#ue4-general

1 messages ยท Page 75 of 1

plush sky
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Omg

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I wanna do something similar

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Want some of my minigames to involve multiple controllers

vast pine
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My game is a mix of my old favorite game deathball and a mod of it. Gibball

plush sky
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Like thirdperson for most and switch to first for some stuff

vast pine
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So it's like dodgeball soccer

plush sky
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Not sure on how to do it

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Sounds fun

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:)

livid haven
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Hah! I remember deathball! At LAN parties! Wow.

vast pine
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The camera method change isn't to hard

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Lol wow someone here knows of it

plush sky
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Yep

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Thats like hmmpre 2004?

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Maybe even pre 2000

livid haven
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It's 2K4.

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Maybe 2K3 originally.

plush sky
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Ah

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Was close

vast pine
plush sky
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Yeah i think I remember it

vast pine
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How am I doing ?

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Yeah both

plush sky
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Looks cool

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So how about this

vast pine
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The dev well project leader Davidm has made a mess of it I still like suoraball a lil but I miss the arcade feel

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Death...

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Soaking my own ๐Ÿ˜ƒ

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So making

plush sky
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If i make a map in third person. Then compile a copy.of the server only with first person and new map and copy it to dedi2 then when i client travel. It will auto go into first person no?

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Because that server is default to thT

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That*

vast pine
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Use the same character for third and first unless crazy changes I keep@my camera on a spring arm and move it out for third and change its basemlocation

plush sky
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Hmmm

vast pine
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And use the hide from owner on the third person mesh when in fps

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And hide the fps arms when zoomed in to fps

plush sky
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Hmmmmmm

vast pine
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Which is always otherwise owner only see

plush sky
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So zoom into head on load and hode avatar and show hands for say guns?

vast pine
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I think there's example of this type of thing for shooter project somewhere making it 3rd person

plush sky
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Hode= hide*

vast pine
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Have the fps arms attached to camera but if not in fps you hide it from@owner

plush sky
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Aahhh

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Makes sense

vast pine
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It look funny in class editor but works

plush sky
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Can you imagine the horror if people were to see the arms in third

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Kids be offing themselves

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But seriously. That seems like an easier way to do it

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Hmmm now i gotta work out how and put it into action.

vast pine
plush sky
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Thanks inphedel

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Haha

vast pine
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Looks way funnier now I felt camera was to close to ground in fps so the second arms are next to his head if you see the third person model

plush sky
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Yep

vast pine
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Internet is borked at the mom t so can't share lol

plush sky
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All good. I gotta go. Daughter just got out of surgery.

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Ill be in touch

vast pine
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Kk

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@livid haven can't believe you played db I used to run A na league. Made maps for it n junk too

magic hawk
violet cove
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@magic hawk what can you do for us?

magic hawk
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Like what?

maiden swift
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@magic hawk Please don't use this server for self promotion.

dark pike
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Does anyone know any tutorials on how to get grass movement (that uses blender). I don't like using the basic grass ones... it looks weird. Also, heres a pic... why... well why not?

plush yew
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How do I set up a localhost server in ue4?

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not sure if this is place to ask

onyx hawk
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Normal map plugin gimp : - https://code.google.com/archive/p/gimp-normalmap/downloads (To install, extract the normalmap.exe file to your GIMP plugins direct...

โ–ถ Play video

Hello everyone, In this tutorial I will show you how to make interactive grass , like the one in breath of the wild.This tutorial is based on a forum post th...

โ–ถ Play video
dark pike
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@onyx hawk That looks delicious

onyx hawk
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@plush yew local multiplayer

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?

plush yew
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Please welcome @ivory beacon to the community! :beers:

onyx hawk
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Welcome!

dark pike
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Hah!

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thats how i did my grass

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well not exactly

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but still i did it like that

onyx hawk
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not sure if thats what you were looking for

dark pike
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i just want to know how to use weight paints

plush yew
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what do you mean local multiplayer?

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I'm trying to open a localhost server for FMOD

onyx hawk
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hmm

dark pike
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Simple wind looks stupid when the bottom of the model pokes back out

plush yew
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so i need to buy perforce and set it up?

royal escarp
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@plush yew What do you mean by localhost for FMOD? And what has Perforce got to do with either of those things?

plush yew
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Please welcome @radiant grail to the community! :beers:

sharp crest
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Hey does anyone know how I would protect my game from getting cracked?

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(I mean.. Make it more complicated so it takes more time I guess cuz totally protected is not possible xD)

cursive dirge
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@sharp crest making it a bad game / hope it doesnt get popular

sharp crest
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Not the answer to my question.

cloud cobalt
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Still a good answer though

cursive dirge
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I wouldnt put huge efforts to it, if you release on steam, you can force the app to launch via steam + use steam drm

sharp crest
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I mean for example how would I do that if someone buys the game and then copies the files to his friends PC, how would I stop that from working

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Yea I do use Steam, thats what I mean ^^

cloud cobalt
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Steam DRM is what you're looking for

cursive dirge
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Yup

sharp crest
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k ty

cloud cobalt
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We decided not to use it, FWIW

sharp crest
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FWIW? xD

cloud cobalt
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For what it's worth

sharp crest
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Why not tho

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Well I guess it doesnt really matter too much does it? xD

cloud cobalt
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Because we're indies, not a giant game developer churning out the same game every 6 months. If people aren't willing to pay for our game, they're not going to be playing it at all

plush yew
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Please welcome @plucky widget to the community! :beers:

cursive dirge
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They'll be playing it for sure if they want to

sharp crest
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Yea even if a kid, thats what parents are for xD

cloud cobalt
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Spending time and effort to slow down piracy a bit instead of using that time to make the game better seems like a worthless effort to me

sharp crest
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Well.. It might get you more money no? xD

cursive dirge
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Issue with drm is that it also often affects paying customers

sharp crest
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~thats where you explain~ xD

cloud cobalt
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It might cost you money and customers, too

cursive dirge
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Steam drm seems to fail on some comps

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They have different levels of drm in their tool for this reason I think

sharp crest
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It seems pretty easy to setup

cursive dirge
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As it can prevent legit user

cloud cobalt
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The only scenario you're really preventing is what you described - guy copypasting a game from his computer

cursive dirge
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The common steamworks trick (allow launch only via steam applink) is also dead easy to hack

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My friend released a popular indie game on steam, people shared the pirated version online hours after release.. With steam emulation dlls...

cloud cobalt
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Thing is, if you're copying the game from someone, it means that

  • someone bought the game in the first place
  • convinced someone else to play it
    and at that point most people are going to just buy the game too
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In other scenarios, any DRM is worthless

sharp crest
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Yea ok not doing it, you really make it sound useless xD

cursive dirge
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You can do it, but dont put lots of energy to it

sharp crest
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xD

plush yew
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Please welcome @wet pendant to the community! :beers:

sharp crest
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So back to my question yesterday, does anyone know how to package a plugin as a PAK file?

teal tulip
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@sharp crest why need that ?

sharp crest
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Mod support

wet pendant
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hi

teal tulip
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plugins are compiled into the exe from what I know

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the pak files need to be made by the users in the editor

wet pendant
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Can I get a invite link?

teal tulip
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and you read new ones

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!invite

cursive dirge
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@wet pendant !invite

sharp crest
teal tulip
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is not working @cursive dirge

