#ue4-general

1 messages ยท Page 76 of 1

glossy flame
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Yeah, it looks like it supports HTTPS

tawny brook
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I just saw that lol

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It costs money too

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Soo rip

glossy flame
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Uhh

tawny brook
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It says sign-in to buy

glossy flame
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Oh, well it's free

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:p

tawny brook
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Cuz I'm not logged in on my phone

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Ugh, that'd require me to make an API site

glossy flame
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...isn't that what you wanted?

tawny brook
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It is, but I'd have to learn like PHP or something

glossy flame
cloud cobalt
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Also, I would advise thinking twice about paid products in game development (even is that particular one is free). Spending 50$ to spare days of work is 100% a good idea.

tawny brook
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I get that

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I'd still have to make an PHP API sitr

cloud cobalt
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What's your API for ?

tawny brook
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Authentication

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So you make a user/pass login

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And then you get sent a auth token

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And that token verifies it's you and is saved on your client

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So when you join the only server.. it verifies that authentication token

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And then lets you in

glossy flame
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Not really sure how you planned to do this writing nothing custom

tawny brook
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Well, i just asked if it requires c++ coding

cloud cobalt
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What's the auth used for, @tawny brook ?

tawny brook
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Then you linked me this plugin

glossy flame
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It probably doesn't, but you still have to write the API

cloud cobalt
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And what platform do you target ?

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Most platforms have a user system

tawny brook
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@cloud cobalt saving kills/deaths/etc

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iOS/Android both

cloud cobalt
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Why do you want that to be on a server ? Curious

tawny brook
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?

cloud cobalt
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"Kill, deaths, etc" - why do you need a server for that ? Are you doing a ranking system ? Scoreboard ?

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The reason i'm asking is, API implementation + server code + server costs + security work is not trivial, so that has to be an important feature

tawny brook
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Mhm

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It's just stats lol

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

versed hinge
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I'm excited to join this community and absolutely love UE4. Hi!

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

lost ember
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sup

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currently thinking about my life choices if I should study C# and Unity or C++ and UE4

lean fog
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C++ and UE4

lost ember
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Totally not biased :P

lean fog
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not at all

lost ember
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C++ seems way better for fine tweaking

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Is UE4 good for a solo dev?

lean fog
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Actually I've used Unity, and have used C# for years. I do like C# but c++ is just generally powerful, and UE4 is honestly just superior which is why I came here.

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I do, and I know plenty of others that do, it's not without its problems, but the same statement goes for unity.

lost ember
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yea

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ue4 seems to have a lot of powerful tools

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i like the blueprint system

lean fog
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That and by far the most powerful feature. source access.

lost ember
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Yeah saw that

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Also saw that you get access to all of the UE4 editor

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Without paying any fee

lean fog
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Yeah

lost ember
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Welp gonna try it out then

lean fog
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Go for it! There's plenty of people around here that can help if you need it.

lost ember
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Yeah saw that

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I started learned UE4 a while ago but had to stop for a bit

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Didn't go far, never touched blueprints only level design

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One feature I do like is the ability to create shaders and materials using nodes

lean fog
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Yeah, you can build entire games without touching c++ or hlsl (not necessarily suggesting that, it depends on the project)

lost ember
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I wanna touch C++ anyway

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I read yesterday that Blueprints are great but have a huge cost in performance

lean fog
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I honestly haven't done anying super heavy in them, so I'm not too familiar with their performance. I knew c++ coming into it, and doing alot of work in procedural content I just work almost exlusively in c++. I just use BP's for settings and things. I know there is now the whole nativization thing which converts it to c++ and compiles it into the game project but I'm sure it's still not as efficient. BP's without that are basically interpreted so they will be substantially slower.

lost ember
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Yeah

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

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hi

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help me

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I have a problem with my game online ๐Ÿ˜ฆ

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I using Steam multiplayer and LAN:
when I want join to a lan game
I can't join, because the game say error :(, idk why
I think best I send screenshot

lost ember
lean fog
lost ember
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C++ is gonna be weird after a year of C#

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Is there a lot of differences between the two?

lean fog
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how about c++ after probably 8 years of C#? haha

lost ember
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Heh

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Rip

lean fog
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they're definitely different, they function fundamentally different, syntactically there's not too much difference, but there are obviously differences. The C# BCL/FCL vs C++ Standard Library are the biggest visible differences. Then there's UE4 which has basically its own base library, so it's even likely you won't need the C++ standard library for most things. Also UE4 has some garbage collection so that's kind of a question that's hard to answer quickly

lost ember
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Also tried opening the demo FPS project but it was complaining that I didn't have Windows 8.1 SDK installed

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Do I really need it?

lean fog
lost ember
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Well yea fortunately ^^

glossy flame
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You shouldn't have to download it all manually, you just have to install the C++ tools alongisde VS

lost ember
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Yeah I never installed 8.1 SDK with my VS2017 install

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gonna do it now

lean fog
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that works too, but if you already have VS installed you could go that route.

lost ember
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Gonna do it, I need to install the C++ components on my VS install anyway

glossy flame
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There's a big "Unreal C++" type button on the VS installer

lost ember
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๐Ÿ‘€

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never saw it

lean fog
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I've never actually used that, I thought it only got the launcher, but I guess it might enable the other needed parts. I had VS installed before I started into UE4, and then when 2017 rolled around I had UE before I installed VS lol.

lost ember
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Got VS2017 the day it launched

glossy flame
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Yeah, since you have 2017 just open "Visual Studio Installer" (it's an installed program, not the exe you downloaded)

lost ember
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Best install experience since 2015

glossy flame
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Go to modify on your installation, then it's "Game Development with C++"

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I had to select additional components to compile from source though, YMMV

lost ember
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Kk

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Need to update it first though

keen birch
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@lost ember As Unity dev transitioned to UE4

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I'll say with 100% certainty; get into UE4 and C++

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Or even just BP

lost ember
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Okii

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

lime flare
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Hey guys, is there a help text channel here or can I ask for help anywhere?

glossy flame
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Plenty of them, look at the channels โ˜บ๏ธ

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They're organized into the topic of the issue

lime flare
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Ah right I thought they were just general talking about the topics, I'm stupid no worries. ๐Ÿ˜„

glossy flame
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Well that occurs too in them, but issues are always welcome

lime flare
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Alright, thank you. ๐Ÿ˜ƒ

sacred crater
lost ember
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So every time I try to create a new C++ project I get this:

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

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I think it's using my old VS2015 install

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Any way to change that?

feral echo
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there is setting somewhere about default VS..

lost ember
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Would uninstalling VS2015 fix it?

feral echo
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Yes. But I really remember version selector, sorry but cant find that place again

lost ember
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ah k

feral echo
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@lost ember in editor settings

lost ember
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Where do I get that?

