map up into levels
AFAIK
also try asking in #level-design probably you can find help there
i guess so
@plush yew
yes
what size in km
About 15 square miles
Maybe more
Big maybe
So about 25 km
@static viper
I'm looking to have it tiled like this guy:https://www.youtube.com/watch?v=Ww-8xkCX5YU
Large Tiled Open World Streaming Test ะขะตัั ัััะธะผะฐ ะฑะพะปััะพะณะพ ะพัะบัััะพะณะพ ะธะณัะพะฒะพะณะพ ะผะธัะฐ ----------------------------- I am / ะฏ VK: https://vk.com/valentin.karyagi...
But I don't want to manually split everything up
so
heres the best advise you will get
at all
use 3 levels of lod
and create a massive culling box
i created a world with 2kmยฒ once
and had trouble
the grid system of bethesda games is too advanced.
lods are made by your modeller
they are levels of detail
google that.
a culling box makes stuff invisible from a certain size in distance
less to render
a way to get rid of details
I know in modelling, a backface culling is when you can't see things from a certain viewpoint
OH
So you're sayinh
i hope your team is big
cause you are in an awful swamp of work
๐ฆ
Environments are not that hard to put together
I use grass very sparingly
And I have a plan of objects and things on the map
trust me. i did this once with 2kmยฒ
I don't know how to do the rendering as i said
its really hard.
then you prolly have someone
cause
if you dont
then stop and start a new smaller thing
Do you think this will be easier in another engine or?
maybe you learn something from failing at a size like this.. but belive me if i wouold have knewn....
cryengine is made for open worlds
but i can tell you that ue4 is capable too
there's a limit on the map resolution size
Only gives you checkboxes
you need alot of experience in forhand.
and the biggest one is like 3k by 3k
if you dont have that youre going to make huge errors that will cost you time and money
And you can get from one side to the other in like 1-2 minutes
I will say this
I'm alone
Pretty much
I have a friend that will help me with some assets in terms of models
then take everything away and do 1kmยฒ
But other than that I'm on my own
make something small but make it really good.
but do not experiment on such a huge thing.
experiment somewhere else
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
It's inspired by a DnD campaign
they had 25 people on morrowind
so the leveling of it won't really work necessarily ๐ฆ
Out of the 200, only 2 did all the art
they needed all these people
how are you gonna compete if you dont even know how the world is gettin rendered efficiently
you havent answered the basics yet
don't be a negative nancy, owl
he's ambitious. Let him be, and if he needs more people he'll get them
I'm not stubborn
im tryin my best to be much worse.
ambitious will cost him time he can spend on much smaller things
yeah true
the details that make a difference really
for now, I suppose working on the basics while you write up a detailed game description is a good start
ะกะพะทะดะฐะฝะธะต ะธะณัะพะฒะพะณะพ ะผะธัะฐ ะดะปั UE4 ัะตัะตะท World Machine ะธ ะฟัะพะณััะทะบะฐ ะตะณะพ ะฟะพ ะบััะบะฐะผ ะธัะฟะพะปัะทัั Level Streaming ----------------------------- I am / ะฏ VK: https://vk....
This guy is showing something cool
Not Russian btw I can't understand him either, but he pretty much made it work
i wish you best luck. but i highly advise you to break everything down and work on a much smaller base.
you will get yourself badly hurt
That means changing my entire game
no
it means writing it down freezing it and starting a new project
a new game
something that you can understand completly and build in your head step by step
Ok
something you dont need to ask questions
if you are at that level with your 25 game. then you are ready to execute.
and execute is the only thing on such a game
cause experiments will likely get your game unstable or killed.
and also your health.
you dont want to sit there at the half and sayin... if i just hade knewn...
why didnt i tested it...
Yeah
before hand much smaller.
I mean I saw in lots of games
a radial thing
where everything in a certain radius is rendered
but everything else was cut off
no matter if it was in the middle of an object
or middle of a terrain
it would be cut off
And obviously the back faces would not load
Or might that have just been fog
?
Giving it the illusion of progressive rendering
thats still not enough
it will still lag alot cause of render passes with the radius
Can you look at 10:55
Of this video
ะกะพะทะดะฐะฝะธะต ะธะณัะพะฒะพะณะพ ะผะธัะฐ ะดะปั UE4 ัะตัะตะท World Machine ะธ ะฟัะพะณััะทะบะฐ ะตะณะพ ะฟะพ ะบััะบะฐะผ ะธัะฟะพะปัะทัั Level Streaming ----------------------------- I am / ะฏ VK: https://vk....
