#ue4-general
1 messages ยท Page 72 of 1
@whole quarry hmm, Imagine tetris. Maybe referencing this kind of pov as 'disembodied player' was a bad call, ye
Anyone got a good math formula off the top of there head for curves?
say i want to adjust a value over time using a curve
sorry i mean ramping curve haha
like 0-5% would be 0 or less
the 15-30% would ramp up
then 30-100% would be constant value
anyone got any experiance using finterp easy in out?
yeah
where do i ask about network/database things?
multiplayer
Anyone know how to fix graphical lighting errors that wont rebuild?
Usually its lacking or having wrong lightmap UV, or too low lightmap resolutions
is there a way to be notified of when playerstate loads? like in game mode you can use OnPostLogin which gives the player controller that has loaded, but from what I've read and from testing, the player state still might not be loaded at that point, and I need the ID from it as soon as possible.
BeginPlay in Playerstate? lol
!gameidea
An adventure game where you slay squids to prevent the economy from collapsing during the apocalypse.
rational
My friend is getting this glitch in my voxel game when he is near water https://cdn.discordapp.com/attachments/238318756424712192/326828644922294272/image.png but I'm not getting it on my PC
Any ideas why it could happen? I have NVIDIA and he has AMD, maybe it's something with it? How do I fix it?
He tried to update the drivers, still the same :/ @cloud cobalt
Reflection going crazy?
Hmm but there is no problem on my PC @vast pine
Document it as feature, problem solved
Is there any way to rotate insect towards red line? My current solution with LookAt forcing it to rotate inside wall, but I want it to just move right or left, not inside ๐ฆ
The water material is from here https://wiki.unrealengine.com/Water_Shader_Tutorial
Did you make it exactly like that?
It kind of looks like a dying gfx card to me imho
Different cards might attempt things differently. I'd place my bets on refraction. As a test id take out refraction and see if it fixes it. May be a know bug with the card. I wouldn't say that's a fix for you but a good way to know where it's coming from
Hello!
Does anyone know, what determines where Unreal saves the savegames, logs, config files etc. At one point it started writing to the install folder instead of the %localappdata%/projectname and I can't figure out why or how to change it back
@hazy lynx it only goes into user/appdata/.... when it's ran as standalone or packaged. Any other way it saves into the project save folder.
ok, here's a weird one
I'm opening an older version of the engine, and menus don't work anymore
right click menus etc don't show up
not all of them, just some
the first order menu doesn't show up, but child menus do
sometimes
The weird part is that this engine went untouched for a few months and suddenly this
@ashen brook That might be caused by Windows 10 Creators Update
yeah that's my guess
is there a fix?
even happens in the launcher version of the engine
4.12.5
I don't know of a fix sorry ๐ฆ
blergh
same in 4.13... let's test the other versions
works in 4.14
yay
looks like here's a fix: https://answers.unrealengine.com/questions/588817/microsoft-creators-update-breaking-ue-413.html
that happened to me. it sucked but a one line fix and recompile could have been worse.
The one-line fix version.
heh
well, recompiling this one for a client job, but using source version of all engines I want to access old projects in with custom backported fixes seems... cumbersome
Hey, people! Who knows why buffer visualization doesn't work with orthographic camera? Is it a bug or a feature? ๐
That's probably the nature of the beast @wintry bobcat - ortho cameras work differently, and some rendering features don't work in it
what's broken about it?
if you think its a bug, and it isnt posted on answerhub, please do post a report on the answerhub ๐
@ashen brook In the overview mode, all is well. But when I try to display Normal Map only nothing happens
sad
Is it possible to define the shape of a particle in unreal without using opacity maps?
For VR purposes I think opacity maps are taxing fps wise, but I haven't looked into unreal's particles enough
there are some options in the required node that can look at the opacity channel in your texture and cuts off any unneeded pieces of the sprite. this helps a lot of with overdraw
though generally speaking, its in most cases better to use meshes anyways
aaaah cool, can you use meshes with a particle system? or would you distribute them with a blueprint or something along those lines?
you can use meshes ๐
and since 4.14 they are much more performant as well
Cool cool good to know! i'll look into it more later probably, cheers ๐
heya does anyone know tutorial how to make apex cloth curtains collide with player character?
my god if quixel does not see this mesh im gonna scream lmao
Oo
I need to make a particle beam of sorts like an anim trail but on a mesh
Currently I do a highly inefficient method of circles particles that overlap and scale down and disappear
Need a better way that still looks good, any ideas?
Note, it's a ball that spins and bounces about
Does anyone know if there is a detailed guide too setting up SSAO?
dammit im having trouble matching my quixel ue4 post processing settings to my actual one >.>
dont suppose anyone could push me in the right direction so i could match these settings in the engine?
huh has anyone ran into an issue with perforce in the editor where it suddenly doesnt prompt you to check out assets in the editor anymore?
i dont get the window prompt anymore when I save an asset I modified that asks me to check out the asset
yes
could be that you have to log back into perforce
check to see if its asking for that
F5 refreshes
if the assets were already checked out before then they will be unlocked. If you try to save assets not checked out it will say cannot say. If you have other issues it could be connecting to perforce, but it should still have the files locked
yeah i disabled/enabled source control in the editor
but thats not it
im logged into p4 fine
it seems like my files are locked and arent being checked out automatically
anyone know where to find the Open World Demo Collection in a project? I Imported it in using the Epic Games Launcher, but in the Content browser it doesn't show up. It shows Starter Content, Kite Demo assets, etc, but not the Open World Demo Collection assets.
How can I transfer some BP and widget in my project. I mean project1 to transfer BP and widgets project2
does anyone know why when I move using lerp, the character moves using the center of mass, and when i use a MoveToActor node it uses the foot position (the character origin).
this is a flying character
MoveToActor makes him stand on top of the waypoint, lerp puts his body at the center of the waypoint, doesn't make any sense
Lerp uses the Actors Origin as the reference point. MoveToActor uses the MovementComponent which takes into account things like collision using the CapsuleCollision so to be consistent it uses the bottom of the Capsule as the reference point not the origin of the actor
No worries
Not sure where to ask this or if there's already an industry term to it... I'm trying to solve moving a large number of independent actors along the surface of a static mesh. I'm expecting to have these actors replicate for multiplayer so I'm trying to avoid any kind of extraneous physics simulation if possible.
I've found references for claming MovementComponents to specific axis, but not being able to tell an actor "you can only travel along the surface of this mesh".
how hard is it to make good parkour game?
im assuming you need a trigger on every object you can climb on with the animation and movement, right ?
@dark pike Make the grass brighter a bit and the dirt darker, if you're going for a realistic feel.
@sullen sonnet Well, in the second one i made it slightly brighter. so i should go for even brighter?
your lighting is brighter and not the grass
im saying to bright up the grass only
@dark pike
your first image is darger then second. The dirt, rock and sky
Really?
yup
Huh. I only changed the grass
I have 2 textures. 1 base one (darker), one lighter one to experiment with
maybe the way your camera is positioned gives different tone
Alright.