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lol

sharp crest
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I can package a plugin from here but it packages as regular files and not PAK

cursive dirge
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!invite

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Oh snap

teal tulip
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@wet pendant no invite links today for you

plush yew
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Please welcome @jade ginkgo to the community! :beers:

wet pendant
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got it anyway

cursive dirge
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It's the slackers website anyways

wet pendant
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yeah I just sent the webpage

cursive dirge
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Yeah, that is what the bot command should have linked too

teal tulip
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@cloud cobalt actually happen the same with Minecraft without DRM

cloud cobalt
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Not sure I got you @teal tulip

teal tulip
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@cloud cobalt the descriptiong your giving before of "In other scenarios, any DRM is worthless"

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Happened the same in DRM free games

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so the DRM means nothing about that

cloud cobalt
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Yeah

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I think DRM has value if you're selling a high-profile expensive game that happens to be the 14th of its kind

sharp crest
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Dont you love when you start working on something and then find out it's gonna be way more complicated then you expected? xD

cloud cobalt
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Nothing is ever simple in game development ๐Ÿ˜„

cursive dirge
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although sometimes some fundamental core stuff that you expect to be hard is super easy

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it's the small details that always get you

plush yew
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Please welcome @granite ridge to the community! :beers:

brave drift
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Hey people, is there anyway to disable context menu when we right click on UE Webbrowser? (I dont want solution like "put some transparent image on it", cuz there will be some buttons to use on page) ๐Ÿ˜ƒ

sharp crest
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Does anyone know how to only package a specific folder?

cloud cobalt
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Don't believe that's possible

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What are you trying to do ?

sharp crest
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Mod support, trying to figure how how to package a mod as a pak file

cloud cobalt
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Well, the regular way to package mods is, you package it as a patch against your previous build

sharp crest
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I think I can do that with adding all the folders I dont want but thats gonna be kinda of a mess lol, need a "Directiories To Only Cook" option XD

cloud cobalt
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When you create a release, that generates an archive of contents

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And then when creating a mod, you build a DLC on top of that archive

sharp crest
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Yea I tried doing that but it gives me an error when I cook the mod

cloud cobalt
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Try solving that error then - you're not going to succeed by trying something completely different

sharp crest
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No idea whats the problem here

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It's in the packaging content for Win64 stage

cloud cobalt
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You probably have errors above in the log

sharp crest
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I dont

cloud cobalt
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Paste that log file on pastebin somewhere ?

frank escarp
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@sharp crest its a read only issue

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go to your project folder

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and uncheck read only

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in windows

plush yew
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Please welcome @upbeat loom to the community! :beers:

cloud cobalt
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Also you have many warnings in that log about lots of things

sharp crest
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lol disabled read only on my project folder and then I checked if it still was read only and it did O.o

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I cant disable read only

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After I disable it it just automatically goes on

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Also when I post my source files so people can make mods is there a way to block them from going into the C++ files?

cloud cobalt
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@sharp crest If you want people to mod using C++ gameplay, the only choice you have is to redistribute your compiled editor through the Epic Games launcher

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Or you can share your C++ sources and ask people to recompile

frank escarp
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thats so convoluted

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and distributing your own editor through epic games launcher is not as easy

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you need to talk with epic to do so

cloud cobalt
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Yep

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It's a clusterfuck

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It's also the only way

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(That I know of, but feel free to suggest alternatives)

upbeat loom
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Hi everyone! I''m moving from Unity to Unreal because I need to use NVIDIA Flex/Gameworks in a project. I'm trying to install the github branch with Flex or gameworks, but nothing works. There's always a problem with the compile in Visual Studio 2015(just removed it and installed update 2 from scratch). I'm mostly getting errors C2227 and C2027. I've tried with different computers and different builds(like galaxyman's gameworks branch), but no.

plush yew
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Please welcome @burnt anchor to the community! :beers:

upbeat loom
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I'm running out of things to try, even though I have more install to try, with clean installed visual studio

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Any ideas?

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*one more install

burnt anchor
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Hi guys, glad i found this place ๐Ÿ˜„

sharp crest
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Still same error.. :/

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Well got it to work in my way

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Got 2 things I need to do now, figure out how to get all the childs of a specific class & how to disable mods (disabling the pak files from loading)

cloud cobalt
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Asset registry

flint storm
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is anyone else having troubles dropping photos into discord to add to a chat today?

sharp crest
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Seems to be working for me lol

flint storm
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Sigh, have tried updating firefox and installing different versions of it also disabled all plugins and check my virus software, but no luck. So it must be gremlins.

plush yew
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Please welcome @little coyote to the community! :beers:

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Please welcome @azure prairie to the community! :beers:

azure prairie
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Expect a bunch of people from Perth (hopefully) joining shortly ๐Ÿ˜ƒ

plush yew
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Please welcome @merry dust to the community! :beers:

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Please welcome @potent quiver to the community! :beers:

potent quiver
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hey guys

upbeat loom
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Any ideas regarding the UE4 Flex install? I now have visual studio 2015 update 2 clean installed, so it can't be up to that either.
Here's few errors:
Error C2027 use of undefined type 'FPhysScene' UE4 D:\3D\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\RadialForceComponent.cpp 103

Error C2227 left of '->AddRadialForceToFlex' must point to class/struct/union/generic type UE4 D:\3D\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\RadialForceComponent.cpp 103

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Error C4430 missing type specifier - int assumed. Note: C++ does not support default-int UE4 D:\3D\UnrealEngine\Engine\Source\Runtime\Engine\Private\PhysicsEngine\FlexRender.cpp 507

55 errors combined and most of them are either C2027 and C2227.

What the hell can I do to get this working?

plush yew
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Please welcome @empty cave to the community! :beers:

glossy flame
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@upbeat loom have you seen this discussion?

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It strikes me as a little odd that you're on update 2 rather than 3 if you're sticking with VS2015 as well

upbeat loom
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Many threads were saying update 3 could be the reason, but it doesn't appear to have been. I've also tried with update 3 and VS 2017

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I hadn't seen the thread, looking through it now. Definitely the same problem

glossy flame
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I remember one of the versions of UE4 just broke on update 3, but it was quickly hotfixed, so I wouldn't really worry about compatibility issues now

upbeat loom
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yeah, I thought so. Installing the VS update 2 was my last idea, but trying this next:
"I finally got it to compile, the issue was that I had selected the deprecated Update 2 Extensibility Tools in my Visual Studios install. To prevent this error, you need to manually select Update 3 Extensibility Tools in the install options for Visual Studio and uncheck Update 2."

glossy flame
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Sounds like you may need update 3 for that, haha

upbeat loom
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Alright, it's compiling now, but since it takes forever I'm gonna leave the office. Thanks for the help @glossy flame , I actually think this will work, since I didn't have the Extensibility Tools installed before.

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I might've been also missing Windows 8.1 sdk.

tame token
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Hi all Can anyone tell me how to fix a pivot problem I am having. I made a mesh in Blender set the origin point where I want it. Then when I export the file as a .fbx and inmport it to unreal the pivots are at default 0,0,0,.

plush yew
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Hey Slackers!

I'm having a PC I'm trying to add to the Swarm. It pings Swarm coordinator regurarly, it says it's in the swarm, but there is no data transfer and I'm getting just an empty progress bar. Has anyone encountered anything similar?

last loom
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Huzzah. I finally worked out a fix for my nodes unplugging on restart! Been plaguing me for months and such a progress halter to have to re-plug everything just to add a variable, but it's good now :)))))

plush yew
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what was the issue?

