#ue4-general

1 messages Β· Page 82 of 1

frank escarp
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needs to be 3d becouse vr, and very low power

teal tulip
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@placid kraken I told him that is the worst animation not sure what you want to see the guy is basically crouched

frank escarp
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not sure if you have one like that

teal tulip
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@placid kraken that game uses animations per zone of the body no one, so is crouched and is generic to drop the things just move the arms a bit up

fierce tulip
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@frank escarp I dont do much with explosions, and when I do I tend to go over the top hehe

frank escarp
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do you know any marketplace pack or similar that has that?

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i need a VR tier 3d explosion

teal tulip
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just take one normal explosion

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and remove all the details

frank escarp
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nope becouse explosions tend to be sprite based

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thats exactly what i have done

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and it looks like cardboard

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with a explosion painted on it

pallid compass
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Got a ribbon going, and its going everywhere πŸ˜‚

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god dam this ribbon is way harder than i thought it be D:

halcyon marsh
glossy flame
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It's because you're lerping from the new A value each time your timeline ticks

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You should cache the original A position before starting the timeline and use that

halcyon marsh
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ahhhh

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i seee

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@glossy flame thank you

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x)

pallid compass
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i can offically confirm, fuck ribbons πŸ˜‚ god i suck with particles

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

pallid compass
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how the heck do people get smooth ribbons D:

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iv toggled with every setting

fierce tulip
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they are only smooth in playmode and on a steady framerate

pallid compass
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oh ;o

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There is me in the editor dragging the emiter up and down πŸ˜‚

fierce tulip
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depending on framerate that could me smooth. but talking from personal experience is to witness them move in playmode without any interference.

pallid compass
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Ah gotcha, trying to nab a very simple and clean air trail

mortal holly
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hi!

pallid compass
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I think i might be barking up the wrong tree, its not leaving a type of air trail at all, if i turn fast enough my char goes through it πŸ˜‚

tough gazelle
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hey guys, anyone know some good values for auto exposure?

pallid compass
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Totally depends on your scene and lighting

tough gazelle
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it's always too bright or too dark 😦 ok

pallid compass
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youtubes ue4 air trails
gets video about planes spraying chemicals into the sky form alltime conspiracies

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lmao

stiff marlin
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any of you guys use Git with Sourcetree?

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

shadow geyser
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Hello πŸ˜ƒ

upper yew
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Hiya πŸ˜ƒ

polar hawk
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I don't understand how an app that captures all of my screens and all of the windows on my screen and then outputs them as individual video feeds over my network boots and becomes ready to use faster than an app that grabs my webcam feed

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

burnt dock
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Hi,

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I have problems with assets i put it in to my project but doesnt appear the materials and textures

polar hawk
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Am I crazy or is Twitch down right now?

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As soon as I log in, I get nothing but a white page

radiant remnant
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Does anyone know how to check or debug what http requests are being made when the game is running

glossy flame
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No, looks like it's known to others @polar hawk

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At least looking in some of my other servers

polar hawk
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About to stream
Entire platform goes down

glossy flame
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πŸ‘Œ

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

polar hawk
heady bridge
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Hello, I'm making a FPS game, and I want the character to be able to pick up different weapons, that inflict different % of damage, so would I have to create each gun as a pawn, with it's own specific damage type blueprint on it? or would all the damage type of the weapons go through the player controller?

glossy flame
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You likely wouldn't make a weapon a pawn, pawns are usually the "player" that you possess, be it a character, animal, vehicle, or whatever else

heady bridge
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Oh okay, so guns would be created as Actor blueprints then?