๐
Ty.
np
Tbh, i hate how flat the grass look.
what you mean
ill circle it out
ok
i see
Dont be bothered with that kind of stuff, small/fine detail is great, but it would be too costly to go over the top with just foliage
Even in AAA games foliage isnt perfect
doesn't every game do it this way? Try to make it X shape so its not just a line. @dark pike if you know what i mean
Im one of those people, who likes to go over, and over, and over, and OVER until it looks better.
heya ! I published my prototype on itch.io
keep in mind that it's still a proto ๐
@dark pike u have too many lines. Make them intersect each other
will make it better
Where can i put functions that will carry over between levels?
i believe functions need to be saved in a file to be reusable in other levels
just not sure how to save em properly
or where
@heady obsidian
ah ok thanks
So, you lads dont mind helping me further right? (Im still kind of new, i have been modelling for a bit, but still generally new to this)
the new bing search on docs fucking sucks ass
Ill gladly help if i know the topic xd
searched for "navigation mesh" and the top result was the navigation mesh reference
...for UDK
no one uses bing wtf
^^
well now epic uses bing as the search provider for their docs
8 out of 10 results for "navigation mesh" link to UDK docs
for fuck's sake
I can never find the things I want on ue 4 docs
the pages are really hard to discover
What should i do about this
The grass, doesnt really match up the terrain. should i just change the brightness/values, or start again.
in that, should i got more cartoonish (if i start again). that's a direct picture of my lawn. haha.
loool
there actually isn't any documentation about navigation meshes
wtf
only the quickstart guide
Actual grass?
the 1 u made
not the picture
@honest vale try googling for "UE4 Navigation Mesh"
@dark pike Thats one horrible grass texture on the ground (and the scaling seems to be low)
Looks more like plants than grass now
Woah, don't call yourself bad ๐
it's not that bad
I brightened it.
ive seen worse
@sullen sonnet Bright enough?
much better
o
i know !
The picture you took
make it smaller
so it can be finer
It will blend in better
Maybe slightly larger? I was always told to make it a lot bigger ingame.
Thats the default scale.
that's too small
the 1 u had previously
just make it a bit smaller
like 20% smaller
if u make it too fine, you start to see tiles
like in that picture
I changed the scale from 12.5 to 10
go to 8
take a screenshot between grass
mk
I tried hand drawing texture of grass a grass ground. I live in a rainforest... so the grass here is very fat.
one way would be to use the same grass mesh to bake a surface texture
Hey all, I mainly do arch-vis projects and end up migrating lots of assets/textures/materials into my project, I then use some of them but invariably have a lot of data saved into the content files that isn't used. Is there a way to 'purge' the scene? - to create a scene that only uses assets/textures etc that are being used in the maps?
Migrating the map should only bring the used assets with it
@remco - so would it be best to create a new clean project, then 'migrate' the map to it? - sounds like it'd work, thank you!
@dark pike 1. Handdrawn is blatantly out of place with that ground texture
- The main thing for decent-looking grass is to make the ground and grass match colors perfectly
@keen birch i tried doing a ground texture hand drawn... it looked terrible.
Not crap.
Do you want it to be hand-drawn?
Figure out one of them and then proceed with nailing down how to achieve it
x3
Lacking direction is, for me at least, a massive buzzkill
Oh.
Yeah, when i tried using real images for the grass
it looked terrible, the hand drawn one was better for me.
Get proper photoscans
Or a marketplace pack
There is one, in my opinion, damn good marketplace pack for grass
(Just not really tropical)
hey guys I'm an animator/3d modeller and I'm searching for UE4 projects, where I can just throw my models and animations in to show them off, is there something like a mario kart or rpg (I'm speaking about the skyrim types not the 2d narrative ones) type of project around? or both?
sry if this is the wrong channel btw I'm not sure where to post this ๐
I want to use my own stuff ๐ฆ
Best way to have a colour totally unlit and solid? as if i wanted a green screen
Postprocess.
can u give me an idea of how?
i tried unlit material
but u can only plug emissive colour in :/
yeah but emissive colour isent solid
is your blendmode additive by any chance?
hey !! is anyone familiar with 'add or update blendable' node in blueprint ?
How to author and blend custom Post Process passes with the material editor.
i tried setting it up in order to change the blendable weights of a postprocess inside blueprint , but no luck ....
looks solid to me
the inputs looks good to me, but still the weight is not changing
can u not see the colour?
itsn ot solid at all
closer to center is whiter
i need to litrally make it solid like a green screen for some recording
then the word you're looking for isn't solid ๐
ah
originally i followed this guide and it worked, but i kept getting a warnign message as the node used is outdated
the reason the green colour is off is because of the tone mapper I guess
then the new guide can be found here, but i got stuck ... https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Blendables/
Blendables assets can be smoothly interpolated and used to affecting the rendering (e.g. post processing, fog, Ambient Cubemap, ambient occlusion).
there is a global tone mapper in the rendering pipeline that maps HDR range colours into LDR to be displayed on your monitor
oh
ty man
erm how do u turn it off in say a camera actor?
i was able to turn it off from a drop down
but dont see say option inside camera component
Hello, plaese has anyone the 4.15 version of loading screen plugin?
Good day sirs
What's the easiest way to make a player use a certain camera(it's not connected to a pawn or smth).
Do I need to use camera manager for this? I don't fully understand its potential
Can anyone recall a youtube tutorial where the guy was demonstrating a worldspace opacity mask object?
He had a collision sphere he was lowering into a grid of spheres and the grid of spheres was updating it's opacity to 0 on the pixels that intersected with the collision sphere?
Or can anyone tell me what that would be called so I can do my own search ๐
Basically I am looking to change a parameter on a material that intersects with something, and the ability to move that object dynamically
Found it. Jeez that was rough. Youtube search function is terrible. https://www.youtube.com/watch?v=XYPPd5oLoPM
This tutorial explains how to create a material that modifies the opacity of objects based on an external point in space. Material instances are used to driv...
Ah, it's unlisted.
Wonder why
This tutorial expands on the information from Part 1, using the complex material created in that tutorial in conjunction with Material Parameter Collections ...
Part 2, also unlisted.
I'm wondering if Unreal has a way that I can compile all the code into a library or something, and then my level designers can create map using, but not editing, that content?
like primaily the classes
Isn't that essentially what blueprints are?
Or any other Class you create ?
Ah, I'm wording it wrong, is there a way I can expose all the content, but not the C++ classes? Eg "ship" the project without any raw sourece code?
I'm trying to get BLUI working with UE4.15 and after compiling the plugin from VS, I cannot get it to show up in UE4. Has anyone run into this or something similar before?
hi all. What would be the general best approch to have a flyingsystem for spaceships wich works in Multiplayer. I tried Thrusters and addforce, wich both dont seem to work in MP, or not really good. At least thats what i wound out while trying and after a research. AddActorRot/Loc/.. is another way i tried, but this way the movement is very "clunky", and yet also dont seem to work in MP, but well , that could be my fault as well.
I baked an AO map in Knald and when i try to import into ue4 it somehow fails to import. what is causing this?
Two Questions:
Where does UE store the Triangle/Model Data for StaticMeshes/SkeletalMeshes etc.?
Where does UE push the Triangle/Model Data to OpenGL/Vulkan/Direct3D?
I searched the Source, but can't find anything
I'm curious how the Engine builds actors out of SceneComponents and renders these SceneComponents
Blender tutorial showing you how to use the new Principled shader available in Blender 2.79. Download the 2.79 test build: https://builder.blender.org/downlo...