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Do I have to open a project first?

feral echo
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Yeah, you should open project..I suppose..

lost ember
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kk

feral echo
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is there anyone who used or using houdini with unreal engine? (with plugin? )

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maybe some developers of houdini themselves? lol

wild kestrel
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Hello world from my new PC ^^

lost ember
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Heya

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@feral echo that didn't fix it

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Set it to VS2017 and it still gives me the same error

feral echo
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well...uninstall is you way then)

lost ember
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kk

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goodbye useless vs2015 install

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

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Please welcome @haughty rapids to the community! :beers:

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Please welcome @strong kayak to the community! :beers:

strong kayak
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Yoo. Quick Question, udk is completely unsupported now. But is there a way to still download it?

cursive dirge
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for RL mods?

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or some other reason to use such ancient piece of software?

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they kinda removed the archive links but I think there was some thread in the forums where people collected all the old installer exes

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they are user hosted in google drive, so use with caution

strong kayak
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Ty. Picked-up another smaller team and wanted to use their projects. They were built on UDK :/ so now we want to xfer the fbx

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Ty ty

cursive dirge
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np

pallid compass
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Anyone got any advice for alternative for ontick for something like updating a widget component

maiden swift
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@pallid compass It depends on how often you need to update the widget.

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If you need to update it on every frame, you need to use tick. If you don't, need to update it on every frame I recommend using event dispatchers.

pallid compass
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Just position really

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Having it face the camera

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

lost ember
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Welcome

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34 users are currently using Unity and 16 users are currently using UE4

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This is unacceptable

cursive dirge
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needs more Cryengine users?

lost ember
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Mmm didn't check for that

cursive dirge
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kinda odd if there's none

lost ember
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1 users are currently using Cryengine

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lol

humble rivet
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can't compile c++ class (4.15.3) and VS2017 any fix?

cursive dirge
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well, has c++ compilation ever worked on your VS installation?

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it doesn't install the needed c++ tools by default, you need to install them manually

humble rivet
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yes it is working in a different project

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just not in the one I am working in atm

storm venture
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I'm still new to a lot of conventional things, so is this acceptable in terms of project backup?
I have a Google Drive folder on a separate harddrive with dated and zipped copies of my project. One copy per week for the past five weeks.
It syncs with Google Drive so that it's stored in the cloud as well.
This is acceptable, right?

glossy flame
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Why not just use a traditional source control system?

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Much more accurate and easier to interface with in case of something going wrong

storm venture
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I've tried setting it up and I get frusterated with it

glossy flame
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Places like GitLab have free 10gb remote repos, no real setup there

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I'll give you that setting up a Perforce server can be a PITA, but normal Git isn't that difficult

storm venture
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oh, I had assumed git was the same as perforce

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I might look into that then

glossy flame
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Yeah, it keeps track of every change you've ever made and you can revert to a specific one, it's not like backing up an entire week :p

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You can always self-host Git if GitLab doesn't give you the features you desire, but I think they're pretty solid

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I don't use Git with UE4 just because it's just too slow for binaries, but it's not like it's unusable

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And compared to a Drive backup, it's definitely better ๐Ÿ˜„

storm venture
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lmao, well as long as it keeps my project safe, i'm happy

glossy flame
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It's not like it only serves as a backup tool though, it's a full collaboration suite which is great

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Even using it solo you'll get a ton of benefits from being able to branch for new features and things of that sort

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(but that might not work great in BP since they're binaries)

lost ember
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Mmmmm I uninstalled VS2015, set the source editor to VS2017, now I'm getting this:
LINK : fatal error LNK1181: cannot open input file 'ws2_32.lib'

frank escarp
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gitlab with LFS works great

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im using it right now

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but ffs MAKE SURE you dont upload BuildData and other temporary files to git

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they will bloat your repo a ton

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but i worry about it becouse i only have 120 gb of space on my raspberry

glossy flame
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I've had bandwidth issues with GitLab specifically in the past, so I just kinda shy away from it for anything besides a code repo

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Could've been a routing issue or something dumb like that, but personally it was just crawling for me

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And I could be wrong but doesn't Git (even with LFS) make you upload the whole binary file when changed rather than just the delta?

lost ember
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Does anybody use VS2017 with UE?

frank escarp
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yes. Thats why keep the files small

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normal unreal files arent that big

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unless they are 4k textures or similar

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and maps with lightmaps (built_data)

glossy flame
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Yeah, I've just settled in with P4 due to UE4

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@lost ember I do, but I haven't come across that error

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I had to verify my installation to get the source to build (even when pretty much every C++ component in the list was selected), so I would give that a shot

frank escarp
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i was annoyed with p4

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thats why ive moved to gitlab to see how it goes

lost ember
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Verify the VS2017 install?

frank escarp
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the perfect would be to keep perforce for Content, and use git for code

glossy flame
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Yeah, it's in your VS installer

frank escarp
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git is reaaaally good for code

lost ember
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Kk

maiden swift
glossy flame
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I agree for sure @frank escarp, but I've just had to force myself to use P4 a little more with UE4

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I might go back and try out LFS sometime again

maiden swift
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We're still using Perforce for our main game project, too.

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It's a hate/hate relationship.

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lol

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I use Git for my personal Unreal projects, though.

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My way of testing it for the future of my company since I'd like to use Git for our next big project.

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It's come a really long way.

polar hawk
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PERFORCE IS LOVE

maiden swift
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Perforce is stable and powerful, but it's a pain for most people to use and the ecosystem is weak.

frank escarp
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and you better not pass 5 users

lost ember
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โ™ 

frank escarp
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and branching/merging is a fucking shitshow

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i got git becouse i wanted to do a more branchy approach to development

maiden swift
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@frank escarp Haha yeah the 5 user limit is a big one.

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Great for very small teams, but if you pass that...

polar hawk
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The p4 merge tool is crazy good :0

maiden swift
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I hope you've got a good revenue stream.

weary basalt
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Love perforce its great ๐Ÿ˜ƒ

maiden swift
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Because beyond "free for 5 users", Perforce is optimized for enterprise and it shows.

