#ue4-general

1 messages ยท Page 71 of 1

worn granite
#

When anybody makes changes they only upload that change.

#

In order to make a change you have to be up-to-date (or mergeable).

#

(which BP will never be as far as I can tell)

glossy flame
#

Another one of the big advantages of version control is it tracks all of your changes you ever make, and you can revert to an old copy of something if you screw up or lose your files

worn granite
#

(so "up to date" is the important bit)

fickle dagger
#

Oh, ok. So for example, lets say I model something and add it to the level on my computer. If I want everyone to see that change, I would have to add that model into the github project file?

#

Am I understanding correctly?

glossy flame
#

Essentially, yes

#

There's a few steps in the middle there that we're glossing over, but you've got the idea down :p

fickle dagger
#

So is there anyway for me to just make a change, and have that automatically update the git repository>

#

so that everyone is up to date

glossy flame
#

Not really without some third-party tool, but IMO you'll be glad that doesn't exist

fickle dagger
#

okay

#

cool

glossy flame
#

The thing with Git is that you have to manually share your changes to the repo once you're doneโ€”you can do whatever you want locally before doing that and your teammates will have no adverse effects

fickle dagger
#

so when I upload a new model or something, how does the original project file that i uploaded to the git know where it is placed in 3d space in the scene?

glossy flame
#

Well, that's because you'll be tracking your maps as well

fickle dagger
#

okay cool. Thanks!

#

is git free btw?

glossy flame
#

Yes, but Git and the services that host it aren't the same thing

#

Git is simply a piece of software, servers for it don't exist out of magic :p, but Git itself is open-source and free, yes

#

There are certain sites that host your files and provide other services like pull requests and things like that, some examples are GitHub and GitLab

#

They both have free basic repo stuff, but they both have size limits before you have to start paying

#

GitHub is 1GB and public-only repos for free, GitLab is 10GB and also private repos

fickle dagger
#

okay cool

#

that wont get you too far when making a game huh

glossy flame
#

Well, you can always host your own server if you think the services they provide aren't worth what they're charging ๐Ÿ˜ƒ

worn granite
#

10GB is the better one

fickle dagger
#

No, I definitely think that they are worth it!

worn granite
#

You'd do well on that for a time

#

Unless you're using large art

glossy flame
#

Yeah, GitHub is more established and has a better reputation, but GitLab has much better free offerings on paper

#

That said, I've had trouble with GitLab's bandwidth while pushing in the past

#

And I wasn't meaning that last comment as snarky or anything haha, just that you have options

fickle dagger
#

Okay sweet, I'm going to start with gitla just because I'm already over a gig

gaunt topaz
#

How do I duplicate or make a copy of an actor?

glossy flame
#

Do you mean as a class or in the viewport?

#

In the viewport/world, I know you can ctrl+C just like any other copy, I'm not 100% sure if you can do that on classes or not but you should be able to copy it somehow

plush yew
#

Question, has anyone here worked in UE AI BPing

gaunt topaz
#

@glossy flame I mean as a class

#

At runtime

buoyant mesa
#

which is right way to save apex cloth file so I can continue where Ieft incase of crash?

#

save mesh did nothing I had to pin all vextex again and do from the start

proper quiver
#

so I've got this building and it's procedurally generated. A decal gives it the distressed look. However it's also showing up as streaks on the rooftops. Is there a good way to prevent this from happening? Can I tell a material never to accept decals? Positioning them exactly will be very difficult. Please help thanks ๐Ÿ˜ƒ

#

maybe there's some way to get the normal that the decal is projected onto, in the shader?

#

I really only need to mask out Z-Up

craggy charm
#

Can UE4 help me get a gamedev job?

proper quiver
pallid compass
#

Do you think they will ever release a UE5? or they will focus and keep updating the engine since the way its basically open source(just a curious thought)

cloud cobalt
#

@pallid compass They will do a UE5 when they decide to remove Blueprint, or move from C++ to Rust, or support the PS6 only, etc

pallid compass
#

Whats rust? ๐Ÿ˜ฎ

cloud cobalt
#

Basically dramatic changes in the engine

pallid compass
#

gotcha

cloud cobalt
#

(Rust is a trendy programming language that aims at basically replacing C++ with more modern features)

pallid compass
#

I cant see them removing blueprints though? its such a good system for saving time where you dont need insane amounts of speed tbh

#

oh dam

cloud cobalt
#

Sure, just saying "UE5" would mean "we're changing lots of stuff", just like UE3 didn't have Blueprints, or had a virtualized scripting language that is gone now

#

Also, UE4 is not open-source, it's "shared source"

#

Like, Epic could release UE5 with a different business model and ask people not to release UE4 titles anymore (that has zero chance of happening, again, just an example)

pallid compass
#

Yeah makes sense haha

#

I was just thinking about it like hmmm what happens if company invests X amount of time in too a game and then anew engine comes out

#

haha

cloud cobalt
#

Well that's what happened to plenty of UE3 devs

#

But Epic timed that with a new console gen, so the devs had stuff to learn either way

pallid compass
#

Makes sense

#

Imagine if u made something like destiny tho

#

and ihad to move it too anew engine

#

R I P

vast pine
#

So Any Idea how to ensure controller takes on the pawns rotation when its spawned?

cloud cobalt
#

@pallid compass The Destiny guys actually started Destiny on a different engine and put the new one in place while in development, brick by brick

pallid compass
#

holy fuck, that must of cost a bomb

#

@vast pine you could just set the controller rotation too it on posses

#

on it using OnPosses*

vast pine
#

yeah thats what i'm trying must be setting the wrong controller its always aiming wrong ๐Ÿ˜ƒ

#

cept server version

#

oh maybe i need to begin play adjust this

#

its a pawn i'm moving to face something and then posessing it

small gazelle
fierce tulip
small gazelle
#

So you are saying that it doesn't really matter?

pallid compass
#

omg ITS LUOS

#

Dude i watch your particle effect videos all the time

#

There amazing

#

@fierce tulip i have a question for you thats always baffled me

#

Your Lous mask distorer node is amazing, seriously how did you made that node?(totally understand if u dont want to give the jist behind it as it is in your selling bundle i believe)

fierce tulip
#

I gave it away for free hehe

pallid compass
#

really ๐Ÿ˜ฎ

fierce tulip
#

gimme a min

pallid compass
#

I have something similar but its no where near as good

pallid compass
#

That what i do haha, no where near as good but you gave me the idea, turned a cloud render in photoshop in too a normal for it

#

ahh wow thanks man!

fierce tulip
#

np ๐Ÿ˜ƒ

pallid compass
#

Am i allowed to use this material function in my own hobby &/or commerical products?

pallid compass
#

Hmm whats weird

#

all meshes tend to come in with X axis facing forward

#

but my particle emitter is taking meshes in with X as forward and pointing them in Y

#

the fuq do u rotate particles

whole quarry
#

Still streaming Youri? Your work last night was awesome! ๐Ÿ˜

final stone
#

Hey, quick question, is there a way to use deferred decal using an atlas map? like cropping or grabbing one section, to center and scale?