Seens like blender to UE4 gonna be much better with this
Does anyone know how to fix this?
I tried importing an FBX, UE4 just randomly crashed and lost everything
is it normal that ctrl+alt drag doesnt select meshes that arent visible to the camera (like covered by other meshes)?
They are considered seperate applications i would assume that would mean that both incur royalties
5% from game, 5% from app
Your better off asking Epic directly @plush yew They have an team just for this type of stuff.
Speak to them they will clear up all your questions
IMO you should have to pay 20% for spreading the microtransaction cancer around ๐
^ haha
It fosters an community that will literally pay for anything that the devs make and put an price tag on regardless of gameplay value. Its ruined so many games IMO, its why CoD is utter trash now, its why BF is utter trash.
At least thats my opinion on micro transactions lol
Instead of releasing actual content that might extend the life or add gameplay worth the money, they release weapon skins or cosmetics that essentially cater to the ego of angry 12 year olds (sorry i had to ๐ )
Same with early access games.
Entices people to purchase something that isnt completed with little or no gauruntee that it will be completed to an high enough standard that warrants the price tag.
Fosters an complacent opinion among gamers that makes them think its ok to have game breaking issues or horrible connection problems etc etc
skins worked greatly for csgo, so why not for other games
Who needs skills when you can have an expensive skin
ยฏ_(ใ)_/ยฏ
Maybe it did for CS:GO but most other games dont allow trading in real world currency for them. Most games implement it as an one way street, you buy them from the dev and thats it gg.
Dont you find it annoying that when you buy a game, you only get the frame work.. the rest has to be bougjt in small pieces?
Back in the day you played the game to unlock.. now you've to throw your wallet at it to unlock
Super rare? So only 1 person gets it?
But you just said it wouldnt be on the market?
Then how can you sell it?
Then it can be on the market
Kind of
Its a game where people need big wallets ๐
Small question that i got now: if its a grind game with a shop/market, where is the fun factor?
So you need to be with friends to grind?
Got some gameplay we can see? Sounds cool
Hmmm anyone knows why my char doesn't want to path on my navmesh after I reduce the global Agent Radius?
Also is there any way to see the pathing lines in real time for debugging purposes or do I have to print them myself?
How will you deal with the problem when the game is aging and people are higher levels and new comers can't find any teams/groups?
@olive schooner Press the apostrophe key next to Enter to debug navmesh and agent pathing during play
@weary basalt oh neat thanks, need to dig into the debug thingy more
hey, no idea where to ask this so ill just put it here.
can anyone assist me with level loading/streaming for multiple maps, each with its own persistent level and sublevels.
i have a few short maps and am trying to combine them into one or eliminate loading times as much as possible but atm everytime i try to copy one into another to mage a bigger level im getting save errors and cant save it so im now looking at a way to load the whole next map folder possibly with having a sequence play while its doing that and/or with an animated loading bar/circle/widget
Hi there. I d like to show on web page, my ue4 project. but they will work together. when I open my project I want to see it on my web page at the same time. you can think like twitch. Is there any way to do it? I found a node from bp that start broadcasting game. but I think its relates to twitch and they are not supported currently.
And I can get variable from a web page in my project and I can send variable from web page to my project with IO socket plugin
Anyone ever have their console refusing to open? I'm on QWERTY, the key is left to its default ` , and yet it won't open.
@sage wolf, yeah, the default keys don't work on some keyboard layouts. Just set a different one in the project settings.
That's another thing, it won't open no matter which key it's bound to
I remember I saw a website that lets you plan out your game and stuff like that like blueprints sort of, hmm cant remember what it's could
So you can do like
This -> This1
This2
This3
I love when I found sites like that and I say to myself "na I'm never gonna need it" and then some days after I'm like "crap why the hack did I not save that lol"
Do you mean like Trello?
Not exactly like BP but it's a planning/collaboration site
Hmm no I mean something like this http://prntscr.com/fngt61 @glossy flame
And you can expand it as much as you want and stuff
Will fit perfectly for what I need rn
Also excuse my bad art skills pls xD
Huh, I get what you're going for but unfortunately I'm not really aware of anything like that personally :/
Hmm found something but it seems very hard to use and I dont think thats the one I saw a few days ago.. oh man why am I stupid sometimes xD
I guess I will just go with excel or something xD
drawing in google apps isnt bad
I bought the cyberpunk pack but does anyone read chinese enough to put this into google translate or something? I wanna see what it says
are they not actual chinese?
No idea man lol
They look like real characters. Could try using an image translator via your phone. Appears google has an app for such.
Seriously though, the middle 2 look like Jarjar Binks and that white flying robot
lol
Did the reverse and translated "Hotel president" to chinese. Same results. I'll be damned. That's either nonsense or the sign to the concierge.
"President of a fancy hotel"
@glossy flame ahh thank you
I mean at least I know it basically translates to king hotel or such
"President hotel" is a different translation and I don't know what to make of it.
I found two ways to type "president hotel" (as in, The President Hotel)
But that one seems to be "hotel president" (as in, President of a Hotel)
Judging by the search results
I've got some weird behavior which is crashing my game. I run the game in PIE and it works perfectly. I package the game, then attempt to launch the exe. The screen goes black for a moment, it starts loading, and then it crashes. I look at the log file, and there isn't anything helpful in there. It is crashing on a serialization code section.
anyone know why when i shoot slightly of the actor the spawned actor that i place there for the effect is spawned but not fractured
Is there a way to delay a level load until textures have finished streaming in? I understand that it makes the level load faster, but it gives a very characteristic feel to Unreal and it's not something I like the look of.
when im turning quickly to another direction i get some kind of blur rendering. is there anyone know how to disable it? (i think its related with post process)
Its called MotionBlur. It can be disabled in ProjectSettings->Rendering->MotionBlur
@oblique trench
@weary basalt ty
Can someone explain to me (or link me an explanation about) why geometry is worse performance-wise than static meshes? Seems really counter-intuitive to me
Guide to using Brushes to create level geometry in Unreal Editor.
^source
I already googled it but didn't find anything
If you place a mesh several times into your level, it's still only stored once in memory. If however you duplicate a bunch of brushes, each individual bsp brush is kept in memory.
BSP brushes are also convex shapes, so if you build something non-convex, you have to use more brushes and end up with potentially more vertices than if you would build the same with a mesh in a 3d modelling program.
@grand grail BSPs are an relic from an older time. The implementation hasnt really changed much with the technology. Drawing static meshes on the other hand has advanced greatly especially when it comes to instancing optimisations and batching. It basically comes down to memory footprint
@craggy nymph beat me to it lol
๐
๐
BSPs are still awesome for prototyping.
I wish the tools for them were alot more steamlined though in UE4
The older Quake and Source editors had amazing BSP tools
Hah, Hammer, those were the days
Q3Radiant beginings here.
Qool was my jam
Q3Radiant was the shizzz haha
Quool?
I remember pushing BSP's in Source to the limits by creating flyable, fire breathing dragons purely in Hammer http://gamebanana.com/maps/162333
Dragon Havoc: A Territory Pirates Vikings and Knights II (PVKII) Map submitted by Llorkan. Epic territory map pitting three player-contr...