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I was certain it was one of the two, but the description of pawn mentioned input, so I figured, I will have mouse input

glossy flame
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That said, I've found using a mix between inheritance for weapon types (you would need different handling for a pump shotgun vs a fully auto rifle) and data-driven attributes easiest to work with

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Having a class for every single weapon in your game can be a little tough to manage

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Yes, they would most likely be a subclass of actor

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You would consume the input on your pawn or PlayerController depending on how you set it up (I recommend the latter) and then call functions on those weapons

heady bridge
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I was always confused, because when I would do something like that in Unity, I would have each weapon have their own script, but tutorials on youtube have all the Linetrace in Player controller, and I was unsure how you could make it so the player blueprint would know which weapon is being used, to determine the damage and weapon type

glossy flame
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Well, with your PlayerController you have a reference to your pawn, which should have a reference to its weapon

floral heart
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Linetrace in the controller? The horror!

glossy flame
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Why? :p

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I've found keeping input in the controller the easiest

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Orrrr it just flew 10 feet over my head

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D:

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Hehe

heady bridge
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Lol

glossy flame
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Personally, I wouldn't just pull the values from the weapon and do the logic on the PC

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I would just call a function onto the weapon, which lets child classes of the weapon handle that call however they need to

heady bridge
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I have 5% 10% etc damage as functions, so would I put those on the weapon, but keep the line trace on the character? use the same line trace, but holding each weapon would then determine the damage, and particles etc?

glossy flame
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Yeah, that sounds like a good way to do it

heady bridge
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Great πŸ˜ƒ

glossy flame
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Like I said, I would delegate part of the weapon system to data tables, just because they're so easy to add onto and get info from

heady bridge
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I'm not sure what a data table is lol

glossy flame
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Changing the mesh or the sound or the damage of a shotgun doesn't really change how that shotgun works.

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It's basically a .csv file at heart

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Holds values for certain keys

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So I can just give the "shotgun" actor a name of a weapon, then I can pull all of that weapon's attributes from a data table without making a whole new class

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Just an example

heady bridge
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data table being all the data within the actor blueprint?

glossy flame
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Having all of that info in a centralized place is just sooo much easier than having 100s of classes πŸ˜„

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Not quite

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A data table is its own asset that you can pull data from

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You can add a ton of stuff there: mesh, sound, damage, RPM, animation, particle effects, etc. and have them tied to a key

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So when I put "NameOfWeapon8" into the data table get node, it'll give me back a struct with all of that information at my disposal

heady bridge
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I typed in Data table in the blueprint to see what came up, and "Get Data Table Row" I am assuming is the node I need for that? or is there a different way to get it?

glossy flame
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Yeah, that's one of the nodes used

heady bridge
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I hope I am understanding it correctly, but how would you create a data table?

glossy flame
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Editor, create new πŸ˜ƒ

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You can also import a .csv

heady bridge
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Oh, I found it, sorry I should have looked first haha

floral heart
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You can make data tables like a blueprint or material, from the right click menu. First you need to create a struct, which defines the columns. Then you can choose that struct as the base for your row table. Or import a csv.

heady bridge
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I have no clue what a csv is Haha

floral heart
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All I know is that it's a plain text way to store excel sheets. πŸ˜„

glossy flame
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It actually just stands for comma-separated values

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That's what it is: a list of things with the delimiter being a comma πŸ˜„

heady bridge
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Oh, doesn't sound so intimidating now lol

glossy flame
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Yeah, it's pretty simple

floral heart
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Data tables are probably better if you're using a spreadsheet editor. The editor's window for modifying data tables is very basic.

heady bridge
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I have the window open of the data table, not sure what's going on lol

glossy flame
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Yeah, if you only have a couple weapons I may have gotten a little too trigger happy explaining that πŸ˜„

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Might just be easiest to make a few classes, but as a project expands it's a lot more manageable

heady bridge
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Oh I think I might get it

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so I create like 8 guns as actors, add damage to them and particles, then add them to the data table a row being each gun, and then call the data table in blueprint, selecting each row that is needed? I hope I got it right lol

glossy flame
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@heady bridge no, that's what's nice about it, you don't actually create classes for each weapon

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A "weapon" is simply the attributes that define it applied to a basic BP of how a weapon should act

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All of the attributes that that weapon uses are pulled from the data table, which means you can drop in any set of data you'd like and it would act like a brand new weapon

heady bridge
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I found a video that is explaining data tables, showing the blueprint structure file helps grasp the idea