#

I feel like there is a way, but not sure if that's a common or preferred workflow when doing that

karmic thistle
#

hi all, I packet my game and it too big o.O

#

Where is the problem?

#

is a simple level, i dont think that is correct his size, 700 mbs aprox

cursive dirge
#

You probably have lots of assets in your project folder you didnt use

#

Also. Even basic fps template is like 300+ mb out of the box

karmic thistle
#

:/

#

is a side scroller

cursive dirge
karmic thistle
#

๐Ÿ˜ฎ

#

Thanks Olento!!!

#

Nice, from 700 to 450mb only with this

sharp crest
#

@karmic thistle Is it just puting the files into a zip?

karmic thistle
#

you can zip your game

#

but if your game has a big size, your zip will have it too

sharp crest
#

So whats the different if you check that? It just magically makes the game less heavy? xD @karmic thistle

karmic thistle
#

i dont know what or how it resize your project, but it works xD

#

click it and test

cloud cobalt
#

Well that's compression

#

Like Zip or RAR except the engine does it

noble wedge
#

UE4 question. What do you call files in the Content Browser?

#

I wanted to make a custom content file for animation, similar how you have a material file in the content browser.

#

How you double click a material and it does something. I want to do that for a custom file format.

#

Any idea what the terminology might be?

#

Assets I guess

#

That's it thanks!

keen carbon
#

uh, no problem

noble wedge
#

Hey on a content asset when you double-click does it ever come up without any properties?

#

I saw them earlier but they've disappeared

#

It's details

#

Window-Details was closed

#

so noob

#

I thought I borked it

#

I need to learn things for the editor, like how if I change an enum property can I edit other properties

#

There must be an editor changed event or something

#

Like when I click on a frame element it should show a virtual keyboard or something

solid jungle
#

is this a good way to do auto run?

safe rose
#

@solid jungle Does it work? If so, yes. If not, no. But should work

#

Since that's all that Input does

#

I don't think there's a more performant way of doing that

#

if that's what you're asking

worn granite
#

Yeah, that's pretty good performance wise

#

Not the cleanest way graph-wise IMO, but it works

#

But my suggestion would make it less performant, so if that's your target

solid jungle
#

alright thanks a ton@safe rose and @worn granite

#

what would your suggestion be?

worn granite
#

Extra event so that you don't have to keep those wires linked so directly

#

Something like MovementKeyPressed

solid jungle
#

think id rather prioritize performance, but thanks for the suggestion

rapid crow
pallid compass
#

so annoying why wont my visual studio's #include "AbilitySystemInterface.h" work

#

ffs

noble wedge
#

regenerate vs project, make sure it's in the right folder. Filename mismatch...

#

copy/paste is your friend against typos

glossy flame
#

As well as possibly forgetting to include the module? If you're getting red squigglies without a compile error you can ignore it, but if you're not compiling that's most likely user error :p

pallid compass
#

module is in

#

regenerated the files

#

will compile in my .cpp

#

but wont in the .h

#

-.-

#

fixed it im an idiot ๐Ÿ˜‚

pallid compass
#

fuq do component pointers go in headers

digital carbon
#

The third person player character doesn't function quite right for third person

#

in third person games, the player doesnt usually turn with the camera

#

it turns with the relative movement input, so that you can move the camera without turning the character

#

I dont know how to fix that in UE4, I've only done first person in it.

#

If anybody knows what I'm talking about, a PM would be appreciated

#

even for people who just want to know the answer when I figure it out

vast pine
#

the 3rd person mode spring arm is not using controler yaw

digital carbon
#

the character should always face the direction it's moving, unless you're using some kind of lock on mechanic like in Zelda

vast pine
oblique trench
#

hey i have c++ fps template and there is any tutorial to change pawn movement like TPS C++ ?

safe rose
#

@oblique trench open up TPS C++ project and CP it?

oblique trench
#

@safe rose too late.

#

CP it? what do you mean?

elfin stream
#

Is there something weird with material/gpu tick vs game ticks? Im trying to add bouyancy to objects that are in my water system using gerstner waves, but using the exact same math I get very rapid jittery data from the BP vs the Material.

#

Yellow boxes represent where the bp functions think the height of the wave should be.

#

Feeding the game time into the shader every tick as well to try and make sure they are synced

cloud cobalt
#

So guys, any way to generate Mac builds without spending $1000 on a Mac I don't need or want ?

severe glen
#

is it possible get camera data ? I mean like texture and need output for show another platform? for example showing web browser?

tulip narwhal
cloud cobalt
#

@tulip narwhal Oh, cool ! Did you try packaging UE4 games with that ? I know Windows VMs have trouble with packaging because of the large memory cost

tulip narwhal
#

Honestly I haven't tried with UE4. According to their Twitter it sounds reasonable to give it a shot (https://twitter.com/macincloud/status/596798118814949376). Also if you're making iOS builds remember you only need a Mac for submitting to the AppStore, everything else can be done on Windows

tall pendant
#

last time i checked it wasnt possible to use stuff like meteor on macincloud because the lack of access rights..maybe that changed.

#

wasn't UE4 related tho.

vast pine
#

Fiend a friend with a mac

#

๐Ÿ˜‰

#

Everyone has that one friend

#

3k Facebook machine

jolly briar
#

Hello!! I am getting error when I am trying to do packaging. Here is the error: The first include statement in source file 'D:\Yogita\city_ghost\City_08-03-2017 - Copy - Copy\city_withplayfabcode\Plugins\PlayFab\Source\PlayFab\Private\UE4ClientGameModeBase.cpp' is trying to include 'PlayFab.h' as the precompiled header, but that file could not be located in any of the module's include search paths.

#

Program.Main: AutomationTool exiting with ExitCode=5 (5)

#

Can someone help me in getting through this

cloud cobalt
#

What's that PlayFab plugin ?

jolly briar
#

It's a backend platform for games, like it handles all the login's.

cloud cobalt
#

Well, maybe check with them why their code is wrong

pallid compass
#

is there away to make your project open with VS?

sharp crest
#

What do you mean? @pallid compass

#

Just open your project in VS without opening the project in unreal and opening a C++ file?

plush yew
#

hey guys, quick question, can anyone link me a page where ue4 has the royalties listed for projects that generate X amount of revenue using ue4?

#

i thought it was 10% if the project made over 80k income yearly. A mate says 30%, an other source said 5

#

nevermind, got it

fluid basin
#

Do someone knows how I can separate body members of the Unreal skeletal mesh in 3ds max for dismemberment?