Good times
Hey any idea what could be causing this do you know i have a moveable mesh that when shot is destroyed and at that exact time a destrucable mesh with a force is attached is spawned so it lool like its destoryed but if i aim slight off the ai is destroyed but the destruction is spawned with no force until the player walks up to it
Hi there. I d like to show on web page, my ue4 project. but they will work together. when I open my project I want to see it on my web page at the same time. you can think like twitch. Is there any way to do it? I found a node from bp that start broadcasting game. but I think its relates to twitch and they are not supported currently.
You might be able to set up your own streaming service on your website sure, but I'm not sure connecting to that would be supported out of the box in BP
I can get value from game engine to web and I can send value from web page to game engine with socket.io plugin
but I dont know about streaming
@severe glen https://youtu.be/ODvbDVZ2AOc
bundan yararlanabilirsin :)
In this Unreal Engine 4 tutorial we'll look at how to create a web browser you can use within the game world on a screen. This is done by using the experimen...
does UE offer Functionality to have 2D Pawns in 3D Environment?
why can i see my macro libary in everything but my widgets?
Macro Libraries have a "Parent Blueprint", you can use the Macros only in Blueprints which have the same Parent.
If the Macro Lib has "Actor" as a Parent, you can use the Macros in Actor-derived Blueprints only.
Widgets are not Actors. So make sure you have a common Parent of the BPs you use the Macro and Widgets
wth
i was looking at example project
they have macrolibary that has actor as its parent
inside a user widget
Hi there. Looking at a new Skylake-X ๐คค Thinking about the 10 core but I'm wondering... Would typical hot reload (small change to 1-3 C++ files) utilise this number of cores?
I'm currently sporting a 2008 Core i7 920, so somewhat unable to test. (Works great in VR BTW ๐ )
I'm not sure how much small iterations will benefit from a new 10 core vs a new 4/8 i7, but things like building the entire engine or other general heavy gamedev tasks would definitely benefit
An upgrade in itself though will give you the biggest benefit ๐
There's definitely other factors though, you'll definitely get a better upgrade path for heavy CPUs on 2066 vs 1151
You probably know all this already though :p
How much performance gain does nativizing a blueprint give?
I thought it was liek 9 times faster?
@glossy flame that's what I'm afraid of. That it won't make any difference on the small iterations. Even so, I think Intel will end up twisting my arm in to getting the 10 core anyway (Consumerism is having its way with me right now)
If anyone can answer to whether a e.g. 10 core processor will benefit small iteration compile times, please post. You might just save me (/others in my situe?) an arm and a leg ๐
It's a real number that I read a while back
There's really no way to put a specific number on something as big as "BP vs BP nativization"
I know there were specific situations where if you really pushed BP to its limit, nativization would give crazy numbers like that 9x
The best you can really say is faster, haha
Is there any reason to not do it?
I know around 4.11 or 12 when it was experimental there were some really weird random bugs with it, like I had this one node that would never execute only if nativization was on
Now that it's released it's probably better, no idea
That took me wayyyy too long to figure out though, so I might be a little hesitant to look at it :p
(personally)
interesting
Oooh! Thanks @lethal spear time to rethink my build ๐
I mean personally I would still lean towards the 10 core + 2066 platform, just because small iterations aren't all you'll be worrying about, and if you're anything like me my plans for the "most intense" thing I'll do on my PC are vastly different than what I would've told you before I built it ๐
I also get that cost exists though haha, it's a tough decision to make
I also built with the last generation on the 1150 socket, so I'm pretty much stuck without buying a new motherboard
Not sure how much longer 1151 has TBH
When 4.16 was released, a bunch of people in #virtual-reality tried whole project nativization, me included. Our projects just didn't package anymore. No idea if anyone got it working. I didn't investigate further.
Might work without problems for individual BPs. I never tried.
Ohh. Theres a button thatll nativize a whole project, and one thatll nativize individual bp's?
Ahh interesting. Dewlly noted
@glossy flame Ooo, very nice advice. "The 'most intense' thing I'll do on my PC are vastly different than what I would've told you before I build it" ๐โบ I love it. Any excuse to go for the 'best'.
Now I'm just wondering, what do ya'll think of a 10 core Intel Skylake-X vs 16 core AMD Threadripper? I'll be doing low level C++/odd assembly debugging (pretending I know what I'm doing). I think Intel has this front beat but I'm also open to the idea of a 16 core CPU (AMD's Threadripper ;)
So I'm essentially asking: Intel vs AMD? Sorry if I've opened Pandora's box!! ๐
@upper yew there's an awesome Epic Live training feed on Blueprint nativization. Be sure to watch it on Twitch, not YouTube. Epic seems to dog the YouTube video encoding when reuploading from Twitch.
do u like red or do u like blue, thats what its all about ๐
@potent crag ill be sure to check it out, thanks yo
@obsidian nimbus well I think we can all agree the answer to that is blue. Pffft, no question
๐๐โโ๐
Man this is driving me mad i wrote down how to launch a dedicated server with certian map via commandprompt/url and i cant find it does anyone know off the top of there head?
hello guys, does anybody knows how the magic auto possess works in templates like in third person template? no possess code in level, game mode, player controller or anywhere. It just possess the pawn that is already in the level instead of spawning a new one for no reason...
found it, it's the auto possess option in the pawn that is already placed in level.
Do I have to cook my content before building the game?
What exactly does "cooking" do??
converts all the asset formats to a more optimized and/or compatible version for whatever platform you're cooking for
You only need it to run on different platforms or packaging, you can run uncooked on PC
Just delete them and regen the project files?
Redirectors a "B"
I have been looking for a turned based rpg tutorial, but haven't any luck. Are there just none out there or is unreal not really suited for it?
@pallid compass ServerBinary.exe MyMap?Game=GameMode
you have to give it the full path to the gamemode too (/Script/GameModule.GameModeClass) unless you setup an alias in the config
why does my custom config optioin does not work in cooked build ?
I hate packaging errors ._.
http://prntscr.com/fnx3yz Anyone has any idea of why is this happening?
would be much easier if you had the debug symbols installed
debug symbols? @fossil socket
the thing that would make that UAT crash readable
whats that? a plugin? debug symbols
no, it's a thing you can install through the launcher so you can get better crash information
but if you're not a programmer then i'm not sure how useful they'd be to you
how do I install this?
and what do you mean I'm not a programmer lol I'm trying to package my game
UAT is crashing. debug symbols tell you where it's crashing rather than showing the memory address of the function
k so how do I install this? @fossil socket
I feel this is one of those times: http://lmgtfy.com/?q=ue4+debug+symbols
hey this is my link lol
Hi there,
I d like to show my project on web. but they will work together. when I open my project I want to see it on my web page at the same time. you can think like twitch. Is there any way to do it? I found a node from bp that start broadcasting game. but I think its relates to twitch and they are not supported currently.
And I can get variable from a web page in my project and I can send variable from web page to my project with IO socket plugin.
@fossil socket @craggy nymph I dont have the option options here http://prntscr.com/fnywur
I do have it in the 4.16.1 verison.. any ideas?
I just ticked Simulate Physics and put gravity on as well, but my generic cube still doesn't fall down?
Really need help with it
fall down!!!
it's set to movable as well
Hum, since it's a one character game, I am prettty sure I have too many actors with a basic testing world.
I am not sure tho lol
@grizzled hill Whats the question then? If it's too many? xD
I fixed the problem, it was too many most definitely lol
What was the problem lol
does somebody know how can I do my idea?