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They don't even discuss pricing in public, and they canned their indie-friendly hosted service.

frank escarp
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perforce performance is definitely good

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its binary patching system is one of a kind

maiden swift
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Instead they just try to convince indies to host on AWS and charge an arm and a leg.

frank escarp
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meanwhile the git LFS seems to just store the whole file every time

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no deltas

humble rivet
polar hawk
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Create a bunch of variables

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Some asset references, some ints, a string, another asset reference, an int, and an array of asset references

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boom

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Or if you mean recreate its functionality

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Thats a far different thing

humble rivet
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functionality ๐Ÿ˜ƒ

polar hawk
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Aye, then that image is no where near enough to reproduce functionality

humble rivet
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its the construction blueprint from the strategy game project

merry gazelle
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Hey Indie Devs, just wondering if anyone has been successful with Kickstarter?

lost ember
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I've seen Kickstarter do some great job

sacred crater
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in 4.16 doesn't the compiler tell you anymore a path doesn't end in a return node?

livid haven
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Talking BPs, @sacred crater ?

sacred crater
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Yes

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because that was a very useful feature and it's not triggering anymore

polar hawk
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Yeah, its fucking bullshit

sacred crater
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Is it a bug or they just decided to be ;like "nah, remove it"

polar hawk
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I've found zero info

sacred crater
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Tweet time

polar hawk
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Eeverything is now @wicked tiger 's fault

wicked tiger
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What'd I do now???

polar hawk
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Although I'll probably tweet Alex anyway

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you broke return node warnings in BP

lost ember
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Finally finished repairing my VS2017 install

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I hope it was worth the time

wicked tiger
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my bad, guys

polar hawk
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Is okay

sacred crater
livid haven
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@Celeste ๐Ÿ•#4080 Sorry, was helping elsewhere.

lost ember
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LINK : fatal error LNK1181: cannot open input file 'ws2_32.lib'

Gaaaaah

sacred crater
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Piiiiazaaa

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Why'd you demention me? xD

lost ember
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Discord bug

livid haven
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I didn't, I changed spacing in my message and it broke it?

lost ember
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Because there's an emote in the name

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That's why

livid haven
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Yeah, figured.

sacred crater
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I think my pizza is breaking people's messages

wild kestrel
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IS there any issues with UE4 and VS2017? so far i been using VS2015 on my old PC :>

lost ember
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Welp yeah

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LINK : fatal error LNK1181: cannot open input file 'ws2_32.lib'

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Installed C++ for game dev on VS2017

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refuses to compile

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It works correctly for some people

wild kestrel
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install normal C++ ;p

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then

lost ember
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is that it

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rly

polar hawk
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The check for return nodes is still in source code

wild kestrel
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well i about to instal VS so i will see myself

lost ember
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Kk

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Tell me if you get the same problem ๐Ÿ˜‰

wild kestrel
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i be doung build from source so definitly gonna get error if anything is wrong

lost ember
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Oookay so

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I'm missing a lib

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'ws2_32.lib'

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Anybody know what it relates to?

wild kestrel
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first seprice of my new PC... my 1080Ti auto overclocks to 19000MHZ on default drivers ๐Ÿ˜ฎ still temps reach 70C so i guess this is fine

lost ember
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lol

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Okay so according to some people ws2_32 is Windows 8.1 SDK related

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weird I just installed it

wild kestrel
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i gind of thought it might be it

lost ember
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Gonna re-install it then

wild kestrel
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yea i just ntoice this too jus now ^^

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insall it then

lost ember
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i cri

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4 hours of trying to find the problem because the installer doesn't know that UE4 needs it

wild kestrel
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Wooo new VS installer has option to install UE4 out of the box

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

proper quiver
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Hey guys if you're in San Francisco we're hosting a meetup on the 13th https://www.meetup.com/UNREAL-SF/events/241344421/

wild kestrel
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Wih new PC i finally be able to pla around with UE4 on Linux ;3 cant wait to try it out

maiden swift
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@wild kestrel Nice! Sounds like fun. Be sure to let us know what it's like. ๐Ÿ™‚

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

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Please welcome @distant geyser to the community! :beers:

hot ledge
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Iโ€™ve set up my blue print with Just three anims idle walk and run but when I play the character moves with the idle pose and doesnโ€™t play the run anim or walk

wild kestrel
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I still need to install linux, i probably do hat in few days, first im setuping win10

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

wild kestrel
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now building UE4

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I also gonna do maste build to experment with latest features

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now i have a lot of state to lot of more stuff ;3 it was one of main issues with my old PC

plush yew
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hello any concept artists here?

wild kestrel
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UE build in 21 minutes :>

kind pumice
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in a multiplayer environment, is there some kind of common issue/fix for where players on a vertically moving platform appear to jitter up/down to all of the other players while the platform is moving?

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to the player on the platform, everything is smooth as butter, only the other clients see it as a jittering player

wild kestrel
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What do you use for movement?

kind pumice
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actually scratch that, the player on the moving platform's entire world jitters lmao

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I've taken the shooter game project and simply added moving platforms, virtually everything else is default.

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for movement I'm using move componant yp

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to^

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and the platform is a static mesh in a blueprint with replication enablede

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enabled^

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its worth noting that the "platform" is massive, basically a FBX copy of the entire room from the shooter game project

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also using complex collision as simple, just remembered that I had done that

plush yew
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anyone need a composer for their project?

kind pumice
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tried using a collsion box instead of the ground with the same result

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going to try using a different method of moving crap next :/

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

kind pumice
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so apparently moving platforms are hard lol

kind pumice
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wohoooo I figured it out. Using such a large complex mesh as a simple mesh must have been freaking out my characters. I created a new, much simpler room in Maya and imported it into my level and moved it using the same method I screenshotted above - works smooth as butter

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the only difference I can find, is the simple collision mesh vs the larger room's super complex collision mesh being used as a simple mesh

ivory junco
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is object pooling a thing in unreal like it is in unity?