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Please welcome @brisk spire to the community! :beers:

brisk spire
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Or don't, it's your call.

plush yew
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Please welcome @vagrant viper to the community! :beers:

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Please welcome @neon crow to the community! :beers:

plush yew
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Please welcome @lusty basin to the community! :beers:

plush yew
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Hey everyone!

Is it worth it to connect remote computers to swarm or is it worth it only for fast local network?

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Please welcome @dire tartan to the community! :beers:

dire tartan
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hello comunity ๐Ÿ˜„

brisk spire
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Hello Old Mike, I am current Mike.

dire tartan
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lel. ๐Ÿ˜ƒ

plush yew
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Please welcome @whole scroll to the community! :beers:

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Please welcome @quartz berry to the community! :beers:

brisk spire
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Oh gee influx of people

quartz berry
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hai whats up?

plush yew
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Please welcome @candid schooner to the community! :beers:

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Please welcome @junior zodiac to the community! :beers:

devout tiger
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Where do we complain about the Unreal forum theme, it makes me feel like it's the mobile site and code snippets are really hard to read ๐Ÿ˜ฆ

plush yew
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Please welcome @fringe pike to the community! :beers:

sage stag
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Hey folks, is this normal? I switched from 4.143 to 4.162 because of the bug that doesn't allow to delete animation notifications and now this variable in an AI spawner doesn't seem to have effect in its respective blueprint

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The first one gives the correct result, second one doesn't ๐Ÿ˜ฆ

plush yew
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Please welcome @tropic tapir to the community! :beers:

kindred marlin
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What is the best way to do an implementation of FACS in an animation blueprint?

quartz berry
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Is it a knowing issue, that vertex painting crashes the editor some times, when I switch from vertex painting to place tool or something? 4.16.2

spice bloom
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Any pointers to improving performance when there are many actors?

plush yew
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Then figure out a way to make it take up less frame time

brisk spire
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Thank you for that, I didn't know it existed.

plush yew
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Gunna guess that it's not actually that you have too many actors so much as each actor has it's own meshes or you've programmed something that happens lot in a way that could be done more optimally

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in the case of art, you need to make your shaders less complex or use instanced meshes in place of static meshes.

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Writing efficient programs is trickier though. But the rubber ducky starting point is "how do i do that without doing that?"

sage stag
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if I have a spawner box that spawns bluetprintA and then casts to blueprintA and sets a variable inside it that is used at event beginplay for blueprintA, is it possible the variable will not be set in time for event beginplay to run?

wild kestrel
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I think i finally able to get GPU ^^

plush yew
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This might be a stupid question

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But as far as I can tell

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The only way to script per se in UE4 is through the flowgraph

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I hate the flowgraphs

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I know how to code

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Is it possible

wild kestrel
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Also in C++

plush yew
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To code in UE4

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So it's possible just straight in C++?

wild kestrel
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yes

plush yew
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Ah

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"I can see clearly now, the rain is gone...."

wild kestrel
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you practicly extending engine with it so you can prawcticlly do anything

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and it easy as UnrealScript imo

kindred marlin
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You'll find some things are easier visually such as dealing with actors, but you can do 99% of the stuff in C++.

plush yew
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Wait what do you mean

kindred marlin
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However the documentation is really poor in most places.

plush yew
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is there 2 different options

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UnrealScript

wild kestrel
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oh yeas and tool in engine allows oyu to easily make bluepritn nodes ๐Ÿ˜ƒ

plush yew
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and C++

kindred marlin
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You can mix them.

wild kestrel
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no UnrealScript got removed

kindred marlin
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No more UEScript.

plush yew
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Yeah @kindred marlin Was gonna ask about that documentation

wild kestrel
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i just saying it as same as easy

plush yew
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Documentation in Unity was good when you looked at it

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It was just broken

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xD

wild kestrel
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only extra thing is that you need to do header files ;p

plush yew
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So Im moving to an engine that actually works

kindred marlin
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Some major features' documentation cough replay cough is non-existant.

plush yew
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@wild kestrel Header files referencing what exactly?

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Is there a certain way I have to set them up

kindred marlin
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You need to do your own .h files.

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They template most of it for you.

plush yew
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Referencing what though

wild kestrel
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you know in C++ you need to make main code file cpp and header file for other code able to link to it

plush yew
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My own code

kindred marlin
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Yeah

plush yew
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Oh yeah no, don't worry about that

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Obv I know about it

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I thought you mean I have to reference certain stuff from the engine

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and pull it

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that I wouldn't know about

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but if its just like normal

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Like Visual Studio

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I know

kindred marlin
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Intellisense is a lifesaver.

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Or Visual Assist X.

plush yew
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Eh

wild kestrel
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yes, but if you look at typycal gameplay code in C++ it not much diffrent from unrealscript, APIs are quite the same but there ofcorse some diffrences in naming

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al ot of them in fact ;p

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but if you knwo UnrealScript from UE3 i think you will be able to find yourself

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just search in API refrence

plush yew
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I just moved

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I don't know anything

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I'm looking more as a thing to practice programming more than anything

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I can barely run the engine

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I have Integrated Graphics

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Just wanted to code RPG systems

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And possibly plugins

wild kestrel
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you run on intel?

plush yew
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Yeah :/

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Such is life

wild kestrel
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you might hit some problems

plush yew
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Yeah

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like 10 fps

kindred marlin
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Good luck, the engine is a resource hog.

plush yew
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Engine bugging out

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Messages that it's gone into low performance mode

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No improvement of framerate in low performance mdoe

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mode

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etc...

wild kestrel
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but other then that UE4 runs on verly low GPUs, i run UE4 (until next wenday i hope ;p) on very old GF9600GT

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empty level run on 40FPS, so its enouth to do some copde testing

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but i know intel is quite buggy with UE4

plush yew
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Yeah I get like 15 fps on empty

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xD

wild kestrel
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yea think about getting GPU... but now it a pain in a ass

plush yew
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Should be getting new PC in like

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2 months

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ish

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but until then

wild kestrel
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hopefuly GPU situation calm down until then ^^' I just bearly able to order GPU with little overprice

plush yew
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Yeah IKR

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Was eyeing that pretty

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MSI Gaming X Rx 580

wild kestrel
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Radean getting the biggest hit

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as it is best for mining

plush yew
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When you say Radeon which cards are you refering to?

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Fury?

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or just the RX in general

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I heard the 580s/480s, etc... are good

wild kestrel
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i think RX

plush yew
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Yeah was gonna say

wild kestrel
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not sure about lower once

plush yew
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it's pretty much only RX

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But it's bs

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because 1070s

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and the entire

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mid range market

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is fkd

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1070s are going out because people selling rx 580s for 400$

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so they buy 1070

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then 1060

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everyone is buyng 1060s

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because 580s are taken

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gg

wild kestrel
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they generly betteri n mining then NVidia, not to mention NV requires some hacking to makit work with mining, but that didnt stop miners to buy whole pallets of NV cards

plush yew
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entire mid range market fkd

wild kestrel
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yes that the worst part

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end high end i miricle to get too

plush yew
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So you either stoop low af

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Like 1050ti

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or you leap

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all the way to 1080

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and 1080tis

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which

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Is not viable

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Im also not about

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to stoop as low as 1050 ti

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I mean

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RN I would appreciate

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literally anything

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xD

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A G4560 + 1050ti machine

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would be welcome af

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because atm i cant even boot a game thats out later than 2011

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xD

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But if I'm paying

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600 - ยฃ800

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I'm expecting something really good out of that

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like

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lasting me about half a decade

wild kestrel
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CPUs thankfully is not tached ;] i didnt have problem to get Ryzen 1700X

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only other compoinent is PCBs over 600W

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that also is shortaged

plush yew
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Hmm

#

Interesting

#

Im in the UK

#

we're not that affected

#

xDD

wild kestrel
#

yes it also needed for mine

#

but i luckly was able to find good PCB

plush yew
#

still in stock

#

usual price

wild kestrel
#

Yes amazon is best option rightn ow

plush yew
#

(more expensive here because 20% tax + [screw that apparently we're out])

wild kestrel
#

but when i was trying to buy GPU from them, the block my account and demed bank statement from my card

plush yew
#

What?