If you don't mind
He shows something very interesting
i dont mind if that works.
but everything stays.
even that needs lod
the job wont get easier
and it will prolly not even look as good as a tes
theres alot of variables
Will I not be able to just completely cut off objects
Oh also
Side note
I can't program in C++
I program in Java, Lua, C#
not C++
then c++ will get easy for you...
anyways. lod is always needed
and also you wont be able to bake anything here
so dynamic light is a must
you need to optimize at every point
Dynamic light in open world = RIP GPU = RIP CPU
Ok
as soon as you change one object everything gets lost
Well thanks for taking the time to explain things to me
and it will takes weeks for the entire map.
yee.
dont roast yourself.
and overthink everything always....
Opposite of my maths exams
I need to stop overthinking
because I get stuff wrong when I overthink
:/
@static viper
Do you think
Making a Hack and Slash
With level s
Like Darksiders II
will work well?
xD
I was looking for an engine that is a right balance between great performance and great visuals
I know I had content planned xD
And land distribution
everything pretty much
xD
So I want to take UE4 and tweak it down a lot
you either make a unique game... or a cheap knockoff
I want it to run at 1080p 30fps constant on like a gtx 760
i wish you best luck.
it will.
i dont assume.
I know nothing about making an equipment system
And about storing weapons on your body
then make a small project and train that
fuck everything up and start all over
and someday you might have a valid solution wich you just execute
not experiment
and then you start planning code
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.
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' proce...
He's using blueprints
But as you said
I'll still need LOD
@static viper What's the biggest level you think I should hazard to do
Im sorry butvim sleep now
Ok Gn
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.
This is the left side,directly illuminated
This one is the right side that is in the shade
What can be the cause for this blurry effect in Lightmass when baking?
The wall lighmass resolution is 64 but I've tried with higher resolutions and it doens't help
and also if that was the issue it would be blurry in both sides, wouldn't it?
The light samples volume looks like this
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
and has had any luck combining that engine with the VRExpansionPlugin
im getting some weird errors when i try to build
i can post errors if anybody has any experience with this
Also, my lightmass settings
I'm not sure what you mean by blur. Is it the normal maps not showing when in shadow?
i think he means the black spots that are blurry
visible on the 2nd pic
@plush yew did you get any warnings or errors while building light ?
No, I don't see any meaninful logs in the Output Log
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
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
do you have the importance volume setup correctly ?
i don't have any experience with lightmass, the one time i did bake, i had to redo the uv's for the lightmap
i had some black areas on wrong places
but it was a unique mesh
Yes, it's enclosing the whole level, also if it was a matter of importance volume it would affect both sides, wouldn't it?
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.
You'd have to find that out by scrutinizing your mesh and its UV map.
Those are the UV and Lightmap. Lightmap is autogenerated by UE. I can't see anything wrong. Any idea?
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?
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
looking closesly again, i also see the same black spots on the meshes that are lit by light
just not as visible
move your mesh to a new project, try building there
you'll see if it's something you did in the project or you'll need to take a closer look at the mesh
Hey everyone.
I'm currently packaging my game for Android(Just for testing and fun, I've no actual game.).
All the meshes load but my material doesn't.
I'm packaging it to standalone.
@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!
might be mobile related
i'm not that familiar with the platform so can't really help further
Well as far as I'm aware when I packaged it for Linux I had the same issue as well.
I think it's something to do with how my content is being packaged.
I have my material on it's own in the content folder
Along with a folder called "Water" with my mesh and a texture.
The mesh is loaded, the material and texture is not.
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?
I need to increase it, because they are popping away too early
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
Ohhh solved it with another Lerp ez
When I try to import assets from an Epic's level
I can import them with no problem but no material gets compiled
@slim mica have you tried opening the material and saving it? That forces it to compile
@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
I cant read the blueprint, all blurry
its just homing settings
deleted projectile movement comp
put new one in
still so slow
this makes
no sense D:<
wait wth
u need simulate phys on for proectile movement
too work?
Tried to recreate this guy in Fuse, horrible mistake
Is there a way to permanently save Pivot Position?
It's pissing me off that Mantinee resets pivot
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_(ใ)_/ยฏ
hey guys i have a big shadow over my landscape haw can i fix it
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....
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
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
Well, I think you might be reverse-engineerable?
Anyone seen any tutorials at all for nvCloth?