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i'm forced to use unity, so i'm hoping what i learn there transfers to unreal

wild kestrel
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object pooling? :>

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Hmm by googleing, this is possible in UE4 too i think

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if i understood it right

kind pumice
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I've never heard of it in UE4

wild kestrel
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there definitly no build in solution for that

livid haven
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UE4 does not have object pooling.

worn granite
kind pumice
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it confuses me if that plugin offers performance gains and epic didn't include the feature in UE4 if its actually needed

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coming from someone who knows nothing about object pooling that is lol

plush yew
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because it isn't perfect and like every kind of system has pros/cons

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an RPG doesnt really get any benefit from object pooling

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a shmup does

kind pumice
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ahh

worn granite
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Yeah, there's a cost to having a pool

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Comes down to if allocation/deallocation is your 'bottleneck'

kind pumice
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that makes sense

plush yew
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doesn't it also kinda front load loading times?

worn granite
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It can

plush yew
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since you have to kinda generate all those objects before they are ready

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or are the first ones generated first on an "as needed" basis?

worn granite
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You can easily do it differently

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basically any number of ways you can implement a pool pattern

plush yew
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i think i wrote an object pooler thing in university

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yeah makes sense

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that would be another reason why epic didnt include it i guess

worn granite
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And I'd want to write my optimizations myself

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Well, at least that kind

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Not going overboard with it

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

swift swift
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Hi!

kind pumice
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Hello

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question - everything in the level BP runs on the server right?

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I feel like it would have to

weary basalt
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Nope

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The Level exists for all clients and the server, thus anything in the level blueprint will be called on all instances of it.

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Unless you use HasAuthority to filter what you want to execute

kind pumice
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interesting, not what I was thinking at all lol. If you were making a multiplayer arena that consisted of a bunch of rooms that moved around, both vertiaclly and horizontally - would the level BP be the place to do it? and if so, should I be specifying the server to run it?

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

kind pumice
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moving rooms without speicfying anything, from the level BP is working so far, albeit buggy when walking around in them while they move

plush yew
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would it be better to move actors instead of the room itself?

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also i think there is a setting which helps the physics when standing on things

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i know thats very vague i cant think of the right word to use

kind pumice
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my idea is a huge space cube battle arena, where players have to make their way to the center of the cube. the big cube is made of smaller compartment cubes that move around and the outer layers shed off periodically, pushing everyone toward the center cubes

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I might be able to ditch moving the cubes around for now since its not critical for the prototype

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was also thinking about disabling gravity while cubes/rooms move about, then enabling gavity once they all stop again - if it helps work around the bug

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just write it into the "story" lol

plush yew
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^ smart thinking

kind pumice
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I'll go with that route lol, seems like it would open some doors for cool mechanics too

lost ember
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Morning

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I'm dead

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Installing the Windows 8.1 SDK didn't work ๐Ÿ˜ฉ

languid shard
#

Good morning !

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Anyone knows if there's a Kingspray like toolpack for UE4 ?

plush yew
#

@lost ember whats the problem?

lost ember
#

Somehow missing ws2_32.lib

feral echo
#

anyone worked with houdini plugin in ue4?? I have a simple question about plugin integration..nothing hard about modelin ))

lost ember
#

Installed the Win8.1 and Win10 SDKs

#

I swear to god if it's in the Win7 SDK i'm ripping my head off

worn granite
#

Do you only have those installed?

lost ember
#

Win8.1 and Win10 yea

#

The Win7 SDK install just failed for no reason ๐Ÿค”

kind pumice
#

in case anyone runs into it, moving the rooms around from the server, but running the event as multicast, totally seems to work better than just running it everywhere

#

no more glitching/jittering players when they walk around in a moving room

lost ember
#

One thing I noticed though there's no 8.1 SDK folder in Microsoft SDKs

plush yew
#

@kind pumice cant you just make the rooms actors and set them to replicate movement?

kind pumice
#

yep, that's how I have them

#

telling them to move from the level BP though

#

hrrrm

#

I'm getting the root component and moving it though

#

instead of the whole actor

#

not sure if there's a difference

plush yew
#

it will be the same

#

are they set to "replicate movement" /

#

?

#

you shouldnt need to notify the actor with multicast or anything

kind pumice
#

ahhhh

#

I thought it was

#

but its totally not set to replicate movement lol

plush yew
#

set that, and make sure "replicates" is also set

#

then the server moving them should be handled over the network automatically

kind pumice
#

haha yes!

#

it works for sure

#

and feel slightly more solid

plush yew
#

it should be! engine code is the most solid

kind pumice
#

sweet, I appriciate the help!

lost ember
#

Does VS always take 10 minutes to load a UE4 project or is it just the first time?

languid shard
#

Just the first time

lost ember
#

okay

#

welp just enough time for me to get a coffee then

#

i hope compiling with VS will fix the problem

final owl
#

always make time for coffee ๐Ÿ˜‰

lost ember
#

true

#

brb

#

Okay so coming from C#

#

Mesh1P->SetOnlyOwnerSee(true);

#

What is -> ?

plush yew
#

its like .Function() but for a pointer

#

does c# have pointers? i dont remember

lost ember
#

Nope

plush yew
#

do you know about pointers?

lost ember
#

When I was learning C++ I stopped on pointers

#

So I kinda know what they are but I'm gonna go back and check them out again

plush yew
#

if you have a class like

#

myClass() {
void myFunc();
}

#

and you get
myClass* theFinger;

you have to do theFinger->myFunc();

#

theFinger.myFunc(); doesnt work

lost ember
#

because it's a pointer

#

and why is it a pointer in the UE code?

plush yew
#

i think in c# you have a thing for passing variable by value or reference right?

#

if you pass an int[40] thats a ton of data

#

if you pass a Character variable, also a ton of data

#

but if you send a character* its the same as an int

lost ember
#

Oh I get it

#

So basically say where it is in memory and get it from there without sending the whole thing every time right?

plush yew
#

pointer basically says "theres a character here!"

#

yeah

lost ember
#

cool

plush yew
#

or let me rephrase

#

"there SHOULD be a character here"

lost ember
#

hopefully

#

crashes

plush yew
#

^

#

NULL POINTER EXCEPTION

lost ember
#

lol

plush yew
#

so you can add a bunch of if (myPointer) {} checks

#

because if it's null, its 0, which evaluates to false

lost ember
#

one thing I missed from C++

#

1 = true and 0 = false

plush yew
#

yeah its nice

lost ember
#

first thing I did in C#

#

if (cond == 1) < nope

plush yew
#

i was thinking about java script. is 0 false? but "0" is true

#

and "false" is false

#

they have something crazy like that

#

that language is voodoo

lost ember
#

never did any js

#

sooooo VS fails to compile too

#

Same errors

#

...

plush yew
#

whats the error?

lost ember
#

LNK1181 cannot open input file 'ws2_32.lib'

#

Failed to produce item: C:\Users\Username\Documents\Unreal Projects\Game\Binaries\Win64\UE4Editor-Game-3399.dll

#

mmm

plush yew
#

are you using development editor config?