#

That sounds BS

#

Also

#

FYI

#

Amazon

#

Can cancel your order

#

any time they please

#

if it hasn't arrived

#

When it was released, the MSI Gaming X 1060 6GB

#

Please welcome @frosty wolf to the community! :beers:

#

Was ยฃ310

#

but basically

#

the guy forgot the 3

#

so it went for

#

just ยฃ10

frank escarp
#

lol what a fucking ripoff that card

plush yew
#

My friend snatched it asap

#

But they cancelled it like 3 days into his order

#

@frank escarp Thats the prices we have in the UK

frank escarp
#

its more expensive than a 970

plush yew
#

Id be glad they're not higher

frank escarp
#

and its 4 gen lower

plush yew
#

xx60's are ยฃ300 these days? ๐Ÿ˜ฎ

frank escarp
#

doesnt a 1050 have more power than a 580 this days?

plush yew
#

Amd need to sort out their competition

#

@frank escarp Mate that's an RX 580

frank escarp
#

ah damn

plush yew
#

Are you trolling

frank escarp
#

its alright then

plush yew
#

?

#

Are you actually trolling?

wild kestrel
#

yea they do so if oyu make big price buy with new account and new card

#

yea they do so if oyu make big price buy with new account and new card

plush yew
#

@plush yew No

#

That was when it was literally

#

after release

#

a few months ago

#

Idk

#

its not that now

#

I don't think

#

Oh nope

#

it still is

#

xD

#

still is

#

yeah

#

Still seems kind of expensive. Good enough for most games, but still kind of nvidia dragging their feet

#

but defo not getting this

#

It is very

#

you can get RX 58

#

580

#

for 260

#

and it beats(?)

#

or at least equals it

#

that being said

#

other coolers

#

not the MSI Gaming X

#

they are cheaper

#

Gigabyte Nvidia GTX 1060 WF2 3GB GDDR5 PCI-E
by Gigabyte
ยฃ225.99

#

I don't think they sell aorus

#

in the UK

#

so MSI Gaming X is my best option atm

#

My mistake

#

Apparently they will

#

but its not out yet

#

we can pre-order it for ยฃ265

#

What worries me though

#

is the frequently bought together

#

like who in their right mind

#

buys these 3 together

frank escarp
#

miners

plush yew
#

Yeah

#

fuck 'em

floral heart
#

Three different brands?

plush yew
#

Yeah

#

it doesn't matter though

#

When mining

#

Crossfire is amazing

#

Doesn't even need mobo that is compatible

#

You can run 2 GPUs

#

as long as they're the same chipset

#

because as far as the hardware is concerned

#

its the same graphics card

#

only difference is the shroud

#

which just cools

floral heart
#

Does crossfire do 3+? Does SLI?

plush yew
#

It does as much as they allow it to do

#

However it's a controversial topic

#

While it offers cheaper longevity

#

The cards don't scale 100%

#

And games aren't optimised

#

for multiple GPU setups

#

or they are

floral heart
#

I'm just wondering if miners like crossfire because SLI doesn't cram as many cards in or something.

plush yew
#

they just don't take advantage of them as much

#

No no defo not the cas

#

case

#

They achieve the same purpose

cloud cobalt
#

Games can't be optimized to run twice faster with two GPUs, though

#

That's just not really possible

plush yew
#

@cloud cobalt I talked about the scaling

floral heart
#

Or if they could, the graphics programmer would hate your guts.

plush yew
#

?

#

You can't

#

@floral heart What games u making on UE4

floral heart
#

I suppose none, just tests.

plush yew
#

Please welcome @tepid blaze to the community! :beers:

shrewd axle
#

does 4.16 have issues across the board? I can't even drag assets into the content browser, the engine doesn't register them.

#

I didn't have any issues with the 4.16 preview

#

huh

glossy flame
#

That doesn't really sound like an overall 4.16 thing, haha

#

If a restart doesn't fix it and it happens on all projects, maybe try an engine verify?

plush yew
#

Please welcome @hardy shard to the community! :beers:

shrewd axle
#

I have no issues with prior versions

#

I just freshly reinstalled 4.16, too

#

this occurred with both 4.16.1 and 4.16.2

#

and never occurred with the 4.16 previews

#

which largely leads me to believe it's an issue with 4.16

plush yew
#

Please welcome @vital seal to the community! :beers:

#

Please welcome @warped widget to the community! :beers:

#

Please welcome @final ginkgo to the community! :beers:

plush yew
#

Please welcome @plush yew to the community! :beers:

daring bloom
#

I honestly hate some people. I have close friends, close friends who I've put my faith, my trust in, just simply bail out on me and take all my project work for themselves. No wonder everyone suggests to work solo.

#

Less assholes trying to take over your projects.

plush yew
#

Please welcome @plush yew to the community! :beers:

#

Please welcome @marsh mist to the community! :beers:

livid haven
#

@daring bloom Well that was fast.

daring bloom
#

.-.

#

I'm glad for this tbh

livid haven
#

I think that was literally a day between my mentioning how you need legal documents when you involve contributions from others, due to ownership of the intellectual property.

daring bloom
#

I have an excuse to trash it.

livid haven
#

Also, when money isn't involved, it's a whole lot easier for people to only contribute out of a feeling of guilt or obligation for some time until they get tired of it.

#

Not everyone is going to be as equally invested in a project.

#

And it's extremely typical that someone manages to wrangle a bunch of people who are half-interested in to signing up, but they don't actually want to commit to someone else's big idea.

#

FWIW: Your experience just now is practically 100% of how that goes.

#

Sooner or later, someone's not pulling their weight but no documents were signed so that person bails but takes their work with them.

#

OR

#

The project gets further along and no documents were signed, now there's no formal agreement for who gets paid what.

#

OR maybe worse, no one made a fuss when someone didn't pull their weight but their legal agreements mean that they still get a big slice of the pie

#

I can't link it here since it's absolutely NSFW, but there was a porn game, I forget the name, where they were some ways deep in to development and the artist had a falling out. So he left. With all his art.

#

Because he had every right to his art and he never signed any document claiming that he gave anyone else exclusive and permanent rights to his works.

#

I believe the game was Breeding Season (NSFW) and the artist went on to make another game called Cloud Meadow (NSFW).

#

Anyways, consider it a learning experience @daring bloom, and be humbled by it.

daring bloom
#

That sounds like.. Furry shit.

#

Oh god... FURRIES.