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 ๐
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?
they use for alpha
the drawcalls increase
but the math todo is simpler
also texture data
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.
@unreal sonnet I started a ship prototype model for fun, I wanna mess around with mechanics like uniball
!gameidea
A strategy game where you run away from villains to find freedom.
!gameidea
A fighting game where you criticize clowns in an abandoned mansion.
!gameidea
A horror game where you stare at insects during the Machine Age but you're a vampire.
!gameidea
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.
!gameidea
A role-playing game where you elevate crystals in an abandoned hospital.
!gameidea
A shooting game where you threaten boredom to save the world and your sidekick is a cat.
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.
not sure if it's in 4.16 @bitter edge
they list that feat as experimental for 4.17 on their roadmap
@cursive dirge Gotcha, I must have missed that.
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...
Physics/Anim/Audio
if it's that, then it's in 4.16
Can someone help me with this? My Arms + Pistol move perfectly with the character when i aim horizontally, but when i aim vertically up or down, they do not follow the camera and actually clip through the camera if you aim up or down too much, here is a 15 second video to show: https://www.youtube.com/watch?v=qeUWRDizVC8&feature=youtu.be
Lol that's so weird
Just add a Y input for arm movement
Just like X
but for Y
in the blueprints
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
Well
you probably didn't connect some rotation function to the Y inputs
Or something
Remember the computer is always right
It's humans that make mistakes.
Lol i know that, did not suggest anything like that.
Just trying to find something i can connect arms to ๐
Oh
feels like i have to checka setting somewhere
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
Go and connect the arms to the camera.
Pistol was child of camera earlier in week
did not fix it
now i just dragged arms and pistol back under camera
and it fixes it?
that was first thing i tried ๐ฆ
well, glad its fixed ๐
@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.
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.
Its near the bottom of the "Learn" tab of the launcher.
Ive got pistol with recoil, spread, emitter and sound etc, next i need weapon change/weapon pickup ๐
Yes found it cheers ๐
the FPS is alot better to control now that my pistol doesnt spas out hehe
Fixed it?
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 ๐
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
@vast pine Anything you are currently working on Kitty?
I'm working on a game called ultraball
Different robotic sports games
GPU: GeForce GTX 660 CPU: Intel(R) Core(TM) i5-4690K CPU @ 3.50GHz Memory: 16 GB RAM (15.91 GB RAM usable) Current resolution: 1920 x 1080, 60Hz Operating sy...
@vast pine Awesome, i like how you can see the ball near the crosshair too ๐
i think i have seen you comment on different UE4 videos i visit, recognize your youtube pic ^
Yeah there is a vicinity and arena radar
I visit forums a lot. Try and help where I can and see what help others get. "The more you know!" Lol
๐ yeah
Gamedev is a game ๐
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
It is indeed ๐ Since i started with UE4 about 17 days ago, ive barely played any games
๐
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 ๐
Yup. Most of the fun inhale is figuring stuff out. Yeah fitting RoboJock ๐
I see that cool raptor/bird looking icon behind him, is that his teams icon or something that trails behind?
It's actually being used as a reference point
There is a circle around him dead center does nothing but
It's movment is tied to the rotation of the camera
Since it's dead center I have that parented to the sphere so as I look around it stays behind him in the middle
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
So it's like is object between distance of 100-800 and within an angle of 45 degrees of forward camera vector. Works good ๐
Thats nice ๐
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...
o they have apparently postponed it ...
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
that sounds untidy
Quads are best because they will convert to tries as I've been told
And makes for easy loops
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."
They wernt kidding with the name either.
Literally directly on steam.
Wonder if steam direct means no more early access
IIRC they said that they wont touch early access.
So wonder what the review process is for a small game that is playable but no features hah
tri's, quads, ngons, doesnt matter one bleep
New projects supposed to use gamestatebase now right when creating your own child?
I wouldn't say there's a supposed to or not supposed to, it's like asking pawn vs character
One is more specialized but requires more setup (tied in with the GameMode), the other is more basic
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
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
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?
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?
post process effect
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)
Multiple classes of same name
^ Answered in #blueprint
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.
There should be log files kept somewhere in the project folders
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?
It crashes on launch so how can I change that? I can't even enter the project
In one of the ini files in the project folder
hmm oh yeah there are config files
Not sure which one, I'm currently not at home so I can't look
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
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
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
I guess I will make a small map and insert the last few actors which I changed to notice which one breaks my project
@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
Welcome to UE4 I guess ๐
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
Anyone have any good resources for getting the replay system working? I know of this one: https://wiki.unrealengine.com/Replay_System_Tutorial
Its great for getting started, but I could use some more direction on how to make the replay follow the player's actions and such.