#

x64?

#

did you download the source from git?

lost ember
#

I installed all of the SDKs -- Win10 and Win8.1

#

What source?

plush yew
#

the source code

#

where did you download the engine code?

lost ember
#

Uhh

#

I didn't?

#

It generated it iirc

plush yew
#

from the launcher?

lost ember
#

When I created the project

#

Yeah

plush yew
#

ah

#

you cant "build" that

#

its precompiled

lost ember
#

Development Editor | Win64

#

I was building the game not the engine

plush yew
#

ah

#

4.16.2?

lost ember
#

yep

plush yew
#

and what OS are you on?

lost ember
#

Win10

plush yew
#

and vs2017?

#

i know im asking stupid questions at this point ๐Ÿ˜ฆ

lost ember
#

Yeah VS2017

#

Nah dw ^^

plush yew
#

and clicking "compile" in the editor makes the same problem im guessing right

lost ember
#

Yeah

#

Same error

plush yew
#

did you ever install older VS versions?

lost ember
#

Yep, VS2015, uninstalled yesterday

#

Best uninstall experience so far /s

plush yew
#

try this

lost ember
#

Time to purge my system of the forever slow VS2015

plush yew
#

other places say that older versions can mess with your system

#

maybe thats the problem

worn granite
#

I wouldn't just yet, ue4 still needs it even if you use 2017 (at least, according to some forum post with a lot of links)

#

o you already did

lost ember
#

Yep

#

Please don't tell me I'll have to reinstall VS2015

plush yew
#

i never installed 2015 and im able to build no problem

worn granite
#

hmpf.

#

Alright

lost ember
#

So the file you sent me just killed explorer

#

rip

#

help meeee

#
Evaluation
Process.Start("explorer.exe");```
Output

No such file or directory

#

: (

plush yew
#

oh man

lost ember
#

forgot it's on my linux vps and not on my pc

plush yew
#

how old is your pc?

lost ember
#

rest in peace windows

#

ummmm it's new

#

got it around December

#

iirc

plush yew
#

but its on virtual machien?

lost ember
#

nah

#

Okay the uninstaller finished

#

Rebooting VS17

#

Okay so, new errors now

#

cannot open source file insafe.h/strsafe.h

#

and

#

vs 2015 must be installed in order to build this target

plush yew
#

the fuck

#

reinstall vs2017

#

or uninstall all VS

#

restart, reinstall vs2017

#

you can download the engine too just for kicks

lost ember
#

i cri

plush yew
#

sorry :<

lost ember
#

would a repair work or just a full reinstall?

plush yew
#

you can try repair

#

i'd just go all out with full reinstall

#

uninstall -> restart pc -> reinstall

lost ember
#

๐Ÿ˜ญ

#

welp

worn granite
#

vs 2015 must be installed in order to build this target

heh

plush yew
#

i wonder if UE got tied with vs2015 when you installed it

#

like some hidden settings

lost ember
#

maybe

#

I'll re-install UE too then

#

Doesn't take too long

plush yew
#

good idea

#

i was gonna suggest that next

jade moon
#

Someone here have released a game for PS4 or XBOX?

lost ember
#

nope

sharp crest
#

Anyone has an example for an EULA for a dev kit download?

lost ember
#

You should be able to find some online

#

Umm how do you uninstall UE4?

plush yew
#

in windows control panel

lost ember
#

I don't see it though

plush yew
#

unreal launcher?

lost ember
#

I only see the Epic Games Launcher

plush yew
#

yeah that one

lost ember
#

Oh so uninstall the full launcher?

plush yew
#

yes

#

for science

lost ember
#

gr888

green spear
#

Anyone heard about changed to LOD import? Because I cannot get my LODs to import from 3Ds max. I always gets multiple meshes combined instead of LODs.

plush yew
#

Please welcome @umbral wing to the community! :beers:

lost ember
#

Welcome

umbral wing
#

Hey. I'm going to be honest I was not expecting a bot to tag me, I was just going to lurk and look at what you're all doing with unreal.

green spear
#

Well, now you are screwed and we will eat you!! ๐Ÿ˜„

lost ember
#

lol

full atlas
#

i wonder what would happen if i was editing in-game an object (say it's color with a color picker bp) and i change map (to a map that this object isn't in)

#

would i still be able to edit it's color or sth?

#

if it was multiplayer.. would the player on the map with the object see live-update?

pliant wing
#

does anyone have problems launching new versions of editor? I have to launch 4.10.4, close it and then launch 4.16.2. Otherwise I just get 14 MB process hanging in my process explorer and doing nothing

#

doing nothing except using one processor core for unknown purposes

wild kestrel
#

@full atlas you can edit properties of objects of level (not classes) live in property editor

lost ember
#

@plush yew kudos for you

#

reinstalling vs2017 and UE4 did the trick

full atlas
#

@wild kestrel i don't understand what you mean.. my question is "If i have the reference of an object but i am in a different map.. will the object's ref still be valid?"*

wild kestrel
#

Object is tied to the world, when world dies objects related o it also dies

full atlas
#

alright thank you

wild kestrel
#

I mean actors

#

because objects are pernament

#

and not tied to world or level

frank escarp
#

objects need to be linked to something

#

or they will get gc-d

#

ive used the Game Instance to create global objects like that

wild kestrel
#

they need to be refrenced somewhere ofcorse

full atlas
#

well.. by objects i meant actors

wild kestrel
#

ok ๐Ÿ˜ƒ

full atlas
#

what do you mean by objects?

wild kestrel
#

UObject that is not actor

#

there class Object

#

and it is not actor

#

thee class Actor tha is also object but it is most minimal class that can be placed on level

#

it has component system etc

#

and it assign to world

#

when oyu place it

#

raw OBjects can't be placed on level

plush yew
#

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

wild kestrel
#

look up in Class Viewer

#

in Window->Devlopment Tools

full atlas
#

i dont understand

#

where can i look the class viewer

#

omg i feel like such a newbie rn

wild kestrel
#

sry might said too in too much confusing way ^^'

#

you can find class viewer in window->Devlopment Tools

#

there turn off al filters to see all classes

#

and you will see inherence tree of all classes

full atlas
#

so anything that isn't under the actor tab, can be valid in different maps?

wild kestrel
#

in the past this was default view on actor classes, but in UE4 this got replaced content browser. But because content browser show them as assets lot of people don't see them as classes but as assets

#

no

full atlas
#

i dont even understand what all that stuff are

lost ember
#

Does anybody have a good link to start coding in C++ for UE4?

full atlas
#

whats their use and all

wild kestrel
#

Actor class is most minimal class htat can be placed on level

#

any level

#

and all classes based from Actor can be placed on level, atleast (because ther exception like AInfo) assigned to the world as a part of the world

#

anything other then actor can't be placed on level

full atlas
#

yeah there is a placeable only filter

wild kestrel
#

yes because there non-placable actors like GameMode

#

but GameMode atleast is assign to the world

#

and it dies with the world

#

that host it

full atlas
#

but i still dont see what all these stuff are useful for

#

an example maybe?