#

The worst thing in the world from my eyes, aside from anime.

tawny brook
#

@daring bloom that sucks dude

daring bloom
#

whatever

#

i can start fresh at least and learn from my mistakes

#

:V

#

Third time's the charm

#

"oh but aqua dats only da second time's da charm fam"

#

.p.

#

already failed once

#

so yay

#

two failures

#

lel

#

THIRD TIME'S DA CHARM

tawny brook
#

Have fun with that

daring bloom
#

:V

plush yew
#

Please welcome @supple heath to the community! :beers:

jade moon
#

Someone knows

#

some simple-short tutorial for animating a camera?

thorn topaz
#

what do you mean @jade moon

jade moon
#

@thorn topaz I just want to make very simple camera sequance, not animating a character or something

#

Like 5-6 seconds in few directions

thorn topaz
#

you could use splines

plush yew
#

Please welcome @true glacier to the community! :beers:

#

Please welcome @smoky snow to the community! :beers:

#

Please welcome @daring tundra to the community! :beers:

smoky snow
#

Hey peeps. My name is Isabella and I own Pivot Business Consulting. My crew is building a game called Intern Pursuit. It is a single player tower defense game. It is an unpaid internship and we are looking to have the demo ready end of this month. Distance is cool, flex schedule, and ability to include it in your demo reel. Looking for individuals that are 3D Modelers with skills in environment, props, robots, aliens and humans. Animators, sound, rigging and programmers. If interested contacts me at ijohnston@pivotbusinessconsulting.com

#

Programmer should have skills with Unreal 4, c++, and JavaScript

thorn topaz
smoky snow
#

Oh thanks. I am new ๐Ÿ˜ƒ

toxic wagon
plush yew
#

Please welcome @bitter garnet to the community! :beers:

bitter garnet
#

Hello !

#

I'm new on unreal and I just need a little help with blue print stuff
I'm new on with unreal
I just wanted to know if there's any way to have "sub conditions"
I mean I want that an object toggles his visibility each time I click on it
somehow I figured out how to make it work on left click event
but now I want it work only when the mouse is overlapping the object

vagrant reef
#

Btw, anyone knows if there's any html code tag like [Code] blablba [/Code] in discord?

#

UFUNCTION(Server, Reliable, WithValidation)
testing something here sorry

#

Testing something to put code here and see if it's working

polar hawk
#
Code
#

triple backtick ```

#

er

#

start and end with it

floral heart
#
Does it highlight html?
[b][/b][span style="barf"]I forgot how %26 HTML works[/span]
whole quarry
#

Good morning

winged hearth
#

Morn

worn granite
#
<p> lets see </p>
maiden swift
#

@floral heart You can highlight a variety of languages by making a special designation immediately proceeding the first set of backticks.

#
<p class="lead">Hello Discord</p>
floral heart
#

Guess I used brackets instead of angled brackets. Too much time on vbulletin. ๐Ÿ˜„

maiden swift
#

Heheh.

#

Indeed. The bracket syntax is BBCode, not HTML.

plush yew
#

Please welcome @cursive mango to the community! :beers:

whole quarry
#

Welcome

plush yew
#

Please welcome @twilit gate to the community! :beers:

pine jacinth
#

yo

honest vale
#
fn main() {
    println!("Hello World!");
}
#

nice

frank escarp
#
  #include <stdlib.h>   // card > aek.ppm
    #include <stdio.h>
    #include <math.h>
    typedef int i;typedef float f;struct v{
    f x,y,z;v operator+(v r){return v(x+r.x
    ,y+r.y,z+r.z);}v operator*(f r){return
    v(x*r,y*r,z*r);}f operator%(v r){return
    x*r.x+y*r.y+z*r.z;}v(){}v operator^(v r
    ){return v(y*r.z-z*r.y,z*r.x-x*r.z,x*r.
    y-y*r.x);}v(f a,f b,f c){x=a;y=b;z=c;}v
    operator!(){return*this*(1/sqrt(*this%*
    this));}};i G[]={247570,280596,280600,
    249748,18578,18577,231184,16,16};f R(){
    return(f)rand()/RAND_MAX;}i T(v o,v d,f
    &t,v&n){t=1e9;i m=0;f p=-o.z/d.z;if(.01
    <p)t=p,n=v(0,0,1),m=1;for(i k=19;k--;)
    for(i j=9;j--;)if(G[j]&1<<k){v p=o+v(-k
    ,0,-j-4);f b=p%d,c=p%p-1,q=b*b-c;if(q>0
    ){f s=-b-sqrt(q);if(s<t&&s>.01)t=s,n=!(
    p+d*t),m=2;}}return m;}v S(v o,v d){f t
    ;v n;i m=T(o,d,t,n);if(!m)return v(.7,
    .6,1)*pow(1-d.z,4);v h=o+d*t,l=!(v(9+R(
    ),9+R(),16)+h*-1),r=d+n*(n%d*-2);f b=l%
    n;if(b<0||T(h,l,t,n))b=0;f p=pow(l%r*(b
    >0),99);if(m&1){h=h*.2;return((i)(ceil(
    h.x)+ceil(h.y))&1?v(3,1,1):v(3,3,3))*(b
    *.2+.1);}return v(p,p,p)+S(h,r)*.5;}i
    main(){printf("P6 512 512 255 ");v g=!v
    (-6,-16,0),a=!(v(0,0,1)^g)*.002,b=!(g^a
    )*.002,c=(a+b)*-256+g;for(i y=512;y--;)
    for(i x=512;x--;){v p(13,13,13);for(i r
    =64;r--;){v t=a*(R()-.5)*99+b*(R()-.5)*
    99;p=S(v(17,16,8)+t,!(t*-1+(a*(R()+x)+b
    *(y+R())+c)*16))*3.5+p;}printf("%c%c%c"
    ,(i)p.x,(i)p.y,(i)p.z);}} ```
#

alright it works well

versed rain
#

hey guys. i'm following "The Unreal Engine Developer Course" form Udemy and all is pretty interesting but I have a doubt... As a developer, I would rather just have Blueprints and other configs solo on the code, at least for now (I know that is unflexible for designers but I would rather just deal with code and less with the editor). Is it possible? Is it possible to set default pawns, modes and whatnot just by code?

frank escarp
#

yes

#

but not recomended

#

changing a value on C++ needs a full recompile

#

changing a value on a blueprint is instant

cloud cobalt
#

We use mostly C++ for everything here and it works well.