#

some limbs are attached and when they break, instead of chopping off, they stretch

#

so they need to be unattached from each other

pallid compass
#

When you open your UE4 project have ur VS studio open with it

umbral kraken
#

I need a hand.
I have a networked project going where the character can look around and shoot. The direction the projectile shoots is based on an aimRotation variable. This is set each tick, and fed into an event run on the server that also updates the aim rotation.
The issue is that the client can not aim. Looking at the variable at runtime, it appears to update. The only aiming the client can do is left/right and based on the characters rotation from a piece of redundant logic.
I can't work out why the client can't aim when the variable is set as replicated, updated on client and updated on the server too.I've also tried setting replicate on the components it uses to set aimRotation but nothing works.
Any help is greatly appreciated

gusty garden
#

Anybody here using Git & Git LFS with UE4 and experiencing slow down in the editor when it is enabled?

cloud cobalt
#

I use Git with UE4, although not with the UE integration (I use Sourcetree)

#

Haven't seen slow stuff

gusty garden
#

ya i did the same. using UE integration seems to slow it down a lot now though

fluid basin
#

Do anyone know how to separate limbs of a skeleton on 3ds max for dismemberment purposes?

vale halo
#

Are .ini files like DefaultScalability.ini "hot-reloaded"? AKA, if I update it while the game is running, will it automatically update the settings? (looking for a way to find finer quality control; Using the individual r. parameters instead of TextureQuality 1-4)

sharp crest
#

How can I see what version I'm on a project?

#

oh nv, when I load it it shows

umbral kraken
#

@fluid basin You could try having objects/meshs of the limbs you want to dismember, spawn them at the location of the current bones for those limbs, and hide the bones on the character mesh

plush yew
#

Hey guy, I'm new to discord, but not the UE4 or game design in general. Can I get some tips on how to use discord properly?
THanks

glossy flame
#

Be polite, describe issues well to help people trying to respond, do your best to help others if you can, if you put in what you take out people will notice ๐Ÿ˜ƒ

#

There's a list of official rules in the #more-resources channel, you might want to check those out

#

In general though, as long as you use common sense you'll be fine, haha

umbral kraken
#

I have an issue where the clients aim doesn't affect where the projectile is shot towards. The projectile shoots straight forward from the set location.
Using the debugging tools says that the clients aim rotation updates, and this is fed directlyinto the transform of the projectile.
It is an issue with replication but i cannot figure it out.
My aimRotation variable is set to replicate, and i also run a custom event on server to update the variable each time it is set so as to keep the server updated.
The spawning of the projectile is also done on the server.
cannot work out for the life of me why the issue is happening

#

Any help appreicated โค

umbral kraken
#

I made some progress by feeding aim rotation into my custom event, to then feed into spawning the projectile.
This allows aiming in any direction, as wanted, BUT....
any yaw change to aimRotation make projectiles shoot parrallel to the floor

main cobalt
#

Asked in lounge but i'll ask here too, "What is the option "Local map options" in maps and modes in project settings used for?"

#

Also is there a good explanation of streaming usage somewhere?

toxic oriole
#

I dunno exactly where this would go, but I have a noob question...

Ya know the (BSPs?) things that you drag in from the left side of the screen (i.e. box, cone, staircase, etc...)? How would I convert it to a static mesh/bp. I need both.

Thank you for suffering through this noob question. ๐Ÿ˜ƒ

tall pendant
#

there should be an Create Static Mesh panel in your BSP details

toxic oriole
#

I remembered there being one too.

#

But there is not...

#

I checked all of the panel

tall pendant
#

Its still there for me. Have you clicked on the downwards arrow to expand the details?

toxic oriole
#

I am an idiot...

#

Thank you for your help

#

...

tall pendant
#

hehe np ๐Ÿ˜›

mint raptor
#

I think I found a 4.16 bug

#

I updated a project from 4.15 to 4.16 and in 4.16 the Child ACtor Component Template was not there. If I reselect the Class the template shows up and I can edit it. However, once I restart the engine (after saving my changes of course) its missing again.

heady raptor
#

How is unreal engine on linux? Is it stable?

#

I have tried to use unity on linux before but that was horrible

digital carbon
#

@heady raptor You have to build it for yourself. It worked pretty well for me when I did it but when I tried the only platform available for exporting was Linux

heady raptor
#

Ah ok

digital carbon
#

It proves that there WILL be decent support soon

heady raptor
#

Fine with me

digital carbon
#

but if you want to build it now and use it, you can

heady raptor
#

Cool thanks

digital carbon
#

if you're not working on any huge public projects, it'll be totally fine

heady raptor
#

Oh I'm defenitly not

digital carbon
#

and it might be possible to copy the project's source files to a windows system an edit them there anyway

heady raptor
#

That's what I figured

#

If I want a windows build and I can't do it on linux I'll dualt boot and build it there.

#

Waste of space but I like my linux ๐Ÿ˜„

solid jungle
#

Even with the lightmap resolution at 256, one of my meshes says there is lightmap overlapping.

plain turret
#

has anyone tried setting up a dedicated server with 4.16.1

honest vale
#

simplygon is mildly infuriating

#

it keeps stealing focus

#

and I'm getting thrown out of full screen applications because of that

heady raptor
#

Was able to succesfully build UE4 on manjaro from the AUR, I'm now installing with pacman.

plush yew
#

anyone knows how to use dungeon arcitect

sharp crest
heady raptor
#

Alright I almost got this working

#

Now when I create and open a project it opens an xml file in libreoffice ๐Ÿ˜‚

#

hmm

#

Found it:

C++ code project problems

After creating a code project, the new project opens in a text editor instead of in UE4Editor as it should. After re-launching the editor, the new project shows up and can be opened, but on the first run, it takes a half-hour or so to compile, and since this happens in the background (no GUI) it might not seem to be doing anything. The CPU usage should show that it's still compiling, and you may want to launch the editor from a console to see progress.
severe glen
#

Does somebody now any sit to chair animation tutorial? ??

oblique trench
#

why my character being vibrate when I get back? any possibilities?

pallid compass
#

Anyone got any recommends for good website development tools that are free?

unreal sonnet
#

I would love to learn more about how to incorporate components with my stuff for modularizing game mechanics.

vale halo
#

For MyProject\Saved\Config\X, is X equal to the platform name? (Linux, Windows, Android, OSX etc.)

#

(or would I have to bodge something like GGameIni - Game.ini up to get me the path?)

patent bane
vale silo
#

are there any tutorials about setting up your project to be expandable via DLCs, building and packaging DLCs, etc. ?

plain turret
#

Im unable to build the ue4 engine with varest plugin, any advice?

#

actually im not sure what the issue is

wet spire
#

I remember seeing it somewhere, not sure if it was an editor plugin or something, but I found a feature that would enable me to track my time while working within the engine.

little whale
#

is emissive colour the same as emissive from udk?

vale halo
pallid compass
#

Does anyone know if u can add a alpha selector to photoshop colour picker?

#

im so use to raising and lowering how dark and light a colour is with alpha

karmic sleet
#

Is there any way I can get some weapon models/textures and some sounds too?
for free?
I'm making a third person shooter game
I want the shooting mechanics to be just like PLAYERUNKNOWN'S BATLLEGROUNDS
can someone please reply

#

can anyone answer my question?

#

pls

pallid compass
#

did u even look on the market place

karmic sleet
#

yes

#

but i can't afford

#

it costs a fortune

pallid compass
#

well if u want decent assets

#

u gotta fork out

#

pretty sure starter content has some free assets too

karmic sleet
#

let me check

pallid compass
#

not what ur after

#

im guess is uv been using ue4 for like a week

#

my guess is*

karmic sleet
#

is there any website that gives weapon models for free?

pallid compass
#

no not really

#

This isent a free industry man

karmic sleet
#

crap

pallid compass
#

is your best bet

fierce tulip
#

and the ones you can find are either copyrighted or not optimal for gamedev

pallid compass
#

See if there is allow downloads

karmic sleet
#

ok ty

pallid compass
#

Look for low Polygon count downloads

karmic sleet
#

why?

pallid compass
#

also ur not planning to make a game to sell it right?