#

if i cant place them, then what can i?

#

i dont know what they are etc

wild kestrel
#

is not matter of useful ness i just explaining it

full atlas
#

i have no idea

wild kestrel
#

ahhh

#

they still part of the world

#

right?

full atlas
#

world = map?

wild kestrel
#

the non-placable actor

#

world is a instance, and level is loaded to world

#

there class UWorld

#

instance of world

#

Blueprint automaticly deal with interaction with this class thats why you don't see it much

full atlas
#

so they are not stuff for me to touch?

#

its like.. engine stuff?

wild kestrel
#

if you would be in C++ you will be forced to interact with

#

simply for simplicity this is automatic in blueprint

#

but i something you can touch

#

but in C++

full atlas
#

yea i understand

wild kestrel
#

generly i don't like how people say they can't touch engine code.... engine is part of your game, you 100% free to use it at it fullest even modify if needed

plush yew
#

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

wild kestrel
#

Ofcorse in bouderies of EULA ;p

plush yew
#

Please welcome @tulip pond to the community! :beers:

#

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

wild kestrel
#

man kite demo not only downloads for hours, it build shaders and meshs for ages. somethig is not multithreaded there as it only uses one CPU thread

#

i spend lik 30 minutes to build hilltrees

plush yew
#

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

wary wave
#

anyone have a cunning technique to copy / paste painted foliage?

#

(I'm creating a mirrored map)

plush yew
#

Please welcome @nova nimbus to the community! :beers:

lost ember
#

k

full atlas
#

@wary wave cant you just duplicate the map itself?

wary wave
#

I'm not sure

full atlas
#

oh

#

you meant mirrored inside the same map?

wary wave
#

yes

full atlas
#

sorry

wary wave
#

it's a Capture the Flag map, ergo symmetrical

#

which means I want the foliage symmetrical

full atlas
#

i don't know sorry

wary wave
#

no worries

cloud cobalt
#

Well, not all CTFs are symmetrical

#

But I don't have an answer :/

cursive dirge
#

@full atlas @wild kestrel you can touch everything regarding to the engine but there is one thing to keep in mind: you can't include any editor code in your actual game, that's forbidden by the license

#

in practise, this limits you from using any editor code for fbx importing or landscape modifications at your own games runtime

wild kestrel
#

WEll i said in bonderies of EULA ;p

cursive dirge
#

yeah, I just wanted to make a practical example what you can't do

sharp crest
#

Someone ban him pls @magic hawk

cursive dirge
#

just tag <@&213101288538374145>

wary wave
#

I did it! You can mirror foliage by:

  1. In foliage painter, copy foliage details from current level to new level
  2. Select current level, select foliage instances in viewport and edit->copy
  3. Select new level and edit->paste
  4. Save and quit
  5. Load new level, select foliage in viewport
  6. Transform by Mirroring in X
#

bit of a faff when you have 10 streaming foliage levels, but it works

lost ember
#

Wake up mods

austere relic
#

I'd like to ask how to fix some crashes with some games that run on unreal if this is the place to ask.

lost ember
#

go ahead

austere relic
#

Postal Redux crashes on startup with a crash report.

#

And UT too

#

Is there anyone I can DM to get some help?

plush yew
#

Please welcome @vestal cloak to the community! :beers:

tawny brook
#

Welcome

vestal cloak
#

Thanks!

tawny brook
#

How long have you been working with UE4?

vestal cloak
#

Hmm about a year now.

#

Loved every minute of it!

#

I use blueprints a lot because of their easy to use work flow and because i made the transition from unity.

tawny brook
#

Ahh

#

I'm just chilling here seeing how others make their projects... And read the messages of people helping eachother

#

Mainly because I'm not home for another week and a bit

vestal cloak
#

I am also a 3d modeler. I have a bunch of really cool models on my computer but I can't uv map or texture ๐Ÿคฆโ€โ™‚๏ธ

tawny brook
#

Just need to find a mini team then lol

vestal cloak
#

Exactly ๐Ÿ˜Š

#

Thanks for the warm welcome, I appreciate it.

lost ember
#

Does anybody have a link on how to start coding in C++ with UE?

stoic void
lost ember
#

Thanks

half crag
#

Hello guys, I have a question; I have been trying to learn to code for 5-6 months. I have been reading books and stuff and until now i'm not able to code. What should I do?

#

Some people tells me not to read books. Rather than that start coding and read only when I want to know a specific thing by using documentation or a book.

#

?

lost ember
#

Just code

#

I learn faster when testing around

#

Ask for help (not spoonfeeding) on forums or discord servers like this one

#

Read some code and try to figure out how it works

#

@half crag

pallid compass
cloud cobalt
#

That's an expensive game

tawny brook
#

Lol

#

I got it for like $20 bucks for the survivor's pack deal

#

With the DLCs soo

#

That's $20 Canadian..