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I'm just unsure how without a weapon class, how would it know what weapon model to use and how to pick it up

glossy flame
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Well that weapon model would be in the data table πŸ˜ƒ

heady bridge
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Interesting

glossy flame
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You would still create one or a few "weapon" classes that define basic functionality

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All of the data that drives the weaponβ€”mesh, RPM, damage, etc. would come from the data tables

heady bridge
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That's really interesting, Thanks for the info

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I'm a little confused on how to actually get everything in the data table, but I'm sure a couple videos can clue me in

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in the struct, I made pistol variable, and shotgun variable, and in the data table, one row has only the pistol selected, and second row has only shotgun selected, so this is starting to make sense how how I can declare each seperatly

glossy flame
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I believe you're misunderstanding :)

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You don't actually want to be storing classes within this data table, you want to store data. That's really it.

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You want to store the info that a basic weapon needs to functionβ€”its stats

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For example, my struct may contain mesh, sound, RPM, damage, and starting ammo

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Then, I make a row called AK 47 and insert the mesh, the sound, 600, 30, and 120

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Then, on my "weapon" BP I can pull all the info related to an AK 47 and use it to realize the barebones functionality of the weapon class.

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I can also make a row called AR 15 and feed in a different mesh, a different sound, 750, 25, and 150

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Nothing about the weapon class itself changed.

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Just the data it's using to fuel its functionality

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@heady bridge

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

quiet falcon
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Dude Epic Game launcher will not launch Nothing happens when i click it and i checked task manager and everything

upper heart
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does r.StaticMeshLODDistanceScale not work with foliage? it doesn't seem to be doing anything for me at all

upper heart
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it's not doing anything for my static mesh either, so it's not foliage

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found this, but I'm not seeing a difference in tri count when I use r.StaticMeshLODDistanceScale either

timid crest
heady bridge
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@glossy flame Okay, when you said I don't need classes, I thought I didn't need to make a weapons blueprint, that's where I got confused, so I take the data from the Data table, then in the blueprint, I attatch the additional things?

glossy flame
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Well I wouldn't use the word attach for it, but you would pull the data, yes

heady bridge
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Okay that makes so much more sense haha

glossy flame
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By not needing classes I meant you don't need classes for every weapon

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You still need a base weapon class or a few if you want weapons with different functionality

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If only the visuals and stats are changing though, you can just use the same BP and pull data for it :)

heady bridge
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For example, if there are several weapons that use projectiles, have them all in one BP, then several other weapons use Linetrace, have all those in their own BP too?

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Pistol will shoot slower than machine gun, but they can still be called in the same BP, as I can just double the MG's fire rate in it's section of the BP

glossy flame
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You could have a base weapon that doesn't actually have an implementation of firing, just declaring the function

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Then have hitscan and projectile children of that class that implement their firing methods

heady bridge
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Okay, that sounds fairly easy enough

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

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Please welcome @crimson pebble to the community! :beers:

crimson pebble
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unrealbot is on his game

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I know its AI

heady bridge
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@glossy flame I hope I'm not asking too many questions, I am understanding it almost entirely now, If I was to have a particle effect, and projectile, would they be in the data table and if so, how would I be able to place them as to spawn on the barrel of the specific gun?

crimson pebble
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maybe it would be a variable based on location x,y,z, correlating to the barrel location you want it to spawn from

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I'm just guessing but it seems right

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of course it would have to be a constantly updating variable as the gun moves

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so something like an enum that would keep up with it ?

heady bridge
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In the viewport I would just make the projectile and particle a child of the gun and place them that way, I thought there could be a visual way to do it? I guess I could give that a shot

crimson pebble
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there was this thing I was watching not long ago on udemy about similar things.... it was talking about flippers for a pinball game but could be used in this situation too

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damn, I really just came into this channel and I'm already getting neck deep

glossy flame
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Use sockets, if you use the same socket name on all meshes it'll be fine

heady bridge
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Oh sockets, lol, I should have though of that

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I made a socket, figuring out which type allows me to attatch particle to socket lol