#

Okay my advice

#

Is too stop what your doing

#

and go do some research

#

If u dont know why u would want low polygon weapons then u shouldnt be using the engine right now in your current set of knwoledge

karmic sleet
#

um

#

ok

#

so should i use unity instead

pallid compass
#

lmao

#

no

#

thats not how it works

#

tldr with out sounding rude from what i can see is

#

U have no idea wtf ur doing

#

So the first thing u should do

#

Is go look for the most basic Ue4 tutorials

fierce tulip
pallid compass
#

and actually understand how the kit works first

karmic sleet
#

thanks

#

ok

#

one question

#

was pubg made with ue

pallid compass
#

Yes

#

But there is no way in hell

#

you would be able to make something similar

fierce tulip
#

and with tons and tons of money

pallid compass
#

^

karmic sleet
#

oh ok then :(

pallid compass
#

think of it this way

karmic sleet
#

i actually wanted to make something similar

pallid compass
#

Your trying to paint a master piece, and u dont even know what colours are

#

That is litrally you now

fierce tulip
#

start small, make a pong or pacman game first

pallid compass
#

Your wanting to paint a master piece and you dont even know what paint is

#

^

fierce tulip
#

actually, import a texture first :p

#

take it easy, small steps, have fun, find tutorials on everything

karmic sleet
#

ok

#

tbh you guys kinda ruined my hopes with this engine being easy to use...

pallid compass
#

It is

fierce tulip
#

any engine is hard to use, unless you learn how to use it

pallid compass
#

But you dont even know how to turn it on

karmic sleet
#

i worked in leadwerks game engine before

pallid compass
#

I think what we are all trying to say is

#

"you have no idea the scope of what your trying to do"

karmic sleet
#

okay

pallid compass
#

You want to make a multiplayer game like PUBG right?

#

and sell it im guessing?

karmic sleet
#

not exactly multiplayer

#

more of both

pallid compass
#

Single player?

#

its either multiplayer or it isent

#

there is no inbetween

karmic sleet
#

like story mode and multiplayer

pallid compass
#

U want too sell the game?

karmic sleet
#

multiplayer being server

#

yes

#

maybe

pallid compass
#

U got a company setup?

karmic sleet
#

no

pallid compass
#

u better have commerical licences for everything

#

and set a company up

#

get a lawyer too

fierce tulip
pallid compass
#

Too keep your self safe

#

u cant use free assets in something u want too sell

karmic sleet
#

you mean like copyright stuff

#

oh

pallid compass
#

more than that

#

wayy more

karmic sleet
#

crap

pallid compass
#

before u even touch any engine

#

U better go and learn the actual legal side too it

#

so you dont end your self in BIG trouble.

karmic sleet
#

what do you mean by big trouble

pallid compass
#

Like going to jail

#

getting sued

fierce tulip
#

@pallid compass dont scare the poor kid, just let him enjoy the small steps.

pallid compass
#

haha sorry, its for his safety

fierce tulip
#

when I started out 14 years ago I thought I could make a high poly cloud out of bsp

pallid compass
#

People dont understand how you can end up in trouble

#

omfg

fierce tulip
#

(cloud as in ff7)

pallid compass
#

omg

fierce tulip
#

XD

pallid compass
#

Amazing man, amazing

toxic oriole
#

I have finished pong, though there is a quite annoying error, and I don't know what's causing it.

The player's paddle is spawning on the menu level, though there is no references that I can find that tell it to be there. It is the default pawn, however, there is no player start in the menu level...

Anyone know what is causing this?

(I'm really sorry to interrupt...)

karmic sleet
#

i will try to do some research on the legal stuff

pallid compass
#

when i started college i tried to model a gun in maya, and tried to do extrudes manually with out the tool witch is impossible too do, i got so mathing mad

sacred crater
#

@pallid compass please refrain from using swear words :)

pallid compass
#

Apologies

karmic sleet
#

mathing mad

#

lmao

pallid compass
#

Yes i was mad AM

#

(as math)

#

takes a huge team to even make small multiplayer games

#

if u want to keep decent quality

karmic sleet
#

what if i made the game only singleplayer

pallid compass
#

Do you know how char models are made?

#

btw im not trying to scare you off, but your trying to jump in too something that takes ALOT of practice and reserach and education

karmic sleet
#

yea people have to go in blender or another software similar and then ccreate the mesh and then rig it

#

ok

sacred crater
#

No need for legal side of things when you're just learning

pallid compass
#

Need to warn people though who think they can just get free assets,, make game and sell so they dont get in too trouble

sacred crater
#

Just learn to make pac man, checkers, blackjack, tetris

karmic sleet
#

i didn't even know you can get into trouble using free assets

sacred crater
#

Don't try to make a MMO

pallid compass
#

Obstacle course is a good one too

#

It depends on the licences

sacred crater
#

Actually, don't ever make an MMO unless you got serious funding and a large team

pallid compass
#

licenses*

karmic sleet
#

the thing is I don't want to waste time making these small game I want to go straight to a tps game and finally make my #1 dream come true

#

*games

pallid compass
#

Then my friend

#

You are totally out of your mind

#

You cant sprint against Usain bolt if u cant even walk man

fierce tulip
#

we all been there, we all know better now haha

pallid compass
#

YES MY GOD ^

#

lmao thats so true haha

sacred crater
#

You are not going to make a tps and make your dream come true without first learning the basic concepts of game development

pallid compass
#

actually better wording lmao i got it

#

You cant even craw man and your trying to race usain bolt

karmic sleet
#

(sigh) ok then...

pallid compass
#

also licencing fee's and server hosting and stuff haha

#

There is loads too it!

karmic sleet
#

so what should I even use to create these little games

#

ok

pallid compass
#

Whats your fav game?

#

u could use ue4.

karmic sleet
#

megaman starforce

#

you can tell by my name

sacred crater
#

learn how to print a string

#

then learn how to move a block

#

then learn how to rotate a block

#

then learn how to let the block move when you click on it

#

then learn how to spawn a block when you click somewhere

#

etc etc

karmic sleet
#

ik how to do #2 and #3

pallid compass
#

megaman starforce would have cost around ugh im gonna guess maybe 5mil?

karmic sleet
#

WHAT

pallid compass
#

that should give u an idea

#

Yeah man

#

what the math do u expect

#

horizon sero dawn cost 47mil

karmic sleet
#

why does it cost so much to make it?

pallid compass
#

and that is CHEAP AF

karmic sleet
#

47mil is cheap

#

ok

pallid compass
#

47mil for horizon zero dawn

#

my god

#

idk how they did that

#

but they kept the costs down

karmic sleet
#

dude

#

you think 47mil is cheap

pallid compass
#

Destiny's total cost man

#

was around 500mil

karmic sleet
#

why?!