#

So like yeah

#

mind you, it was during the summer sale

#

They also apparently don't know how to change the title of the game

#

The game is called "ShooterGame.exe"

pallid compass
#

omfg

frank escarp
#

it also won run well

#

on ANY pc

#

no matter the settings

#

and rubberbands hardcore on online

buoyant echo
#

(It pops up on starting the project up again)

maiden swift
#

@cursive dirge Took care of Jovanni. Thanks for the heads up.

main cobalt
#

Ark had so much potential but it just became a ridiculous waiting game, that and going offline on a popular server meant a 50/50 of all your stuff being gone when you log back in

#

Big ol' mess

wary wave
#

Ark is good if you play on a small community server

#

runs fine on my machine, even with both dedicated server and client running at the same time

#

holy shit though, that price, wtf?

frank escarp
#

@wary wave its due to "final release" in consoles

#

and to then put it on sale constantly

wary wave
#

it's still hilarious

frank escarp
#

they will now put it at 75% constantly

wary wave
#

ยฃ55 for a Steam game ๐Ÿ˜‚

#

especially one that really isn't ready for release

cloud cobalt
#

Waiting for Steam to confirm the tax stuff, so impatient

tawny brook
#

@frank escarp cuz sales make people want to buy it

plush yew
#

Please welcome @rain prism to the community! :beers:

buoyant echo
#

It's a general strategy. Your game should sell for $20 for you to make any profit, sell it originally for $60, gain profits from few people who want to pay it, put it on sale for $20, still make profit, and people think they're getting their money's worth.

frank escarp
#

yup

#

really basic sales strategy

#

thats why Steam only lets you do X number of sales

#

so you dont abuse that system completely

#

for cases of abuse, check Udemy

#

that ue4 course is abused to death

#

it is "200$"

#

but i have never seen it at full price

#

people allways post it here becouse "holy shit its at 90% discount"

#

when its at 90% discount half the time

#

lol

#

12 hours for this sale!!

#

nah bullshit they will put it on sale the next week too

#

it spends more days on sale, than days not on sale

feral echo
#

@frank escarp that's how udemy works. Almost all courses have big price, but half of the time they are on sale with very big discount

#

I still suppose there is several persones who spent 200$ before new sale lol

frank escarp
#

they do it becouse people fall for it

#

every single time

feral echo
#

when I first time went to udemy I fall to it too

#

with that course, btw lol

plush yew
#

@frank escarp spanish?

#

@frank escarp where can I buy it?

frank escarp
#

its not in spanish

#

the website is

cloud cobalt
#

Have people here recently applied for a foreign EIN with the IRS ? Did it a week ago, curious how long Steam usually takes to find the number in the IRS's database

frank escarp
#

yes i have

#

in Spain, foreign EIN is just the tax number of your company

#

or your personal ID number

wary wave
#

same in the UK

frank escarp
#

it did take them a while to approve tho

cloud cobalt
#

I'm pretty sure it's not that - we had to call the IRS, be issued an EIN number

#

To avoid double tax from the US

#

(France here, so basically the same process I think)

#

Anyway, how long did that take ?

safe rose
plush yew
#

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

#

Please welcome @late girder to the community! :beers:

#

Please welcome @pine marten to the community! :beers:

#

Please welcome @uneven rivet to the community! :beers:

pine marten
#

Hi there from Spain

tawny brook
#

Damn

#

4 people in like 2 minutes

sinful pier
#

I've upgraded from 4.16.2 to 4.16.2 Preview 3 without updating

clever basin
#

yo hello

#

hum, what's a good place to talk about things like

#

game dev not taken seriously in insert home country here

glossy flame
#

:p

clever basin
#

:p

plush yew
#

Please welcome @rigid anchor to the community! :beers:

rigid anchor
#

hello

#

4.16.2 solved a bunch of issues, thanks so much

plush yew
#

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

pallid compass
#

Whats world tick time i cant find any doc on it

plush yew
#

@frank escarp Is udemy doing that out of their own pocket? Or do the course creators sign away their product to perpetual site-wide sales?

#

@sinful pier it's happening for me too it disappeared after I restarted the launcher though

plush yew
#

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

#

Hi guys

#

Guys what do I do if I have love for Unity And UnrealEngine4. And also also I have love for C++ and C#, but I think I like C++ more, because more complicated.

sand wolf
#

Any idea when the UE4 summer sale begins?

tulip vault
#

I keep on blundering around UE4 clueless and have no direction because i have nothing to work off of, no assets, etc ๐Ÿ˜ฆ

#

kinda squashes my morale

weary basalt
#

@tulip vault Download the InifnityBlade assets

#

They are free

plush yew
#

@sand wolf ue4 is already free! you want a discount on it on top that!?

weary basalt
#

He meant the Marketplace Summer Sale....

plush yew
#

I know ๐Ÿ˜ƒ

weary basalt
#

@Jacob#6804 Seems like you answered your own question "but I think I like C++ more" im an convert from Unity C# and XNA, but that was over 4 years ago now lol

plush yew
#

I'm curious too though. I've found a few of the things I bought good as a learning experience. In a see how they work kind of way. Might be picking up a few things myself

livid haven
#

Because some questionable advice was posted elsewhere, I'm going to take the opportunity to remind people to take all of the advice in this infamous powerpoint and toss it in the firepit where it belongs along with plenty of other extremely toxic and abusive approaches to leading and managing teams: http://www.alexstjohn.com/WP/download/Recruiting Giants.pdf

weary basalt
#

...

#

"Retain wives and Girldfirends"...

#

What on earth is this garbage

livid haven
#

Garbage from one of the guys who created DirectX.

weary basalt
#

Wow haha

livid haven
#

Who felt that his accomplishments justified some pretty damn awful mentalities towards employees, especially engineers. Someone shared some advice of their own that sounded far too familiar to this kind of stuff.

weary basalt
#

Was this part of an Talk or something?

livid haven
#

Yeah, it was part of a talk he gave, Alex Saint John.

#

He's not involved with Microsoft or DirectX, not for a long while.

weary basalt
#

So much wrong in that powerpoint

#

He just sees employees as tools to producing wealth.

#

Simple as that

#

Basically the powerpoint is saying find the tool that will get the job done at the most efficient means possible

livid haven
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I like the part where he was fired or quit, unsure, Microsoft because he was burned out.

weary basalt
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Its no surprise though, his experiences shape his opinions of employees and whats expected of them from an employers perspective.

pallid compass
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Tell me all your secrets sion

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But seriously my bping has gotten so much better just from yesterday!

livid haven
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๐Ÿ‘ Glad to hear it

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I mean, not so much that it's BP, because I hate BP, but your logic is better.

pallid compass
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Yeah so much ๐Ÿ˜‚ going to keep checking the programming channel now incase u ever give any more talks to anyone else!

livid haven
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I lurk here and in GDL. I just help out between builds and such.

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Or if I need a break from debugging input related bugs. X|

pallid compass
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Haha sounds like fun! honestly if u get ever bored i imagine u could write amazing articles for the wiki, even if its only small things

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Good practice you know

livid haven
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Input bugs? Awww hell no.