#

Blueprints are still pretty cool

versed rain
#

hm

frank escarp
#

when i go "near full" c++ i still use blueprints for the editable variables

versed rain
#

i understand the compile thing but...

frank escarp
#

yes, you can add a mesh from C++, but its better to put the mesh variable from the editor

#

and will work far better

cloud cobalt
#

@versed rain Basically for a large project you're looking at ~2min of full rebuild after changing some headers, and a minimum of ~20s after changing one variable value

#

So Blueprints have some real value

versed rain
#

oh. that is quite a lapse of time

#

so I should get used to it

frank escarp
#

you should use blueprints before C++ in ue4

#

becouse ue4 c++ is kind of weird, you learn how UE4 and its API works better with blueprints

versed rain
#

yes but then... as a developer that seems kind of weird ehehe

#

i'm just so much used to develop and see things happening...

languid shard
#

for a first approach, definetly use BPs. I mostly use C++ for engine branch compiling and plugins

cloud cobalt
#

As someone who uses Blueprints only as prefabs and interfaces to tweak stuff and lots of C++ for everything else, i'd definitely advise trying Blueprint first, and using them anyway if you also do C++

frank escarp
#

mostly to tinker with ue4 to see how its API works

languid shard
#

ye

frank escarp
#

you can see how ShooterGame works @versed rain

#

its pretty much all C++

#

they use blueprints as the last class basically to tweak variables

versed rain
#

i'll check it out

#

@frank escarp can you point me where that is?

cloud cobalt
#

Not to mention that most C++ pogrammers have little experience with concepts UE4 use, like garbage collection

frank escarp
#

on the learn tab

#

its called Shooter Game

plush yew
#

Please welcome @plush yew to the community! :beers:

versed rain
#

oh damn i'm late. i'll definitely check that out thanks

silent chasm
#

how can i debug why my packaging does not work ? I get in output UATHelper: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults:Error: Error Unknown Error

languid shard
#

@silent chasm you have to look at the whole log and see if there's a problem with a blueprint or script somewhere

#

ctrl + F ERROR to go faster

cloud cobalt
#

Like in all "compiler" outputs, you need to read from the start and look down for errors - the first error is usually the most informative, subsequent errors are often just a consequence

silent chasm
#

UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: No Visual C++ installation was found. Please download and install Visual Studio 2015 with C++ components.
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: ERROR: Visual Studio 2015 must be installed in order to build this target.

#

could this be the problem ?

#

i have vs 2013 installed

cloud cobalt
#

You need 2015

#

2013 isn't supported anymore

#

(Depending on your UE version)

silent chasm
#

ok, thanks, i'll get the latest one and see what hapens

plush yew
#

Please welcome @shadow jolt to the community! :beers:

silent chasm
#

it should work with 2017 right ?

cloud cobalt
#

I use 2017, yes

silent chasm
#

can i manually tell ue4 to use vs 2017

cloud cobalt
#

Not sure what you mean.

silent chasm
#

i think is still using VS 2013

#

it should be an option ot change the build VS right ?

cloud cobalt
#

Did you reboot after installing and try packaging again ?

#

There is an option to use 2017 instead of 2015 in the project settings

#

But you don't have 2015, do you ?

silent chasm
#

no

#

just 2013 and now 2017

cloud cobalt
#

2013 is supposed to be plainly unsupported

paper glacier
#

@silent chasm you can do that by changing Visual Studio version in Editor Prefs > Source Code

#

and then generate VS project again

severe glen
#

hello guys. Can u share if you have realistic leap motion hand material?

plush yew
#

Please welcome @nocturne summit to the community! :beers:

shadow jolt
#

Hey everyone, just registered onto this forum. Looks amazing!

weary basalt
#

Welcome!

whole quarry
#

This is a forum? ๐Ÿ˜ฏ

weary basalt
#

Forum: a meeting or medium where ideas and views on a particular issue can be exchanged.

shadow jolt
#

Thanks!

#

I'm having issues with iOS development for a project. Followed the official UE4 documentation and still get stuck on the mobile provisions part of things. Don't get the 2 green checks like in the tutorials

whole quarry
plush yew
#

Please welcome @normal halo to the community! :beers:

safe shoal
#

Have done, no luck so far

plush yew
#

Please welcome @plush yew to the community! :beers:

versed rain
plush yew
#

Please welcome @viscid hazel to the community! :beers:

neat carbon
#

@viscid hazel WELCOMETH

plush yew
#

Please welcome @north kelp to the community! :beers:

#

What are possible reasons that two connected PCs can ping each other but can not join a session today when it worked fine yesterday.... I didn't touch the session system at all... (yeah I know you should ask that in the #multiplayer but nobody is responding to my question)

#

I also did restart both PCs

wary wave
#

blueprint compiler is broken in 4.16.2

#

it's possible to get it stuck in an infinite loop somewhere internally

#

this compiles and runs fine

#

however, if I plug that simple statement into the branch then hit compile, the editor completely freezes

silent chasm
#

how do you debug package failing errors ?

#

for me it says that some asset is inexistent ( actually is in the wrong place ), how do i fix that ?

wary wave
#

cleaned up redirects prior to packaging?

silent chasm
#

how do i clean up redirects ?

glossy flame
#

Right click in a folder and it'll be something to the effect of "fix redirectors in this folder"

#

I'm not sure if it does it recursively or not though

frank escarp
#

@versed rain yes its that one

versed rain
#

thanks. i'll check it out

#

to use BP for variables and such makes sense but the rest... i think sticking with codeis better

plush yew
#

Please welcome @outer dawn to the community! :beers:

plush yew
wary wave
#

your first step is to panic

#

looks like you're trying to destroy something that the renderer is trying to use

#

how or why that's happening, I couldn't say

#

not enough information in the call stack / assert

plush yew
#

I am panicking. Game is sent for review tomorrow ๐Ÿ˜ฆ

#

Please welcome @compact forge to the community! :beers:

frank escarp
#

@plush yew review?

plush yew
#

Please welcome @plush yew to the community! :beers:

silent chasm
#

How can I set the map that the game starts when packaged ? The option in project setings -> default map does not seem to work

plush yew
#

@frank escarp press

silent chasm
#

nvm, there was some option (Event Driven Loader Enabled) that made some stuff to not load properly

plush yew
#

Please welcome @dim steppe to the community! :beers:

tame token
#

Hi all

#

Doe's anyone know what is Unreals default form of measurment?

cloud cobalt
#

Centimeters

tame token
#

huh ok I am trying to import models from blender to unreal and when they are opened in unreal they are super tiny

cloud cobalt
#

Yeah

#

Blender has a default unit that looks like meters, basically (default grid has a size of a few units)

#

One Blender unit is a lot, with default settings

#

I usually export with 0.01 scale

tame token
#

Yeah I changed it to metric when I started using it

cloud cobalt
#

You can also tweak the size, grid, camera settings in Blender so that the default scene features centimeters as a unit size

#

But you have to enjoy woking with 0.0x

tame token
#

yeah now if i made a model say using a size setting of inches and then i change blender to do metric will it change the model when I export it to metric ???

cloud cobalt
#

it's much more simple than that

#

Positions in Blender are exported as-is

tame token
#

let me look at the export settings

cloud cobalt
#

So if your object is has coordinates from 0 to 25.4, well, in UE4 that will be a foot long

#

If it has coordinates between 0 and 100, by default you're looking at a meter-sized object

#

It's up to you to decide a standard for yourself

tame token
#

so you would set it under scale

cloud cobalt
#

The most obvious method is to tweak the default settings in Blender to have the same unit range - so the default cube would be 100 wide, instead of the default 1

#

You can also tweak the world settings in your UE4 level, but that has consequences on physics, so it's not adviseable

#

I'm not even sure you can do it at all, really

#

You can also apply a scale at Blender export

#

And at UE4 import

#

So you have choices

tame token
#

Where do i do this "So if your object is has coordinates from 0 to 25.4, well, in UE4 that will be a foot long(edited)
If it has coordinates between 0 and 100, by default you're looking at a meter-sized object"

cloud cobalt
#

That's what happens if you don't change anything

#

In Blender you're just going to need some tweaks because the grid will be smaller than a garbage bin, and the camera will clip very fast

tame token
#

where it says unit on the right

cloud cobalt
#

Yeah, you can use that too

tame token
#

So once I set it if i close bleder will i have to go back in and reset it

#

Do you make alot of assets in blender and export to Unreal

cloud cobalt
#

Uh, no. That's a scene setting

#

So it's saved with the scene

#

Once you know that works you can edit that in the default scene, and do ctrl + U I think( saves the default scene)