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Thanks @glossy flame for all your help

polar hawk
fast ermine
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I am trying to build a copy of my games linux client (on linux) and have it point to my server. does anyone know the correct syntax to build a client without the server

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im using the RunUAT BuildCookRun command

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ok nevermind I had a dumb moment. I forgot to read my own code and forgot that if it doesn't connect to server it will fail over to a local level

pine shell
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im having a problem where when i try to open some files in the content panel they dont open

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anyone knows how i fix that?

wild kestrel
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Lookup the logs, Window->Developer Tools->Output Log

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any errors are throw there... if its not a crash ;p

pine shell
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@wild kestrel did that, nothing appears

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

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

stiff marlin
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I'm trying to generate visual studio project files for an old project and can't seem to do this. If I right click the uproject, it says it's not allowed because there's no C++ source code. In the engine, the generate visual studio project is grayed out and I have no idea what to do.

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I just installed VS 2017 and need to convert all my VS 2015 projects to 2017.

cursive dirge
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@stiff marlin should be obvious then

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You cant generate vs solutiin if you on have blueprints

stiff marlin
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I realize this, yes.

cursive dirge
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Add c++ class to the project from editors file menu

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It wilk create solutiin too

stiff marlin
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I was wondering if that was all it was, but wasn't sure.

cursive dirge
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If you need c++ that is

stiff marlin
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I'm using Visual Studio Team Services with Git and SourceTree for version control, and I have to manage some repos through VS, so I need a VS solution.

cursive dirge
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Well, you can also just put a dummy cpp file in source-directory and then generate the solution from uproject too but it's easier via editor

stiff marlin
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Thanks for the help, though.

cursive dirge
cloud cobalt
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Sounds like fun

cursive dirge
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I kinda disagree on their audio choise though

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their route is no doubt the fastest workflow but it'll not sound realistic

cloud cobalt
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Dunno about that, it looks like they have some pretty specialized software there

cursive dirge
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doesn't matter

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you can even hear on the video that it sounds synthesized

grave nebula
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A question for PC gurus guys. Motherboard's RTC has stopped and battery replacement had no effect. What are the odds that it is quartz crystal that died ? Something else to check before replacing MB ?

cloud cobalt
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Well, I've never driven a race car so I have no idea

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@grave nebula Check the BIOS if there is a setting to switch ?

cursive dirge
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it sounds totally fake

cloud cobalt
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Well it is REV

cursive dirge
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it's REV?

cloud cobalt
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They say it's REV

cursive dirge
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no I mean, that AudioMotors thing

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I know Gravel used REV

cloud cobalt
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Oh, okay.

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I wouldn't know anyway. The only cars I drive have very low sound

cursive dirge
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anyway, the synthesized unnatural part is what disturbs a lot of me, otherwise I'd use that audiomotors solution myself

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also, it's definitely a good workflow if you don't have time or resources to do it properly

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in milestones case, they probably just want to streamline the pipeline

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and then present it like that so people would think it's actually better

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also, you would need to know the quality level of their past games so you can compare their current work. it's not been that great lately

cloud cobalt
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Dunno. Digital sound itself is also just a way to do it easily and not actually better than the analog counterpart, if you're going that way

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It's 99,9999% the same though

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You're still going to have people claim they can "hear" the "sound" of CDs

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So I don't know if that motor thing is actually hearable

cursive dirge
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well, I can tell you are no motorhead by those comments

cloud cobalt
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That's easy, I told you so πŸ˜‰

cursive dirge
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anyone who's worked with high perf cars could tell the difference in a heartbeat πŸ˜„

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yeah, I know

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it just sounds totally fake

cloud cobalt
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Like I said I'm being suspicious because I'm used to crazies talking about how they freeze their power cables because it sounds better

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I'm 100% willing to accept that this is bad

cursive dirge
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it sounds about right on the most part which is probably why people are ok with it

cloud cobalt
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I just can't tell the difference πŸ˜„