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Anything you do to actively try to debug it inherently involves input and thus affects what you're debugging. :/

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Lots of trial and error, putting breakpoints with conditions, or actually invasively splicing in some code to only log/break when conditions are right.

pallid compass
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Dam i hope they pay you well for that ๐Ÿ˜‚ engine diving sounds nasty

livid haven
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I'm happy with my compenstation. Be happier when I get back to not debugging difficult to reproduce/debug bugs though.

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I've been meaning to actually write some articles and such for quite some time.

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But I just never get around to it.

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Relating to earlier link: It's pretty well established that when it comes to "brainy" work, employee satisfaction only increases up to a point by increasing compensation - beyond that, employees want to feel satisfied about their work, not their paycheck.

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People will take pay cuts (within reason) to work a job that they actually find satisfying.

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Not hard to understand. If you're comfortable with your current lifestyle, as far as what you can afford, then making more money won't fix that you're unsatisfied with what you spend nearly half (or more) of your waking hours doing - work.

tulip vault
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I wish i could find reliable asset creators willing to work with me

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but they're either busy with Source engine projects

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or their own vr titles

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being a level designer / "creative director" sucks

pallid compass
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Yeah understandable sion, i really enjoy this as a learning / work experiance i hope one day i can nab the employment i want ^^

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Jacob why dont u just make your own assets? its what i do

tulip vault
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If i had any skill for it i would

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I mean, i've made a flashlight and other small items in blender

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but it takes forever and i can't texture

pallid compass
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Ahh

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I guess im what you call a Generalist specialist?

tulip vault
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I work best when i have resources to pull from, like source games

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if i wanna map for Portal 2

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i can do that great

pallid compass
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I mainly do BP/games design/game development

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But

tulip vault
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because assets exist

pallid compass
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I can model a ship, animate it, texture it, get it in to ue4 and rigged up properly within few hours

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just practice

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actually i need to make a landscape pack tomorrow, you have just reminded me ๐Ÿ˜‚

tulip vault
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I also have this problem where to learn i need to have someone there to point me around and answer dumb questions

fluid basin
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how do people rip UI graphics from games?

pallid compass
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What do u mean RIP? do u wann get sued ๐Ÿ˜‚

fluid basin
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not gonna use them commercially

pallid compass
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ahh modeling is just practice man, but your right the examples out there for game ready assets is shit

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U cant really rip UI graphics out of games

fluid basin
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maybe taking a screenshot a extract manually in image editor softwares

pallid compass
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maybe

fluid basin
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wanna rip wow ui

pallid compass
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ey jacob

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heres question for ya

weary basalt
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Even ripping assets for personnel use is still illegal lol

pallid compass
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How would u go about designing a level that was way above normal scale

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Say you fly a big ship or your godzilla

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how would u say you capture the look

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of BIG

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with out being BIG

tulip vault
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Well, I'd design it in hammer, my tool of choice

pallid compass
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because obviously issues

tulip vault
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and then select it all and shrink it

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I also make use of scaling beats

pallid compass
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If u do that

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ur gonna have ton of issues

tulip vault
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presenting the world's vistas at the right times

pallid compass
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compressing Tri's down

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to small amounts

tulip vault
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Hammer is Source's mapping tool

pallid compass
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wait

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why would u map it in hammer

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and not in the engine

tulip vault
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because I have hammUEr

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and it's much faster than in engine with no assets

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it all ends up in a model anyways

pallid compass
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Seams like a massive waste of time to me

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When u can map it in the engine

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and just hot swap things

tulip vault
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honestly, Hammer is the best geometry editor

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it's super ergonomic

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may be 20 years old but still packs a punch

pallid compass
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Dont see how its gonna be better than ue4 its self

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when u can just click and drag

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and snap

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and have 4 view ports

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and can see the lighting at the same time

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and scale, and animation

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and particle layout

tulip vault
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I have all that in hammer

pallid compass
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and check ur quad overdraw

tulip vault
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sure, less advanced, but i have it

pallid compass
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and such

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seams like pointless step imo

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Slows pipline production down

tulip vault
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not really

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it's arguable to be a modelling program

pallid compass
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I doubt hammer is gonna show you your ue4 lighting

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and let u adjust your ue4 lighting

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and alot of other things

tulip vault
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It's a geometry editor

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

tulip vault
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i do the other stuff in unreal

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have you ever used hammer?

pallid compass
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no but your not giving any reason i could justify adding another step in too pipline production

fluid basin
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diablo 3 hud ripped

pallid compass
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no idea kreator

tulip vault
livid haven
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You can rip textures from just about anything.

tulip vault
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4 viewports, plenty of options

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and really fast geometry creation

pallid compass
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ue4 has 4 view ports

livid haven
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Either by decrypting the assets OR by pulling them from memory.

pallid compass
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geometry creation wat

tulip vault
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Brushes

pallid compass
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thought it was a mapping tool

tulip vault
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BSP

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it's based on geometry

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source engine

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I have a plugin that converts it to meshes

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any input "vmf"

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or valve map file

pallid compass
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can u show me one of the meshes in wireframe

fluid basin
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@livid haven how do you decrypt them

livid haven
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As for legality, ripping assets is generally against NDA EULA, but no one is going to give a dman if you don't release anything.

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

tulip vault
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NDA? don't you mean EULA

pallid compass
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Im still struggling too see justifcation for using an extra step in production

livid haven
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By using software that can decrypt whatever particular encryption is used.

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@tulip vault Yes, EULA, not NDA. Woops.

tulip vault
livid haven
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@pallid compass He just prefers that tool, that's it.

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Nothing else to it.

tulip vault
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that's props and brushes

pallid compass
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Yeah i get you, im just trying to grasp my head around why u wouldnt work in the engine

fluid basin
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what do u mean by pulling them from memory lol

pallid compass
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To me from what i can see, its slow down step, i could do it all and more and see what its gonna look like better in the engine

fluid basin
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@livid haven

pallid compass
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Kreator your not going to be able to rip it from memory.

livid haven
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It is possible to do it.

tulip vault
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I suck within Unreal (i have nothing to work off of) but what i could make with the base geometry in unreal in an hour i can do in 5 minutes in hammer

livid haven
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Just not without knowing what the hell you're doing, which means having a tool for it.

pallid compass
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Yeah but hes not going to be able to do it hes new to UE4

livid haven
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Right

fluid basin
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new?