#

how?

pallid compass
#

Where do u think all the assets come from

#

Voice acting

#

textures

#

Models

#

Animation

karmic sleet
#

that costs 500mil?

pallid compass
#

they dont just drop out the sky haha

#

everything together with production costs

karmic sleet
#

oh wow

pallid compass
#

i think it was ugh 150mil they spent

#

just on producing the raw assets

#

nothing else

#

its on the wiki somewhere

karmic sleet
#

i got a lot to learn about game development. A TON

pallid compass
#

How old are you?

karmic sleet
#

why?

pallid compass
#

Im just curious thats all

#

im 24.

#

Iv been in the industry 4 years

#

and programming for 8 years.

karmic sleet
#

I personally don't like sharing my age online

sacred crater
pallid compass
#

no ones gonna judge you

#

i could prob push u in the right direction

#

depending on your age

#

If you really like the idea of games development

wet spire
#

I'm 38, just starting in the industry

karmic sleet
#

how much money was used for pubg

#

?

pallid compass
#

erm 1 sec

karmic sleet
#

oh and payday 2?

pallid compass
#

Im not sure

#

il take a decent guess

#

of at least 10mil for PUBG

#

then again they went the market way

#

so maybe 1-7mil

#

payday2

#

prob around 10-30mil

wet spire
#

My team and I created a tps for our final project. There were four of us. We had 4 months to do it. It was a nightmare. Great learning experience, but nothing I want to do again in the near future. Not without a competent team backing up the game.

karmic sleet
#

did you make money off of it?

wet spire
#

Lol no.

pallid compass
#

I think they mean education project

karmic sleet
#

ah

buoyant hollow
#

Is there a way to see why a variable's value isn't being read from a widget?

pallid compass
#

check your information flow

#

printS all over till u find out why its not being passed out

#

wait what

#

ur storing a variable in widget?

#

what type of veriable

#

as in what u using it f or

#

That dosent sound right too me

#

I built a full inventory system, equip system & bag slot system for sorting

#

and didnt read store much inside widgets

wet spire
#

It had potential to make money, but by the end we realized all of the mistakes we made, we'd have to start over from the ground up. Everyone else was sick to death of it. We were one of three teams that didn't put our game on steam (out of 10)

pallid compass
#

i always ready it from player dataholder

karmic sleet
#

ok

#

what is the game called?

pallid compass
#

I know your feels angry, i own my own little startup lmao

#

THE PAIN

#

im actually learning to use epics abilirty system atm

#

its SO COMPLEX

#

but so amazing

wet spire
#

@karmic sleet Poravity you can find our development videos and post mortem on YouTube

#

I bought the able ability system plugin and and currently learning it

pallid compass
#

lmao i know that feel LOL

#

"we originally planned too"

#

then tanget off

#

im the master of that

wet spire
#

lol yeah

pallid compass
#

Epic's abilitysystem

#

is GOD TIER

#

its so efficient and powerful its unreal

#

however the whole system is basically

#

C++ EVERYWHERE

wet spire
#

I'm not there yet still getting the feel of c++, they taught us c#

pallid compass
#

dw fam, i SUCK AT IT

#

been using it for years but never ever

#

stuck too it like clue

#

glue*

#

what id give for c++ teacher

karmic sleet
#

@wet spire That's a really cool game!

pallid compass
#

best they have in my city, that is a primary city in the uk

#

is 5 day course

wet spire
#

Thanks

pallid compass
#

for 2600$

#

lma

#

lmao

wet spire
#

I'm doing udemy, I like it because I can go at my own pace and the instructors run a discord server so you can get help at any time

pallid compass
#

ahh that sounds amazing its crap in the uk

#

however

#

i do have connections to LA, so i get to fly out soon and learn from big studio

#

woop

wet spire
pallid compass
#

wtf only ยฃ10

wet spire
#

Figured for ten bucks, it should at the very least get me started

karmic sleet
#

@wet spire is there any way I can try your game?

pallid compass
#

I might grab this course

#

hmmm

#

we can be study buddies angry lmao

wet spire
#

It's on itch.io @karmic sleet I'm on my phone ATM. It's multiplayer only so you might want to get a friend or two to play with, but you can run around the maps and play the training areas

pallid compass
#

i bet u guys had fun figuring replication out lmao

wet spire
#

I like that idea halcyon

karmic sleet
#

ok

wet spire
#

๐Ÿ˜ฒ I actually got a lot of help here in the last month because our "networking" had some stuff set up wrong from day one. But he followed the wicked old UE4 mp blueprint tutorials. Anyway we learned really fast that we had to basically do everything twice

pallid compass
#

man first time i did replication

#

i got

#

REKT

#

couldnt get my head around

#

"SERVER DOES EVERYTHING"

#

E V E R Y T H I N G

wet spire
#

This was also our first UE4 project

pallid compass
#

oh wow u did good job then!

wet spire
#

We asked for ALL of the problems, ๐Ÿ˜‚

pallid compass
#

sounds like u have a good team though

#

Mine is not so balanced

#

Me doing most of everything, 3d Modeller, 2 sound engineers, 2 artists, project manager, photoshop guy

#

lmao

wet spire
#

Mostly. We had one member that was just a name in the credits basically

pallid compass
#

Majorly lacking them modellers haha

#

omg

wet spire
#

That member was a restart from the class ahead of us

#

We never got any of our art assets from the game art students assigned to us or audio from the sound kids.

pallid compass
#

sounds typical

#

like

#

I LOVE THIS INDUSTRY

#

i study like ugh

wet spire
#

Lol

pallid compass
#

10 hours aday on average

#

i dont understand people who come to the industry and dont work for it

wet spire
#

Me either. Well any industry actually

pallid compass
#

Game compositing
Photoshop skills
photography
Light manipulation and understanding
Modelling
Rigging
Animation
Programming
Blueprinting
Advanced Materials
Advanced masks & RGBA injection
Networking
basic char sculpting
VFX

#

at the moment

#

Thats my list of skills

#

BUT NEED MOAR

#

my animation is only basic tho*

wet spire
#

Pretty decent with system design (spreadsheets) and data driven design

pallid compass
#

ah yeah i do data too i just dont put it in there because im not amazing at it

#

haha

#

i can do concept art too, but not amazing

wet spire
#

I had one of the best systems designers ever from the industry as one of my course directors.

pallid compass
#

omg thats amazing

wet spire
#

Worked on several Star Wars games and he's actually part of the Star Wars canon, lol

#

I love level design and world building though. (Environmental level design) depends on who you talk to

whole quarry
#

I can make 3D cube's

pallid compass
#

lmao

#

amazing

#

well im going out to work with tng visual effects so im super excited

whole quarry
#

Now you mention it, particle fx is missing on your list

pallid compass
#

i said VFX

#

i normally list it under there

#

visual effects haha

whole quarry
#

I assumed VFX would be more post-processing related, my bad

pallid compass
#

ah true thats prob more better, just my naming convention

#

wth

#

one of my classes has vanished D:<

#

Severity Code Description Project File Line Suppression State
Error C2144 syntax error: 'UAbilitySystemComponent' should be preceded by ';'

#

the fuck

#

time to rebuild all lmao

#

the fuck is going on

wet spire
#

I'm trying to understand what sweep collisions are and how they are different from other collisions. I looked at the documentation but it didn't help me much

#

Like why /when would you use a sweep collision over a standard sphere or box collision

pallid compass
#

sweep is like

#

litrally

#

u sweep a box across a line

wet spire
#

So useful for melter abilities as an example

#

Melee

pallid compass
#

btw whats the deal with using ExtraModuleNames.Add now?

pallid compass
#

how do i delete all the engine build stuff

#

so i can recompile it all

#

nothing is working

#

wait wtf iv got 2017 open and in solution explorere is says 20156

#

20165

#

2015

wet spire
#

ah it is the little things isn't it?

pallid compass
#

no idea whats causing this

#

i cant get my shit to compile and its driving me mental

wet spire
#

are you getting an error log?

pallid compass
#

all around me are familerrr faces

#

bunch of us trying in #cpp to fix it ๐Ÿ˜ฆ

fathom elm
#

Hey peeps. Anyone has an idea how to fix a /script/PluginName error missing?