#

And yes I do all my assets with Blender

tame token
#

Ok so when you do your models and import them to unreal what setting in Blender do you change ?

cloud cobalt
#

I didn't change anything, I work with a cm scale in Blender, and export with 0.01 scale.

tame token
#

Ok so your scene setting is set to Centimeters and then under Eport you make sure scale under main is set to 0.01?

cloud cobalt
#

I didn't set my scene to anything

#

I use the default settings in Blender

tame token
#

Sorry I am fairly new to all this and really trying to understand

cloud cobalt
#

It's really simple

#

Keep the default settings

#

And every position for an object is going to map to centimeters in UE4

#

And that's it

tame token
#

So you build in the default size blender uses then you export scale is set to 0.01

cloud cobalt
#

Sorry, I import with a scale of 0.01

#

Take Blender's default cube, it has a size of one

#

I export as-is

#

Import in UE4 with 0.01 scale

#

And it has a size of 0.01

#

... i think i'm confusiong myself now

#

-_-

#

Sorry, I mixed it up

tame token
#

I know I am I am sorry for not getting it

final owl
#

np

cloud cobalt
#

Look, you have an export scale, an import scale - play with that

mint raptor
#

Hey guys for some reason the game keeps spawning the DefaultPawn

#

I added a gamemode

#

set my preffered pawn

#

and yet I still get Default Pawn

glossy flame
#

Try compiling your GameMode, if that doesn't fix it restart the engine

#

@mint raptor

mint raptor
#

Tried both

#

I've got it to not spwn the DefaultPawn

#

but now it spawns a CameraActor and takes control of that

#

How is this such a wide spread issue

#

What are people doing to get around it?

glossy flame
#

Could it be your pawn is failing to spawn due to collision?

plush yew
#

Please welcome @humble adder to the community! :beers:

#

Please welcome @deft thicket to the community! :beers:

sharp crest
#

Anyone has any idea of how to download subscribed workshop items to a specific folder in your game? (From Steam)

plush yew
#

Are there any shortcuts for blueprints to simultaneously set a node to execute while assigning it's parameter?

#

So drag a player controller reference somewhere and perhaps hold shift to get it to set execution as well?

#

I guess it's trickier than that due to pure nodes having implicit execution order. Just finding myself connecting a lot of things twice

glossy flame
#

What exactly do you mean by that?

plush yew
#

Say you want to set a variable. You draw a line to connect a reference then immediately draw a line to connect the same two nodes execution pins. Just wondered if there was an all-in-one shortcut.

#

Extremely minor thing, but it seems like it would be handy just to hold a shortcut key down while dragging the initial reference to say "I want these nodes to execute sequentially as well"

spare wharf
#

I guys, I recently switched computers and opened my project in my new computer, just to check that the map files are all missing from the editor itself, but are present inside the content folder, any ideas?

plush yew
#

@spare wharf same engine versions?

spare wharf
#

Yes

thorn topaz
#

delete your saved and intermediate folders and reopen it

kind pumice
#

If I were to have movable rooms in a multiplayer building, like every two minutes the rooms slide around and rearrange the layout of the building... am I going to need to invent something to make players move around with the rooms? Meaning stick to the floor and minimize sliding to the wall? Wondering if this has been tackled before or if I'm treading new ground

#

Now that I think of It, the platforms people must have to do something to keep characters from sliding off of moving platforms.

plush yew
#

Please welcome @last citrus to the community! :beers:

humble rivet
#

what is a good size for a TD defense game for mobile ?

#

map size not file size

plush yew
#

Please welcome @tender dome to the community! :beers:

tender dome
#

hi everyone!!

humble rivet
#

hello

slim mica
#

Just finished a little scene for Unreal, there's a breakdown inside for those interested! :)

pallid compass
#

Question since AI chat is dead, whats the basis for flying AI?

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movement wise

plush yew
#

Please welcome @harsh juniper to the community! :beers:

merry gazelle
#

Dumb question but I'm after some thoughts. I'm a designer and have my own blog where I post concept art etc.. My drawings also reflect the games I plan to release. Do you think I should release games using my name as the brand (e.g. Owen Prescott present...). The alternative is to create a studio style brand but maybe that's more impersonal?

keen birch
#

@pallid compass That is an incredibly vague question about an incredibly broad subject

#

@merry gazelle Odds of people remembering a decent studio name and/or logo are usually better, I think

#

The impersonality can be compensated for by how you handle 'customer care' so to speak

#

I think the way you communicate is more important than the name

#

For instance: Communicating as if your fans are awesome people while using a company name > Communicating as if they're business partners while using your own name

#

...

#

Bit of an iffy example, but you get the point

#

xD

floral heart
#

The basis of flying AI is that it flies.
Besides that, flying AI varies from air units in RTS that are basically ground units with no pathfinding restrictions, to sector based AI in 6DoF shooters that do magic, to real world military drone AI that Skynet will surely use to destroy us.

pallid compass
#

Sorry i mean haha

#

Is it just grabbing a random point in a forward cone and navigating towards it

#

kinda thing

merry gazelle
#

@keen birch Thanks, I already have something in mind ๐Ÿ˜ƒ

plush yew
#

Please welcome @novel sequoia to the community! :beers:

#

Please welcome @normal gorge to the community! :beers:

heady raptor
#

I wonder if you can get ansel working in any game with unreal engine

#

There's this game I play and I followed the instructions for testing

#

and it says Ansel session can't be activated at the momen

devout tiger
#

@heady raptor the developer needs to enable the Ansel plugin and be on a version of Unreal which supports it?

heady raptor
#

I know for a fact that the version of unreal supports it

#

I'm going to pass them the idea of enabling ansel

#

They'd probably want to disable it in some parts of the game

maiden swift
#

@devout tiger @heady raptor The developer also needs to contact NVIDIA to have their game whitelisted for Ansel when it's published.

devout tiger
#

@maiden swift er... you should probably get that added to the plugin documentation then D:

maiden swift
#

It is on the plugin docs.

#

And I don't work for Epic. ๐Ÿ˜‰

devout tiger
#

It's not on the in-editor plugin docs, which is arguably the more important one lol

#

Since that plugin doesn't link to the actual plugin docs

#

cc @heady raptor who had the original question

heady raptor
#

Ah

maiden swift
#

I already mentioned them.

#

But yeah.

heady raptor
#

That sucks

maiden swift
#

I didn't even know about the in-editor plugin docs being different.

#

I've always used the ones on the docs site.

devout tiger
maiden swift
#

That's unfortunate.

#

Worth contacting Epic about.

devout tiger
#

On the bottom of the overview page: "Studios, please contact the NVIDIA Ansel team to arrange for your title's Ansel support to be universally whitelisted for all players"

maiden swift
#

Right.

devout tiger
#

Ah and it looks like you need to run the NVidia capture plugin with a special command line ("whitelist-everything") to test

maiden swift
#

Indeed.

plush yew
#

Please welcome @undone wind to the community! :beers:

tawny brook
#

Welcome @undone wind

undone wind
#

thanks!

tawny brook
#

How long have you worked with UE4?