I would split it up into parts
First, are you sure you can get a custom streaming service set up on your website that can handle content delivery to a lot of people?
That might be a harder issue than you imagine
D:\Unreal\ActionRPGGame\Releases\Test02\WindowsNoEditor, there are some asset registry files generated, and nothing else. Should I copy them to StagedBuild ?
or it seems they are already copied (;
@glossy flame it will only for me not public . you can think as local or max 2
Alright, well I would look at some solutions for that and see what type of APIs you get from them
Once you get to that point, you can try tying it in with BP, or worst case C++
I wouldn't hold your breath if you're trying to do the whole thing completely in BP, to be honest. I haven't looked at the built-in Twitch implementation, but I imagine you'll have to use some C++ to get the local streaming connection set up
You can always expose nodes to BP so you do most of your flow in BP, but some functionality might simply just be missing out of the box in BP
I see . I already can get value from ue4 with socket.io and send it but the problem streaming ๐
I think like you . I cant do it without c++ and I dont know c++ ๐ I should start to learn it .
Hi, i'm making an anime with UE4 but i need to know a think what's the max polycount for a charater ? (to have a good cinemtic without lags or drop FPS)
Depends on hardware target. There's no max, per se. Just profile it.
Does anyone have an idea of the peformance cost of animation bps vs moving things via in game
Does anyone know how to fix this packaging error? http://prntscr.com/fnx3yz
And I dont have an option to install debug symbols in this version for some reason http://prntscr.com/fnywur
i want to import an image to my project, but I want a certain color of the image to be the transparent part, how do I do it?
create the same image but black/white, and use it as the mask
or, depending on the color, some math
Yo guys when it comes to packaging? whats the setup for the fastest packaging for source builds, so i can package fast and test
I need a circle to use as a selection mesh for when u select actors
how do i get one
anyone know how to disable this node copy numeration behavior in the material editor? Appears to affect all variable nodes
@sharp crest u may want to set the 4.15.3 as the current engine version; after that, you'll find an option tag
choose debug symbols there
if it still doesn't work, try to update your launcher
do u have to specify every map u want to package?
launcher is updated and setting the version that I use to current engine version aint adding the option :/
then it comes to the most time-comsuming situation ๐จ You may have to reinstall the engine and select the option before you start to download
recompressing every single texture is usualyl the slow part
finally got my dedicated servers working
Has anyone toyed around with the struct box?
Anyone ever succeed to use Unreal in their own software ?
as-in not built by the editor (I don't like the fact the output .exe is 100MB+ and I'd like having control over it)
anyone ever have issues with git for source control, me and another user can both work on blueprint when it's checked out
nah it isnt only perforce
as long as you are using a source control plugin with UE4
it should be locking the files
you can still work on them, but it wont let you save (hopefully)
Really? Is there any documentation on that?
not sure
How to setup SVN so that you can share assets with other on your team.
doesnt mention anything about locking
That's SVN lol
I'm pretty sure the git plugin doesn't do locking
as rough as git + binary files gets
heh
From my understanding, it should just lock it in general
Sorry for the late reply. But then again i could be wrong
@ivory junco got some reflection capture probes ?
@languid shard i didn't have those, just added some and made them big but still looks mostly the same
hmm what's in your material ?
also, pretty fast and easy (might impact performance a tad) way to do water reflections is by using a Planar Reflection plane ๐
System for capturing and displaying local glossy reflections.
i added a plane and the water material from the kite demo
afaik the kite demo uses a Planar Reflection plane
@languid shard i'm trying to figure out how the kite demo does it
but i'm not sure how to start the demo
i downloaded it and i'm in the project
but i can't find the main level for the life of me
the demo
'cause there's a project on the launcher with only the assets
i migrated the assets for my own project
okay
you should also try the Water Planes content, its much smaller and should work the same as the kite demo
there's some other stuff i'd like from the demo
basicaly everything lol
i'm just getting my feet wet
yeah its pretty well made :p
yeah its pretty heavy
memory requirement are also pretty high
lots of 2k/4k textures
hi could someone point me to the right direction to make apex cloth flag collide with player character? Currently I have two bones for the asset one for the flag and second for the pole. It works perfect but doesnt collide with player unfortunately
@languid shard i created a camera actor and the water looks normal from the perspective of the actor, but not for my viewpoint camera
hmm
@ivory junco do you have a skylight on the level?
@honest vale yeah
it should capture a general sky cubemap that's used for reflections
Hey everyone, I have a quick question.
How difficult would it be create a small insect that walks around on surfaces? Ideally I wan't the insect to move to waypoints climbing actors/meshes along the surface and appearing to walk in crevices. Imagine a colony of ants for example.
Also I would like to make these critters relatively smart with AI rather than just animations.
@languid shard @ivory junco Kite demo definitely DOESN'T use planar reflections
they would have used it for sure if it had existed on 4.7
but it was implemented only on 4.12 or so
so, year later
water planes don't use planar reflections either but it's rather easy to put it in
not sure if this is the best screenshot but it's what I got when I tested planar reflection on that water plane thing on 4.12
well, of course there's a slim chance that epic would have added planar reflections afterwards to kite demo but they in general don't change the tech demos for anything but compatibility reasons after initial launch
but it sure wasn't there by design
@cursive dirge hmm I thought I saw some screens of it with PR though...
Any idea why i cant access post proccess efects on world outliner(top right box,it doesnt appear at all)
alright I got my apex cloth flag to collide with enviroment by tagging "collide with enviroment" on from flag and having floor/walls static objects. so far so good but next problem is how to make it collide with player character and bullets anyone know?
@ivory junco just so you know, the kite demo is not entry level stuff, u might wann look at some simpiler versions of things then build up on it to the demon
hey guys, quick question in terms of releasing on steam, I cannot find an answer to my question on steamwors page. When I'm getting ready for the release, got the dev account on steam running with all of the info there etc AND I want to test my game build, do I have to go through the steam's review process or can I upload and test my build without being reviewed
once my sure about the build can I then send it for the review or do I have to go through the review with test build aswell
hi, someone know how to speed up start of a packaged game when launch the .exe file?
what?
hey guys, anyone has experience with the sequencer recorder?
Im just watching the documentation to learn how to record some gameplay, but my recorder doesnt look like in the doc
its missing the actor recording tab
oh wait, nevermind
ok solved that, next issue. My character is rotated 90degrees forward in the sequence recorded
here, the character should actually just be inside the capsule like a regular setup character in ue4. But after recording it displays with a 90 degree offset like this
@cursive dirge damn that looks nice. are those all free assets?
@pallid compass i was mainly going to use it for assets like plants and rocks and trees
@pallid compass my plan is to learn a good bit about each phase of world building in this order: terrain/landscape -> materials/textures -> foliage/rocks/trees ->fog/lights/atmosphere
i'm statisfied with what i've learned about terrains and landscape, though i still need to figure out how to use tools like world machine to aid with the next step of using materials/textures
Your best bet is basic tutorials not the kite demo, learn core foundation first before advanced
@pallid compass what's that?
@pallid compass i'm relying on youtube videos. i only use the kite demo for the free assets
HI EVERYONE
My world composition tiled landscale import crashes at 7x0 out of 7x7
do i have to import again from scratch, or can i just "reimport"?