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..
@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.
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
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... ๐
Ah no fun.
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?
No, it seems as the garbage collection runs each minute. Or what? Edit: Confirmed
Have a question in #blueprint about game mode switching if anyone knows the answer.
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
WTF?
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?!
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.
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
Enhancing image
IPFN (Inventing Pixel From Nowhere)
I think it's more of a "let's not take any chances" than "they'll probably be able to do it" :p
those are not important information,s just my email and old adress... but you know... I won't show them
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").
@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
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
Ive got notes on my phone going back 7 years haha
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.
I manage my Trello boards on an per developer basis.
Usually working with small teams it helps with seeing who is responsible for what
Is there a way to utilize Can Walk Off Ledge (False) with VinterpTo and Set Actor Location? Right now it ignores it
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
@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.
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
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
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
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
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
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.
This is the time for around 68 seconds, but it's not consistently 10x the seconds
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?
@jfaw take a look at hacknplan.com , much better than trello for gamedev imo
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
You'll have to open the solution and see what the error is, that's just a generic "build failed" message
Thing is i didnt find any sln files in the folder
Is it a BP-only project?
bp- blue print?
no it's cpp basic code
with starter content
I think i found the problem
Ok, then you'll have to regenerate the sln, right click on your uproject and generate VS files
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.
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
yeah that's where i got it from, thank you man @full falcon
Since there is no trouble shooting category I will write here.
All categories are trouble shooting categories.. Just for those specific categories though ๐
Dunno where it goes? shoot here ;D
UE4 Issue with huge landscape.
How to create an issue:
- Generate landscape 16x16 km with 8x8 tiling
- Import it to UE4 and enable World Composition
- Press Play
- Enjoy ruined engine
Esp. any networking
Spamm etc.
Dedicated server required
Setting to enable world streaming only on client is enabled
its not fucked
^^
its a gamedev wide known error
a mathematic problem in double and quaternion
Hmmm
you have to solve that your own
Like int overflow?
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...
yee
@proven aurora https://itch.io/jams
Question regarding maya, if u do all the uvs in a group for a set of objects inside
Does that export over fine?
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
Why does my engine keep crashing all the time?
Has anyone else had FBX importing problems?
And sometimes it crashes merely by changing materials.
#graphics anyone here use megascans atlases? I'm wondering what to do with the translucency map
@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
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
You most likely didn't install the necessary C++ tools alongside VS
They're not selected by defaultโyou have to manually select them when installing VS
I've got VS for windows 10, windows 8.1, and the game dev with C++ workload
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 :/
Why would these be a darker green
These specific boxes are having issues registering hits
PSA - Use source control
Always, all the time, when you create a project
That was all :/
i had a backup for this exact reason
i watched the stupid little green bar copy 6gb worth of stuff
but its gone
Which is why you should have a repository on a server somewhere instead of copying files
recyling bin?
no its not in recycling bin everything is gone i even used recovery tools and the shit just vanished
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
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
I'm sure you didn't hallucinate
well either i hallucinated it or windows can just remove files and bleach them off the drive
on its own
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
If your serious about game dev you should use source control.
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?
Basically, the VCS software stores changes, not files
interesting
You can control how many "versions" of an file it keeps
well what a pleasant way for me to be presuaded into using it
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
can this be used to allow multiple people to work on the same project?
Yes
It's what you need to do that, yes
and this is free?
Depends on the one you pick. Programmers mostly use Git which is free and open-source and has plenty of free hosting.
Perforce is free for up to 5 users with unlimited space.
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)
I have my own local server on an dedicated box for my Perforce
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
No, you dont HAVE to do that.
For Perforce?
Yes
I have another PC (server) thats locally connected to my network and all it does is manage my Perforce
why can't i use my main pc for this?
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
i have several drives, should that be enough?
backup on a separate drive from my working one?
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
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?
Perforce has 5min tutorials on their website
awesome
Its quite easy
so perforce brings me to HelixCore?
Helix is what they call their "Versioning Engine"
all i see for free is "30-Day Helix VCS Trial"
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
oh, awesome
Anyone online with steam partnership? Ive a question about Lilaham
@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?
The project survives, but in the case of Perforce, the history probably won't.
^^
You would keep the working copy - not the changes
but at least some relatively recent copy will survive
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
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?