#

We are trying to use PlayFab, and when we want to package the game it says that /script/PlayFab is missing, and that none of it's code will be packaged.

pallid compass
#

Is there away to not have vs build certian files?

#

how can u disable plugins via config file

spark lotus
#

@pallid compass did you fix it, I'm assuming it's because you're upgrading to 4.16.x?

pallid compass
#

That was my fucking issue

#

5 hours

#

for

#

"lol"

spark lotus
#

hahaha

pallid compass
#

how do u reparent bps

#

u cant open properly

weary basalt
#

@pallid compass if you have an corrupt BP the chances of you being able to fix it are slim. If you have source control your only option is to revert to an stable version

whole quarry
#

If you don't have Source Control, but Auto-Saves etc (default settings) enabled, you can check the folder <project folder>\Saved\Backup for older versions of the BP to restore it

lavish glacier
#

What is the correct setup to import LOD meshes to UE4? And does it import separate meshes for each LOD that I need to then manually assign? Or is there more automated process?

#

If I import fbx with LODGroup1 with Mesh Mesh_1 Mesh_2 etc it loads them up as single mesh

#

or splits them into different meshes if I choose not to group the meshes

#

What is the correct way?

quartz patrol
ashen brook
lavish glacier
#

@quartz patrol i have, it covers manual lod assignment

#

i am asking how do i set it up so it imports and sets up lods based on fbx layout

#

automatically

#

also i think this article covers 4.14

#

i am using 4.13.2

#

nm its 4.12

#

4.14 introduced automatic lod generation, i am going to try latest version

rapid crow
honest vale
#

horrible site

#

hijacking mouse scrolling is a good way to turn off visitors

#

just saying

fierce tulip
#

while I am like, hnnng fast mouse scrolling

rapid crow
#

Hey Jonimake/Yoeri, what OS/browser are you viewing the website on? Seems ok to me (similar in speed to Visual Studio for instance) but we're using a Wordpress Template ..... it might be something I can have the devs fix..

honest vale
#

newest ubuntu with newest chrome

#

on firefox it seems okay

cloud cobalt
#

Why are people such incredible dicks on the UE forums sometimes ?

#

The Linux support thread is now a cesspool of "but Linux sucks lol"

fierce tulip
#

win10/chrome. but im fine with the scrollspeed

#

@cloud cobalt ppl are weird

slim mica
#

I let like this, finished I guess lol

cloud cobalt
#

Nice

wet spire
#

oh damn. Adds to list of things to check when I can't build @pallid compass

vale silo
#

does anyone know how to setup project to be DLC-ready and then how to author DLC for it ? (paid DLC that is)

cloud cobalt
#

@vale silo The cooking process is described in the "Patching" docs, I think

#

Patches, mods and DLCs between mostly the same thing

#

Not sure if you're asking about something specific

whole quarry
#

Does someone know what kind of witchery is needed to get this working? It worked in my test map, but not in the game map.. ๐Ÿ˜•

vale silo
#

well, @cloud cobalt , I can't simply make a patch for existing project, can I? I assume there gotta be some particular setup that would ensure that when user has no DLC (or hasn't paid for it), DLC won't show up in-game. And when player purchased DLC, downloaded DLC is detected properly by the main game and users sees the content in-game.

main cobalt
#

@whole quarry if you post that in #blueprint you'll probably get help faster ๐Ÿ˜ƒ

whole quarry
buoyant hollow
#

is it better to create a custom font for use with an object when the player interacts with it or should i use a custom image?

keen birch
#

Am I correct in thinking that there is nothing about age restrictions in the UE4 EULA, meaning that a minor can also apply for dev grants?

fierce tulip
#

I think it was 18+, but then again the youngest marketplace person is 13 now or so

#

so.. dunno actually

keen birch
#

I can't find anything about age in the EULA (but then, I may be an idiot)

#

Nor anything about parents/guardians/minors

fierce tulip
#

when in doubt, answerhub/forums

keen birch
#

And they do say they want students

#

Guess I'll make a thread

fierce tulip
#

yea might be best

keen birch
#

And also on the topic of the grants, if you are to apply, there's a tickbox whether you're applying for a Vive - if I'm applying for both a Vive and an actual grant, do I apply twice or just tick that box?

pallid compass
#

Dont suppose someone would explain the term magnitude in the AbilitySystem plugin too me, as if i am about 12

sterile cairn
#

Is there a better way to implement a Facial Action Coding System than doing each pose as an additive animation? I looked into doing a pose asset, but I couldn't get it to allow me to change each value on the fly.

Right now I have a bunch of things that look like this:

#

I also asked in #animation, but the channel is extremely slow today.

cloud cobalt
#

@vale silo Yes you can, if you used the release process

#

Every release you generate yields a content archive you can build against to generate a patch

#

If you didn't, you can always do it now, get the update out, and then build DLC

#

Distribution is something that e.g. Steam handles

#

People shouldn't get the content without downloading it

#

If you're talking about having everyone download the DLC, and only activate it for peopke who paid, then you'd need a separate system, but people hate that, imho

vale silo
#

right, distribution will be handles by the platform holder (Steam, Oculus)

#

the way it works with steam is that you get your DLC files (with other engines I worked with it was just a zip file that contained folders structure and content files and game logic DLLs that overrode original ones) and Steam packages it and uploads it. When user buys DLC, it gets downloaded into where you set it up via Steam's dev web interface and since it was just a zip file, the game engine would automatically detect it and load it.

cloud cobalt
#

Yeah, sounds like how UE4 works with patches

pallid compass
#

mfw i cant even do classes someone shoot me

vale silo
cloud cobalt
#

That was two years ago

#

@vale silo What I've been doing for a year now is content patches, you just need to paste a binary package in the content folder and it will just add the contents there

#

We use the asset registry to look for new classes

#

So we can basically add anything to the game just by patches, new levels, new ships etc.

vale silo
#

@cloud cobalt so if I follow patch making doc, I'll end up with shipping build binary package that needs to be downloaded into game's Content/ folder and then whatever is in the binary package automatically becomes available in the game (assuming main game has logic for it) ?

buoyant hollow
#

@slim mica that looks great

cloud cobalt
#

@vale silo Yep

vale silo
#

@cloud cobalt I see. So how do I patch logic then ? (for example, adding new AI content and having improved / new logic for it)

#

same thing?