Anyone knows whats the actual problem here? Trying to package my game.. http://prntscr.com/foe2kk
What do u guys all use for your hard surface modeling? because im starting to get sick of maya
@ivory junco it is literally just one water planes scene that epic provided, I just removed static lighting in that test and added planar reflection
So yeah, they are free
how can i convert my project to vs2017? i had to reformat and it's spitting out "The application which this project type is based on was not found."
hi all
I found a game on google play store with same name as my game , now my game was first released in 2011, only published on Appstore. This game was obviously released years later.
and im finishing up with my update of this game that will be on Appstore and GooglePlay
should i just contact the author and kindly request that they change the name?
wouldnt hurt to try
Check out Jovanni (@Jovanniacevedo2): https://twitter.com/Jovanniacevedo2?s=09
Check out Jovanni (@Jovanniacevedo2): https://twitter.com/Jovanniacevedo2?s=09
if i have a server with a door, and my friend has a server with a door, is it possible for a character to go from one server to another via a door? (loading screen?)
also, how can you be getting "sick" of maya? i love it, comparitivly. i can't use blender or modo. maybe if i had started in thoes, but i just know maya so well at this point.
now, i'll give you she's bloated as my grandmothers corpse, SOOOOOOO F'KING MANY TOOOOOLS.. but eh.. blender has some weight to it too, so it's bad all over really.
Looking for good PDFs/EPUBs about UE4 to read during days off
If you have suggestion, please start it with @plush yew
Does anyone know if there is a way to hide all stat commands? like stat FPS, stat UnitGraph, etc?
Anyone know if RepNotify replication works in replays?
For some reason Unreal won't recognize my 3d models
They don't show up in the content browser, and won't show up when trying to import them
What format are they in?
.mdl
Uh, how did you generate a .mdl ?
I didn't generate them, they were given to me to use like this
By an artist?
Yeah, he said this is the only format he exports to
lol
Yeah, you're not going to do much with it
To use a .mdl, you need to know how its generated
Wow.. Source
Dang it
Are you paying this artist?
I was going to
Yeah no. Client should have some say in deliverable format.
Well RIP my dreams of these assets
Only time people deal with .mdls is usually when ripping from a game
Question about serialization. At design-time, I would like to read in an external json file and then serialize that data as a uasset to be baked into the final build. any ideas where to start with the uasset side of things and how to kick off loading? all serialization information i find seems to be about run-time and mostly SaveGame
Anyone know how to have a matinee only play the first time that level is loaded not everytime
first time ever, or first time every session?
Erm first time ever session atm it doesnt matter as its just a tech demo but its anoying havning to watch a cutscene ever time you die lol
if you want it once per session, just store a bool in GameInstance. if you want it persistent across multiple runs, save it to json, or use the savegame system or something
Cheers will have a look into that
I cant get it to work i think im just daft lol looks like have to persevere with it playing every time you di
it should be fairly trivial
Gotta make sure to have UE use your game instance
Then, when you get the game instance you gotta cast to your GI.
Have a bool which you use to determine if you play it- once you play it set that bool so that it won't play again.
Which part are you stuck at?
Well to say its my second time ever using blueprints and unreal and uni want a lot from me id say most of it lol and tutorials you can show me to have a look at maybe :/
yeah let me get a project open
Cheers for the help man i will het there eventually
Just taking a while to get a project I can demo with going, sorry.
omg, just realized there's no sort node in blueprint, it must be the only scripting language in the world like that
there's always the insert node, but it's kind of strange not having a integer sort node by design
i mean, there's a shuffle node but not a sort
Is there any way I can use my blueprint structure in my CPP code?
Never.
Always go one direction - native exposes to blueprints, blueprints can't expose to native.
well, technically you could. but it's going to be messy.
it might be easier to call your C++ from within your custom BP node
I mean, if you want to manually do what refactoring your code to have a C++ base class in the first place would do, yes. ๐
Not necessarily.
If you need to use your struct and actually manipulate its values inside C++, you need to create that class in C++.
And make it exposed to blueprints.
With smart use of a type redirector, your blueprints will require no changes whatsoever and your C++ code will be able to reference it.
type redirector?
Objects that are placed in packages to redirect references to moved assets to their current locations.
Sorry, busy. Sort of.
Yes and no. Those are redirectors and the concept is the same, but those are for assets.
There are redirectors for native types, which makes it so tha when an asset tries to reference a native type, the system will automatically point it at a different native type.
Just a sec
It changed in the last 2 or 3 versions, so you can easily tell the engine "If you see Foo, redirect all references to Foo to actually refer to Bar"
It had a different syntax before
You do it in your Engine.ini for your project.
+ActiveStructRedirects=(OldStructName="VimDebugData",NewStructName="AnimBlueprintDebugData")
like that?
Yes, though that's the old style of doing it.
oh ok
There's a newer smarter way, just finding the syntax.
You're on the right path though
[CoreRedirects] is the section you'll want to have or add.
And within that section of your DefaultEngine.ini for your project, you'll want to add...
Not finding it, probably +StructRedirects=(OldName="PathToStructClass", NewName="NativeStructNameWithoutTheFPrefix")
PathToStructClass is slightly tricky. I think you want to right click your BP struct asset in the content browser and copy a reference to it.
Then paste it here and I'll try to help you get the section of that which you need to put in there.
UserDefinedStruct'/Game/Online/Need.Need'
I think you can just put Online/Need.Need in there then. I think.
Possibly just Online/Need.
You might have to try it a few ways.
My suggestion:
ok I will give it a whirl
Take the BP file, don't delete it, but rename it, maybe just add .bak to the end (means nothing, just a typical convention for backed up files).
And I mean the file, on disk, not the asset in the content browser.
Then add your INI changes and your native struct
Make sure it's marked as USTRUCT(BlueprintType) and all variables of it are marked with UPROPERTY(EditAnywhere), probably BlueprintReadWrite for good measure too.
Yeah I need the replication for a few vars
@livid haven Thanks a lot for helping me out. This is a treasure trove of info!
NP
what's this great lanscape tutorial that unreal provides?
one that involves world machine and flow maps
nevermid i guess it's a demo
are flowmaps something that you should generally import along with a height map?
does UE render everything in the scene all at the same time or only what is visable to the camera?
If one object is behind another does it keep it in memory, does it render it , does it reload it , does it keep the textures in memory?
Only what is visible to the camera
hello, i'm new here and sorry if my english isn't so well.
Here's my problem :
I'm trying to import custom mesh for a destructible object using "import FBX chuncks", it's working fine but do not import vertex color... is there a solution ?
When i import my mesh directly in unreal like if it was a static mesh or so i can specify to replace vertex color and it works... but here, in destructible mesh, i do not have access to imports settings :/
Hey, is anyone else having problems with the launcher right now? The marketplace and learn sections just refuse to load
same
heya !
anyone here is up for a linux version testing ?
if you feel like it go to https://jnat.itch.io/leafblowers
message me if you have any feedback
(i am reposting this from the wrong channel i used before, sorry about that)
@fierce tulip hey man you about? quick question
afk atm cooking
no worries man, when u get back can you remember your video where u made one of these in 3ds max or maya? like a shape and you twisted the faces like this somehow
yea?