I would advise an empty folder
Then copy your project inside it, and commit that as the first change
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
chill
its's 4:30am for me, havent slept
i lost a project ive been working on for months
?
It sucks, true
joni i already used recovery tools and found hardly anything
:\
i made a backup of a project and deleted the original but then ue4 deleted both
no i did not use perforce
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
when you pasted it back, did you paste a copy or did you cut it?
so it was basicly you
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
it is
no joni i know why its gone and its stupid
cause if you had made it different then...
it shouldn't delete anything if the copy was outside the project dir
I've done that many many times
no one should just copy a project somewhere else for backup...
youre supposed to pack it in a file
well i did because every other software on the planet will work just fine with it
Please stop @storm venture
i have a huge vault of zip files with my prjects
and they are double stored in the main folder
owl is fuckin with me and im trying to explain myself @cloud cobalt
Ignore Owl, that's always good advice anyway ๐
well. at a point i was tryin to figure out what happened
i already explained it
and oh boy i wasnt dissapointed
Reminds me of backing up my project ๐
maybe i should too
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.
to my knowledge thats not a bug
I need to learn to stop using Shift-Delete as well
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
Oh? So explain to me where it's explained that UE4 can look OUTSIDE of it's designated folder
what do you mean by outside
C:\UE4\Projects vs C:\Backup\Folders
Your UE4 projects go inside the Unreal Projects folder
ue4 can use all perforce/git paths. and everything from its inside
no they dont
they dont go there
yes
i changed it
they do
I've expierenced that too
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
I'm guessing you accidentally cut it from the folder instead of copying it
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.
are you sure the backup was done when you deleted it?
i already said that
I usually use natural numbers for that
๐
and also
just for the record
and for the backup
im old enough to make backups
XD
Just stop, seriously. This discussion isn't going anywhere
i did but owl is provoking like the child he is
i told you to go do something else
Ignore him, mute him
sexy โค
sorry to offend you kiddo
sorry that you lost your project. But you should go do something else.
Guys ?
You're welcome, sorry about your project
ill definitely set something like that up for my next project
@storm venture maybe a bit to late but if the project was on a HDD you could try to use a NFTS recovery tool
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
Im going to play mega save too
Perforce for VC on external machine and weekly back ups to USB
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
Deleting C++ classes makes zero sense
At least in the "content browser" point of view
Why? I dont understand either
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
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
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
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.
Can you not bake Id map in XNormal using multi materials?
HEy uhh, i have an idea but im not sure how to pull it off
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)
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
The procedural mesh component?
Can anyone help me figure out why my packaged build will not start? Just hanging at a black screen. I've included the correct map and it starts on that map...here is the logs:
thanks for any insight
Guys. question there is some kind of Maximum amount of triangles for the mesh that will be main on player eyes?
not really
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
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?
@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
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.
@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
@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
Can you attach a debugger and hit pause and see if it's stuck somewhere?
Is this a Blueprint only project?
no, its c++ but 99% is blueprints
Windows/Visual Studio?
http://i.imgur.com/H7NI0AI.png and then choose your running game instance from the list that shows up, and then press the pause button. http://i.imgur.com/wociWXL.png
vive
but the build auto goes to vr mode
but it just sits at black
log doesnt seem to have any errors
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
hrmm, didnt think v =r was working, ill check it out ty
Mine just need to put the headset up ot your face :p
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 ๐
Can someone who understands about Root Motion animations help me?
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)
@rigid lake So, you want something like a trail?
LIKE a trail but not actually a trail. Like if was holding a sparkler out at arms length and then spun around?
Nice
Luckily, there's this thing called ribbons
Or anim trails
Ribbons are particle streams that can be emitted from other particles. They're useful for things like contrails. Here we show how to set one up to stream fro...
AnimTrails are sheets of polygons driven by particles, which are emitted from the Sockets (or bones) of a Skeletal Mesh. (00:04) - Intro and Persona (01:57) ...
No, really, not a ribbon, that I'm looking for.
Well, if you want something to follow something else
You're either doing it that way or manually animating it via BP
OK. So there's no native way to do this in Cascade, Blueprint is the only way to do it?
Can you draw out what you want?
atach the particle with trail or other particles to a socket in persona.
google ue4 animtrail tutorial or so
its easiest way
I know
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
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?
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. ๐ฆ
do any of you use sourcetree
I've used in the past, what's up?
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
Add the extension to your .gitignore