#

What's your speciality

#

Like graphics.. networking...

undone wind
#

almost a year now, programmer

#

worked on a senior project spent most of the time netowrk/gameplay

tawny brook
#

So you know C++?

undone wind
#

ya that is my core langauge i use

tawny brook
#

Ahh ok

undone wind
#

we used alot of blueprints too, but I prefer coding

#

how about you?

tawny brook
#

Just starting soon

tawny brook
#

I wish I had skills lmfao

#

Like dev skills

plush yew
#

Please welcome @regal veldt to the community! :beers:

toxic wagon
#

Is it possible to remove envmaps and screen space reflections in a material?

plush yew
#

Please welcome @hardy lava to the community! :beers:

visual spear
#

get psyched

tulip vault
#

how would i do old-school level loading with unreal

thorn topaz
#

@tulip vault just put a widget on the screen with a loading bar

tulip vault
#

no, like real level loading.

#

not fake stuff

#

I have no use of the huge open-world possibilities

thorn topaz
#

what do you mean "real" level loading?

tulip vault
#

LIke one level, reach end, load next

thorn topaz
#

you use the "Open Level" node to open a different level

plush yew
#

Lol

tulip vault
#

wat

plush yew
#

Please welcome @glacial pollen to the community! :beers:

glacial pollen
#

oh a bot, neat. i heard this would be a good place for live code help

#

im the sort of girl who'll throw out 500 tiny coding questions a day, about stuff thats too minor to makea forum/reddit thread for

plush yew
#

Please welcome @earnest token to the community! :beers:

maiden swift
#

@glacial pollen You've come to the right place. Check #more-resources for server rules and a channel directory. ๐Ÿ™‚

#

Enjoy your stay! ๐Ÿ˜„

plush yew
#

Please welcome @elfin socket to the community! :beers:

plush yew
#

Please welcome @glad gate to the community! :beers:

keen birch
#

@toxic wagon So what DO you want the specular to show?

#

They're designed to show reflections

#

And you want to keep it from using any kind of reflection...?

plush yew
#

Please welcome @still ingot to the community! :beers:

warm mountain
#

Is it possible for an author to sue someone who has gotten written permission to use their content commerically?

fallen valley
#

hi, I don't know where to ask this uber beginner question so I chose general channel. What is this Engine Content folder? forums says these are contents used by the UE Editor. why am I not seeing it? where can I download it? BTW I'm using UE 4.16.1 and currently following the tutorial for VR MotionControllers

warm mountain
#

I saw the h3h3 vs matt issue

fallen valley
#

part of the tutorial is accessing files from that Engine Content folder.

warm mountain
#

I was wondering could matt actually get through with his sue if h3h3 in the first place got permission to use his videos in the first place?

sudden agate
#

@fallen valley in your content browser, there is a an eye. click on it an dthen "show Engine Content"

fallen valley
#

yes, I already did that, but still there is no Engine Content folder

warm mountain
#

I wanted to e-mail warner bros if I could pay a homage to bugs bunny in my game

fallen valley
#

is sending files (images, screenshots) allowed here?

warm mountain
#

ofc I know getting a license would cost me

#

or written permission

#

but if I do and I do use it, could the company just turn their back and nullify the agreement and sue me?

fallen valley
#

@sudden agate Engine Content should be included even on an empty project right?

#

oh wow files from it are now showing from details. i guess I could proceed on other things now. thanks guys

keen birch
#

@warm mountain IANAL, and for any proper legal advice you should seriously ask a lawyer, but ideally, a waterproof contract giving you permission to use it can't have them coming back for you

cloud cobalt
#

IANAL but I would always advise just not do anything risky in the first place

keen birch
#

^

#

Odds of you getting that permission are tiny either way

cloud cobalt
#

You have so many issues doing a video game, 1% of personal projects actually ship to players - don't add problems that are easily avoided

#

Especially problems of the legal kind

plush yew
#

Please welcome @ornate juniper to the community! :beers:

tender dome
#

hey everyone, i wanted a pdf version of UE docs.(also to share). so just for trial i made 1 for "programming quick start". do tell me if any corrections/clean up required. cheers!!

warm mountain
#

all good

#

and thx!

plush yew
#

Please welcome @dusty sandal to the community! :beers:

tender dome
#

thinking of making one complete for programming and it would be same like this

plush yew
#

Please welcome @opal trellis to the community! :beers:

remote beacon
#

Morning all

#

oh god, afternoon actually.

cloud cobalt
#

Uh, he's not wearing anything down there

#

How christian can he be

remote beacon
#

As god intended

#

Ripped + no bottoms

cloud cobalt
#

Seems legit

warm mountain
#

hey guys since i'm porting my 3d models for ue 4 and creating a seperate optimize mesh for em

#

should I also include the high poly meshes in the package? if i'm to sell it at the marketplace?

#

since i'm not changing the uv maps just reducing and clearing geometry that won't be seen in-game

#

this is an example of the game model with 148 faces

#

the full one for vray is 286

#

using the same uv map

pallid compass
#

Heres question how do you u change mouse sensativity for menu's?

severe glen
#

@pallid compass heres a answer for your question

pallid compass
#

Thats not an answer

#

It does not effect mouse speed

rugged seal
#

!ping

plush yew
#

@rugged seal, Pong! The message round-trip took 87ms. The heartbeat ping is 25ms.

rugged seal
#

thank you sir

tawny brook
#

!ping

plush yew
#

@tawny brook, Pong! The message round-trip took 71ms. The heartbeat ping is 24ms.

tawny brook
#

Is it possible to use a PHP website for a authentication server on ue4?

#

So you login with the PHP website... And get an access token that will authenticate you.

remote beacon
#

!ping

plush yew
#

@remote beacon, Pong! The message round-trip took 171ms. The heartbeat ping is 37ms.

full atlas
#

!ping

plush yew
#

@full atlas, Pong! The message round-trip took 61ms. The heartbeat ping is 19ms.

glossy flame
#

@tawny brook sure, interacting with an external API isn't that difficult within UE

frank escarp
#

!ping

plush yew
#

@frank escarp, Pong! The message round-trip took 117ms. The heartbeat ping is 17ms.

frank escarp
#

USA server?

tender dome
#

whats a ue4 jam

buoyant echo
#

!ping

plush yew
#

@buoyant echo, Pong! The message round-trip took 59ms. The heartbeat ping is 23ms.

buoyant echo
#

Whoa

paper glacier
#

!ping

plush yew
#

@paper glacier, Pong! The message round-trip took 0ms. The heartbeat ping is 20ms.

cloud cobalt
#

!ping

plush yew
#

@cloud cobalt, Pong! The message round-trip took 110ms. The heartbeat ping is 20ms.

cloud cobalt
#

Yep, US server.

buoyant echo
#

Im in P.R. ๐Ÿ˜„

pallid compass
#

Anyone got a clue why debug lines or arrows wont draw? just give two squares

plush yew
#

could anyone help me? I'm trying to create a slippery ice surface using blueprints... like character goes on surface - has no ground friction anymore and slides down the slope

#

ah crap, maybe should've posted that in blueprints ^^

tawny brook
#

@glossy flame I presume it requires c++ coding... Correct?

glossy flame
#

I believe there are plugins out there that let you do HTTP communication in BP, but I'm not sure of the extent that they'll let you accomplish a full authentication flow

tawny brook
#

Only HTTP? What about HTTPS

glossy flame
#

I don't really see why not initially, but there's probably something I'm overlooking

#

I dunno, I haven't used the plugins personally

#

That's the one usually mentioned ^