Can u remember the name of the video? i cant remember how to make the shape ๐
its the free ring giveaway
oooh ๐ฎ
all i did was just seelct center, rotate 5 degrees, grow, rotate 5 degrees, grow selection, rota....
Ahh okay thanks man!
hehe i've done spirals like that before, good way to make a portal mesh
i like to start from a Cylinder so the UV's are all set for me
delete the caps
shrink the top
then add edge loops and rotate them each time i add one
Hey everyone! What you can suggest to work with c++ UE4 projects instead of visual studio? (it's very VERY slow and laggy) The perfect solution is to set up Sublime Text but every guide I've seen for ST didn't helped โ I'm not able to setup code completion ๐ฆ
if its the ctrl+space thats slow/laggy ive heard there is a fix to that
https://forums.unrealengine.com/showthread.php?93546-For-those-who-suffer-from-Visual-Studio-IntelliSense-slowness https://blogs.msdn.microsoft.com/vcblog/2011/03/29/troubleshooting-tips-for-intellisense-slowness/
if its slow for other reasons sorry i only used visual studio
@inner mountain
@everyone check out my new video https://youtu.be/mM4bRcm2r4Uo
Hey guys I hope you like and subscribe and if you guys want to know more information about dusk survival Join this DISCORD!!!!https://discord.gg/EvgH7 and do...
Nice graphics, everything seems a bit too shiny tbh
hello!
I was wondering, if I deploy a build and later on make some changes in a cpp file. Is it safe just to replace the exe without packaging everything again?
@digital anchor it's slow in general. Not always, but often. It starting to do some kind of indexin, I don't know... even UE4 starts to lag at that time
Does anyone know the ugh launch .exe with URL paramters for maps off the top of there head?
@magic hawk That is some heavy compression right there
Anyone know why I can't call a respawn widget again after its been called once before
Can you recommend me some basic Unreal Engine tutorials? Kinda new using this engine, heh .-.
Recommended Channels:
https://www.youtube.com/channel/UCqPKRjVm36xmxu1OiegTWWg
Matthew P. takes features from games like Overwatch and Superhot and shows you how to recreate said features
https://www.youtube.com/channel/UCAaWnOJ4iFSQluBVNS2d-Ew
So far that I've seen, Dean has a lot of survival-game tutorials
https://www.youtube.com/channel/UCOVfF7PfLbRdVEm0hONTrNQ
Matthew W. really shows how to do stuff on blueprints, what the stuff does, and other cool.. stuff lol
Hey everyone! My name is Matthew Palaje, I create videos on all aspects of indie game development. If you want to excel in game development, join a supportiv...
Tutorial account of Dean Ashford. I'm a 3rd year video game art student at Southampton Solent, training to be an environment and technical artist. If you hav...
Yeah, I've been watching Matthew Palaje lately, pretty good tutorials. Thanks, I'll check the others out!
i have a USphereComponent. it starts out as red, when it overlaps another component it is supposed to turn green. This code all works but the editor isnt updated for some reason. if i turn on Show Collision it shows the red spheres. When they overlap the details panel shows the ShapeColor is changed to green but the component in teh game doesnt change to green. If i then turn off Show Collision and turn it back on they will be green.... is there some way im supposed to have ShowCollision update?
hi guys
having a problem with build lights...
can anyone help?
build lights complete (after hours) but doesn't change the scene
doesn't do anything (it's like it never happened ๐ )
Do you guys know what would be considered a high draw call count and what's considered low?
Just wondering if my draw calls are problematic
how many dc's you have atm?
around 200-300
that's low
Yeah I suspected
unless you are on mobile
just wondering why my game uses like 40-50% CPU
what cpu?
The answer is multithreading
Or lack thereof, in UE4
Your CPUs have a similar number of cores, and UE4 uses two, basically
It's not wired to use any more
err.. so you're telling me it's normal for a game to use almost 50% CPU?
@cloud cobalt he isn't wondering why it's using few of the cpu, he's wondering why it's using so much
That's kinda weird isn't it?
Oh, well, it's a game
it depends on what you do. do you have something like a dynamic navmesh?
Yeah I have dynamic navmesh
now that I think about it, I might be able to turn that off
Are you running with vsync enabled ?
well ideally a game would always use at least 80% of the cpu
you should be happy that it uses quite a bit
whaat? really?
There are two sides to that coin. You want less CPU usage because it means your game is going to run better on more computers. But you also want it to use 100% of every PC to use the hardware as much as possible
I've never heard a game dev ask how his game could use less CPU before
any hardware that idling is wasted hardware
What you want is your game running at 60fps on all target hardware
Yeah I mean, people were just telling me that 40% is high and I've never really thought much about CPU usage with games and the other games I tried booting up as a test were using like 20%
my game runs fine though
Worrying about CPU usage is fine for applications that run in background
In a game, that shouldn't be a concern
A common issue in games is low CPU usage + bad performance
50% CPU usage means the game isn't terribly done
I'm also concerned about it because this is for PC. People always run lots of stuff in the background. Like streamers sometimes use CPU video encoding if they'd be streaming the game
You have to understand that 50% of a decent PC means 2 out of 4 cores
So you still have the equivalent of a 5-years old PC idling there
Streamers are going to have vastly better hardware if they're any serious
yeah, on a 8 core CPU you will not achieve 50% usage
UE3 couldn't use more than one core or most work, meaning it would be stuck at 12.5% CPU on a modern i7
That's not a good thing, because it means you're getting bad performance
Lots of games have the same limitation even today
I'm achieving ~80% usage on all CPUs due to how much stuff I have to do on the CPU ๐
btw, by default UE4 does not give the game thread and render thread a high priority @cloud cobalt
even some task graph threads have a higher thread priority than the GT and RT
I have no idea why epic did it that way
I modified it so that the RT has the highest possible priority, then the GT a bit lower
I'm not sure thread priorities have any effect on Windows
Unless you have some data about that
Sure, but the effect on actual performance is usually pretty low
well, I definitely dont want it to happen that any thread lets the RT sleep for a while because windows thinks some other thread is more important at the moment
it might be interesting if it will have any impact
GT/RT mainly exist so they are exclusive to their tasks
in theory on render thread there should be only rendering related code
problem with games is
that gameplay code is usually pretty hard to make pararell
and existing game engines doesn't even try to make it any easier ;s
though some thing like path finding or certain class of AI are easy to run on multiple cores
Uh, no
<@&213101288538374145> don't mean to be annoying, but this guy has done nothing but post videos and stuff about his game
Getting a little spammy :p
@glossy flame thanks for bringing it to our attention
hi, can I use the starter content with an Android project?
IIRC when you create a mobile project it gives you a separate version of the starter content, I'd imagine it improves performance somewhat, but I don't see why you wouldn't be able to use the default starter content on mobile
Hello!
I'm doing keybinding menu. I'm using OnKeyDown event to detect a pressed key. Problem is, some keys (for example arrow keys) are used for menu navigation and I don't get an event at all. Is there a better way of capturing keys or a way to make this event fire on everything?
Hi there, Im wondering does anyone here have experience with setting up a P4 server on AWS to use with UE4?
There doesnt seem to be a lot of information on the web about this. And perforces own documentation seems to either be outdated or horribly written
I've never used AWS personally, is there anything that makes it different than a normal linux VPS?