#

I guess I am concerned with how to separate new stuff added into the project after the initial release from existing content / BP (or separating content in the project to go into main release and into DLC)

cloud cobalt
#

Patches usually generate a new executable that replaces the original

#

But you could also just detect existence of patch assets to enable the new behaviour, which is what most games do AFAIK

#

Or just stop updating the core game

pallid compass
#

What are the .generate.h files for with your headers? as one of mine aparently cant be found and a regen did not fix it

cloud cobalt
#

@pallid compass Those are generated by UE4 from your UCLASS properties

#

They should be generated every time you change headers

pallid compass
#

yeah i think iv got typo somewhere bringing up unusual errors like last time

#

ugh whyyy

cloud cobalt
#

That's just Intellisense, it's usually wrong

#

Did you try compiling ?

pallid compass
#

yeah it wont compile

#

iv commented out litrally everything i have put in

#

cant get it to compile in vs or in the engine

cloud cobalt
#

So what's the error in the output log ?

pallid compass
#

engine or vs?

cloud cobalt
#

VS

pallid compass
#

what the hell

#

i found the issue

#

the word

#

"harp"

#

was randomly in my source

#

what the hell is going on, i had lol in the source the other day

#

I think i might actually be losing my mind

pallid compass
#

oh wow exposing functions is pretty easy ๐Ÿ˜ฎ

buoyant hollow
safe rose
#

@pallid compass glad you figured it out.

vale silo
#

@cloud cobalt so when project is build and packaged, BP stuff goes into .exe ?

cloud cobalt
#

Nope

#

BP is content

#

So it'll stay in the content archive / patch in release / patch

noble fiber
#

Been lurking here for a week or so and noticed the announcement of the jam coming up at the end of the month. I've been interested in trying Unreal out instead of Unity, so I can decide which I like better as a platform for developing VR. Any good sites or courses to recommend to prepare me for the jam?

#

I've got a Udemy course already: Learn to code by building 5 games in the Unreal Engine. But there might be other resources to look at as well, obviously. ๐Ÿ˜‰

vale silo
#

@cloud cobalt what's "assets registry" btw?

cloud cobalt
#

It's a class that allows you to iterate over assets, look for some, etc

#

Like "find me all blueprints inheriting this"

livid haven
#

Aye, asset registry lets you run queries and find assets, without having loaded them.

vale silo
#

is it built-in stuff or something you had to create yourself ?

cloud cobalt
#

Built-in

vale silo
#

cool

cloud cobalt
#

Wait a sec

vale silo
#

thanks, now I'll do some digging and testing with DLCs

cloud cobalt
#

Look at the constructor

vale silo
#

oh, I don't do CPP

cloud cobalt
#

I don't do BP ๐Ÿ˜„

vale silo
#

hehe

pallid compass
#

im so ready for bed omg, cant get my calculation modifiers to work @_@

#

Does anyone see anything wrong with this setup?

#

the calculation class grabs the HP.Max attribute

misty grove
#

Could anyone here suggest an inexpensive laptop that can run ue4? I just want something that can get BP running, and the editor at minimum settings. I have a good PC, but I also go out of town from time to time so it'd be nice to take my work with me

pallid compass
#

Budget and country?

misty grove
#

$500ish, US

pallid compass
#

ugh thats not alot

misty grove
#

I know...if I could go back 6 months I would have built a laptop instead of a PC

pallid compass
#

wat

misty grove
#

well...I mean, it just sucks only being able to work at home

pallid compass
#

u better be out of town ALOT

#

haha

#

i paid around 1400$ for my laptop

#

it runs ue4 alright like

safe rose
#

@misty grove like @pallid compass said.. $500 isn't alot

pallid compass
#

nothing special tho

safe rose
#

But

#

You can get something big or used

pallid compass
#

still takes awhile to compile shaders and stuff, produces alot of heat too

safe rose
#

I would say look at used

#

Especially 900series laptops

misty grove
#

I know. $500 is super low for computers, but I just need to run BP really, and basic stuff in the editor to test scripts and whatnot

safe rose
#

I was looking at a Microsoft Pro

misty grove
#

alright. 900 series

safe rose
#

2017 version for ue4

pallid compass
#

look for refurbished laptop

safe rose
#

Yeah, I doubt you can get even a 1050laptop for 500

misty grove
#

I'm looking right now, so far no luck

safe rose
#

You have to be careful even on lowend

#

Men is saw a 940mx for $600

pallid compass
#

1050 start at like 900$ think

misty grove
#

I'm on a low level of knowledge when it comes to hardware, so do you guys mind if I post some links and get your opinions?

safe rose
misty grove
safe rose
#

I mean this is super lowend

#

But it can do what you need.

misty grove
#

will it be sluggish? Or will I at least be able to get it working smoothly on the low settings?

safe rose
#

Yeah, if you do lowest settings, should be fine.

pallid compass
#

its not about low settings

#

and lowering graphics imo

safe rose
#

The issue is CPU

pallid compass
#

if ur compiling stuff, running high end functions and stuff

#

cpu is gonna be ur slowdown

#

and thats one thing laptops tend to lack if u cant fork out

misty grove
#

I see. So it's kind of looking like, maybe it'll get me by for a while, but as I keep going, I'm probably going to hit a wall and need to upgrade anyways

#

so I'm better off spending the money now and just getting something decent...

pallid compass
#

it really depends what ur doing in the editor

#

but even i sit here with an i7 laptop and 980m

#

and its so mathing slow man

#

its annoying as hell

misty grove
#

so what do you think is the lowest price I can get a laptop at, that will run ue without slowing me down

#

cause I really dno'

#

don't want to run into a scenario like that

pallid compass
#

i wonder if u can get a laptop running like haswell i7 thats refurbished

#

960, haswell i7 and 8gb of ram

#

would prob do u

#

id wann get a second opinion on that from someone though

#

as iv not ran the editor with such low specs before.

misty grove
#

Alright

pallid compass
#

lets see if anyone else replies

#

also does anyone see anything wrong with this, dam thing wont increase my max hp by 80, it just does nothing Q_Q

misty grove
#

I must have some setting on my monitor messed up, but I can't read anything in that screenshot

pallid compass
#

its because its not small screen shot

#

u need to open it

#

and it will clear up

#

open original

misty grove
#

ohhhh much better

#

how's this look?

pallid compass
#

looks perfect

#

but overkill on the 4k screen

#

ugh

#

HDD issue

#

would not buy that

#

u need at least an SSD

#

or ur gonna be sobbin

misty grove
#

alright. I'll keep looking

pallid compass
#

More assets u build up in your project

#

the more ur storage devices get wacked

#

got too the point where i bought two 700$ storage devices

#

cus got sick of it lmao

misty grove
#

of course

pallid compass
#

itsl ike

#

if ur gonna invest this kinda money

#

u might as well make it worth it

misty grove
#

yeah that's what I'm thinking....