I've set it up on both DO (normal Linux) and a Pi, I used Allar's guide for the former
Im not using Linux. I am using a Windows Server installation instead. Im not a fan of command lines
Oh, well I've installed it on W10 as well, I'd say that was the easiest experience
What issues are you having with it?
The "guides" and perforces own documentation states to Install both P4D (which is, I assume, the actual server components) and then P4V for the GUI stuff
but you can either install one or the other, not both, it will throw errors
at least for me
You don't need P4V on the server, only on your workstation
I installed both without a problem though
At one point I hosted our server on my main workstation (bad idea haha); I don't really remember having any specific issues with it
So deinstalled P4V and reinstalled P4D onto the server.
So then I open P4V on my client machine and connect to the server?
Does it just accept the first user to log in as admin?
I believe so, yes
There are also some steps you need to take to enable security settings IIRC, I don't remember specifics
p4 configure set dm.user.noautocreate=2
That makes sure user accounts can only be created by admins ^^
do you remember where you got the information from while setting up your server?
maybe my googling skillz are crap but I cant find any useful information whatsoever
To be honest I think I just followed the installer, though I had used P4 before when I set up the Windows server
The ARM installation on the Pi was the one that was the issue, haha
thanks
its pretty much this http://i1.kym-cdn.com/photos/images/facebook/000/572/078/d6d.jpg
I mean, it is an installer :p
Well, like the p4 configuration you posted above. That seems like kind of essential information when setting up the server ๐
yes, but 95% of the information was for Linux based installs
I mean, I see a lot on Windows
Are you in the "Windows Installation" section?
yes
Well maybe it's just me, but I don't see any there :)
Yes there's Linux stuff on there, but there's a separate section for windows haha
heh I can aparently not even connect to it, although that is probably a AWS config problem
Hey, if anyone can help, I still havent managed to solve this issue :/ #PackagingErrorsยฏ_(ใ)_/ยฏ http://prntscr.com/fp90ra
@ me pls
@glossy flame I guess it kind of works now. Im still a bit confused as to why the username isnt what I typed in, and how to set it up so other people can create new regular user accounts upon connecting with a pw I provide but other than that it seems to work
Hello!
Could anyone help me make a keybind menu? I'm stuck trying to capture a pressed key. I tried using OnKeyDown event from a widget I'm using, but it does not work for keys like arrows, esc, space and similar that are already used for navigating through buttons etc. Is there a way to override that behaviour (make the widget get every keypress event) or is there a more reliable way to capture keypresses?
Anyone have an idea if it's possible to grab the preview images of meshes from the editor? I want to use the images as icons in a menu.
Example (I suppose I could screenshot them if not)
@merry gazelle If u find a way please PM me or something, tried to do that but didnt manage to find a way :/
heres a question for u guys, if your not using a skin for say animating something, do u have too use bones?
damn It crashed -_-
the visuals of true horror
I just followed this guide - https://docs.unrealengine.com/latest/INT/Programming/Development/BuildingUnrealEngine/
to build 4.15 with NVidia VR Works.
First time I've built from source before. Do I always have to launch it in the same way (i.e. through Visual Studio), or will a project built in this version always open with it?
Compiling Unreal Engine from source.
Once the source is built and compiles correctly you can simply start using it as you would an normal launcher build of UE4. You wouldnt need to even touch the source code again really.
But where do I run it from? Is there an exe in the folder I built from, does it get added to the launcher? etc. (sorry, very noob question I'm sure)
Have you created an project with that source build yet?
When you first launch the compiled build from VS it should prompt you to create an UE4 project
yeah, just did and was able to set the rendering options that are part of VR Works
Ok well there is an .uproject file in that project directory that will launch that project.
Once you launch it once it should appear in your Epic Games launcher anyways. It will appear with an "Other" version tag
Ah, didn't realise the uproject files were tied to the engine version they were created with
Or rather I figured it might try to use the 4.15 you'd normally just get from the launcher (i.e. not built from source)
Thanks for the help ๐
No worries. If you right click on the .uproject file it gives you some additional options, one being "Switch engine version"
Guys
My brother is starting a FPS game here
If you guys wanna check it out, And hopefully follow it.
๐
What would be the best channel to ask questions about player movement in?
Hey guys!!
@thorn topaz Probably here. Unless its BP or C++ related then chose either channel.
Basically, we have a roll animation that we want the player be able to roll in any direction. Are there any recommended was to do this?
Well, I guess you'd want to handle that in a state machine in your anim blueprint. Can you be more specific?
we have 1 roll animation. when the ability is activated it, as long as the player is attempting to move in a certain direction, the character should roll in that direction. One way of doing it I found was just using add movement input but that doesn't really work because we have it setup so that horizontal movement and reverse movement are slowed so they would roll slower in that direction. Obviously we could add a check to see if they're rolling and if they are, disable those settings but that feels clunky imo
Ayone know how to change the dimensions that you'd set when importing a tiled landscape, after you've already imported it?
I have a strange scenario that I'm working with and would like to know where it would be best to ask this question. I have a small 3rd person character and the camera is really close to the ground. It's difficult for me to control camera movement because of how close I am to the ground. The character should be able to fit in tight spaces as well but I'm having difficult controlling the camera here as well. Has anyone delt with this kind of thing before?
hmm... why do you have to work with such a small character?
(sorry, probably won't be of any help, just curious)
Aye, gruv, how do I get my camera to view the scene head on, sort of like 2D. Cause ya see, im making what is effectively a 2D game but everything is modelled in 3D. So technically 2.5D but theres a filter to flatten out everything.
@hazy lynx The character's nature is such. He's a small rodent. I think I've figured out what I'll do. I'll use something as such.... https://www.youtube.com/watch?v=4Z_ds-aMG0c
A preview of my environment-driven camera system for Unreal 4. This system is ideal for creating games that depend on fixed or "cinematic" cameras, similar t...
What if you just upscaled everything.
just what I wanted to ask
my blendspaces don't work properly in 4.16 anymore
they work in the tab, but the variable isn't giving proper depth
it works fine in every other revision
The camera (In game AND in the editor) is able to do FULL 360's. Was wondering if any of you ran into this issue before?
Are you just applying a rotation to your camera?
Or your actor?
Cause if you're just adding a rotation from the input there's not anything to stop that, no.
At least AFAIK
It's happening in Editor, too
I'm just using the default epic games input. Nothing fancy.
Last night I tried bringing a tiled landscape from World Machine into UE4, but I can't find any clear advice on how lighting is supposed to be built. Left it going before I went to bed in the hope it'd be finished this morning, only to find a message that I didn't have a Lightmass Importance volume <facepalm!>
Should all the sub levels be loaded and built at once, or should it be done on a per sub-level basis, or generally with massive worlds do people avoid using baked lighting?
makes sense
I've been trying to get a landscape suitable for a fighter jet game, but even with a 32x32km (which I think I'm right in saying is double the dimensions of the open world example), the streaming distances have to be stupidly large to not see pop in. Been trying to work out how the guy making Project Wingman has done his landscape as the view distances and landscape are absolutely enormous in that. - https://youtu.be/ikmAItVpg0g?t=102
Anyone got any thoughts on best practises for something like this?
Thank you for the overwhelming support everyone! I haven't been updating the development log in a while so here's another dev log from me! Try the latest pub...