#

orrrrrrrr. I could maybe set up screen sharing from my macbook pro to my PC....

pallid compass
#

that

#

is gonna be

#

a horriable experiance

#

worse than my spelling

misty grove
#

haha you're probably right

#

haha

pallid compass
#

IT WORKS

#

I GOT IT TOO WORK

#

IM AN IDIOT OMG

timber axle
#

this the right channel to ask for help? my right mouse click is going crazy and idk how to fix it. It's moves inverted and randomly for some reason.

pallid compass
#

what omg

#

u might need give abit more detail than that fam

grim flame
#

you are holding your mouse backwards. ๐Ÿ˜›

pallid compass
#

LOL

timber axle
#

i was using the right mouse click to rotate and all that, and then suddenly now when i move down for example. when i hold and drag, it goes like left and right

#

i tried to restart but that didnt work

pallid compass
#

how about

#

you actually tell us with what / on what

#

In game?

#

in the editor?

#

just your pc in general

timber axle
#

no just in the editor as im making a level

grim flame
#

sounds like inverted axis on the editor

timber axle
#

i mighta clicked something

grim flame
#

there might be an option for that or even a shortcut

pallid compass
#

tried rebooting ur pc

grim flame
#

my money is on a setting in the editor

pallid compass
#

i know that sounds stupid, but can fix most issues

#

then u will know if its hardware issue or not

timber axle
#

i just clicked the snap rotation thing and it fixed itself

#

on the little menu

#

lool

pallid compass
#

omg

#

THat is something i would do

#

but in VS

timber axle
#

im new to all this

pallid compass
#

dw fam idk what the math im doing half the time

#

I just press buttons and hope things work

timber axle
#

lol

pallid compass
#

if u think im joking im not ๐Ÿ˜„

grim flame
#

oops didn't see you had fixed it, well, in case you want to invert the orbit, there it is ๐Ÿ˜ƒ

pallid compass
#

Core i9-7980XE: 18 cores/36 threads, $1,999

#

my god

#

can it hurry up

#

want it so bad

safe rose
#

Not for 2k

#

Threadripper might do some good for pricewars, maybe.

karmic sleet
#

theres a core i9

#

wth

pallid compass
#

ye

#

u can buy them now

#

im waiting for the 18 core tho

karmic sleet
#

ok

#

ima look that up

pallid compass
#

POWERRRRRRRR

brave horizon
#

Yesssss

#

more correesss

#

The only thing stopping me from being successful.

livid haven
#

Eh?

#

Masively parallelized processing isn't going to do anyone here much good.

#

Besides build times, but you'll get shit performance on those nerfed core speeds when you actually try to run your game.

#

Great for a build farm of any sort, but not good for a dev machine, since you actually need to run what you're developing and run it in an unoptimized, debuggable configuration.

brave horizon
#

yeah I was being sarcastic.

livid haven
#

I figured the last line was, but you weren't the only one making comments that seemed hyped about using i9s for dev. :X

brave horizon
#

oh heh

livid haven
#

I don't know how feasible it really is for game engines to really make use of lots of cores - it's a complex problem.

#

And there are always innate dependecies that mean that, truly, only so much can be parallelized.

brave horizon
#

What about with rendering ?

#

Or is that more GPU related?

livid haven
#

Rendering is GPU related.

#

GPUs are already bloody thousand core monstrosities.

floral heart
#

And compute shaders are probably a lot more fun anyway.

livid haven
#

Say, like, making discrete sets of physical objects that can collide (where you can guarantee no collisions between objects belonging to different sets), you could try to parallelize the sets, but not necessarily the elements in a set.

floral heart
#

How much of these gains with multi-core processors are from higher TDPs? E.g. Comparing a 4-core 65W to a 10-core 140W seems a little unfair.

livid haven
#

No clue. I was just on about how low frequency, high core count processors perform poorly for predominantly non-parallel processing that engines typically do.

#

You want to get an Incredibuild license and hook up a few machines with these 18 core monstrosities though? Oh yeah. Sweet sweet build time reductions.

turbid plover
#

-_-

#

has anyone setup perforce for 4.16?

#

it worked 100% fine for me in 4.15 but now it seems to be fighting with perforce when i add certain files and it doesnt save some of the changes i make to files and seems to load my project as if i didnt change anything

#

some BPs add fine though...

#

basically it just seems buggy in 4.16

ruby aspen
#

Hi. I am making a multiplayer tower defense game. Very simple. Just making it to learn really. I want to tag all of the towers as belonging to a specific player. I noticed that the player state has a variable called player id. I'm assuming it would just be best to create a similar variable on the tower and give it the value of the player id in player state. That's pretty much the most efficient way right?

turbid plover
#

just a follow up, perforce is fine. the bug was with a struct select getting changed everytime i loaded up my project. i had to delete the select node and start the node from a source struct (not drag from the output of the node), and the other issue fixed after i created new uassets then fixed the snipped wires (which were an array of that same struct type)

#

which was also snipped in another place... but that fixed after i reconnected the wires once, no file recreation necessary

#

and all of those uassets were created in 416. most of my converted bp's from 415 worked fine

#

@ruby aspen you could ask in the BP channel, they might be able to help ๐Ÿ˜ƒ

pallid compass
#

I dont know if you even looked but the core clock on the i9s is not low at all

plush yew
#

does anyone know wat does fix all redirectors option do?

cloud cobalt
#

Remove redirector files left after moving / deleting assets

cursive dirge
#

@plush yew redirector tells where the real asset is after it's been moved form the original place: Since some assets still look for the uasset on the old place, redirector is there to guide them to right place. When you fix up redir, it basically looks up for the assets that ref the redirector and not the actual asset, changes them to ref the actual asset and after that, it removes the redirector

#

ever since I've used UE4, I've wished they would allow editor to do that automatically

#

redirs kinda make sense when you work in a team though, but very little when you are the only one who manages the project structure

plush yew
#

@cursive dirge so there is no harm if I do that right?

cloud cobalt
#

Nope

plush yew
#

Oh ok thanks

cursive dirge
#

well, it could break things sometimes, but you can then always assign the refs manually back in

plush yew
#

But can anyone help me I am getting packaging failed

cursive dirge
#

haven't seen that happening when I do that instantly after moving things around though

plush yew
#

The output log is in the lounge

#

oUTPUT.txt

#

Here it is

#

Pls take a look at it and help me fix this problem plsssss๐Ÿ˜–

cursive dirge
#

uh

#

read the log

#

it literally tells the issues if you read it carefully

#

you can't expect people to read these for you

plush yew
#

I really tried to solve each of them but didn't work out

cloud cobalt
#

What's the first error in the log ?

whole quarry
#

The log isnt a download link for me

#

Scrolled 5 times up in lounge, couldnt find it

cursive dirge
#

well, if you can't read a log for error text, you'll have way more difficult issues to solve in the future

#

just look what is the first error in the log and solve it

#

don't even try to solve it last error first as often the issues propagate

#

so, if you can't find the error by looking at the log, open it in text editor and search for word error or something...

whole quarry
#

Debugging, stop 1 of developing

calm anchor
#

Hey, whats the best way to implement the disembodied player? I.e. just a fixed camera with custom blueprint logic

whole quarry
#

I dont understand the example

keen birch
#

@cloud cobalt It's an error about glass.uasset