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

floral pagoda
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Welcome @open junco

open junco
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Hello community

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

polar hawk
heady bridge
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I just saw this on my news feed on twitter πŸ˜„

polar hawk
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Ayyy

heady bridge
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It looks rather interesting

polar hawk
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Figured I could use some of the nativization code to turn blueprints into human readable c++ headers

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Which can then be fed through doxygen

heady bridge
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What is doxygen? I'm not much of a programmer, trying to learn though haha

polar hawk
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It converts c++ code into web page documentation

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UE4's API documentation makes use of it

heady bridge
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Oh that's pretty cool

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When you say it converts C++ code into web page documentation, does it change it into readable language good for learning purposes? or is it like a copy and past onto a web doc?

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

heady bridge
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Checked out a video about it, it looks really cool, I may have to try it out while I learn C++

short onyx
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Is it possible to just change the border texture of a block?

ember cliff
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Silly question. Is there a way to/how can I make it so that when I move the camera in a viewport it doesn't move as quickly/as much?

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Also is there an easy way to do the same with the translation tool?

short onyx
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UpRight of the gamescreen, you can choice the speed

ember cliff
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....

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I did say silly question.

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Partly because I'm pretty sure I've messed with both before.

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err

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Actually maybe not

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Well for one of them

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It seems that the scaling option does not apply to the translation tool.

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nvm

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I'm blind

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Probably because it is 3am

short onyx
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❀

ember cliff
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Thanks. :d

fierce tulip
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<_< when the client designed its own naming convention format for their game...

tall pendant
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if it makes sense all is well πŸ˜›

fierce tulip
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so lets say the creature is a bat named evilbat

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the material instance for it would be

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evilbat_MI

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...

tall pendant
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there goes the "if it makes sense" part xD

errant lintel
fierce tulip
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not much use when they are way beyond just starting out

hollow valve
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is there a way to easily take a screenshot (other than windows printscrn and pasting it somewhere) WITH debug info (e.g. stat fps, stat scenerendering) displayed - Shot, EditorShot and EditorScreenShot all remove them from the screenshot...

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

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Please welcome @obtuse path to the community! :beers:

halcyon marsh
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hello do anyone here use hairworks :/ ?

wary wave
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naming convention seems fine to me - I am not a fan of prefixing since it means nearly everything begins with M

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suffixes mean all assets related to the same object would appear together in lists

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rather than being grouped by asset type, which makes a degree of sense to have

fierce tulip
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i use the search function mostly anyway so /care about pre or suffixing.
but I still dont get why people not generally follow the more globally accepted prefix/suffixing

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they want me to work fast, but I work much slower if i have to rename all the fooking files of myvfx tool/bash kit to adhere to their borkey naming conventions

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which means more money spend on me, but if they are fine with that

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Β―_(ツ)_/Β―

wary wave
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heh

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whilst it's relatively quiet in here, and nobody seems to be in level design today:
Hierarchical LODs I assume won't be more performant than manually setting up HISMCs?
and regarding HISMCs, what is the best way to group batches - one component for all of the same type, or breaking them up into groups?

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

past bloom
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I quitted the server by accident .o.

upper heart
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last time I'll ask. but has anyone gotten r.StaticMeshLODDistanceScale to do anything? doesn't seem to work at all here.

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I've tried on both foliage and just a regular static mesh. I've looked at them in wireframe and LOD color modes and nothing changes. And I've looked at the tri count in stat engine, stat rhi, and stat foliage and doesn't seem to actually change anything.

wary wave
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foliage doesn't use the normal LOD system, so you wouldn't see anything there

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I'd have thought normal SMs would, but maybe that's a deprecated variable only used in a few places

upper heart
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yeah I tried with both just to rule it out

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and I see the same results

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I wanted to be able to do less aggressive lods on higher graphics quality

wary wave
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nice idea in theory, but I'm not sure how you'd go about doing that

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I think you might have to diddle something on the engine side to let you have more than just the default LoD distances

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I could be talking complete crap, of course

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

keen pawn
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@wary wave Is there a decent place for us to post our UE4 game on indie db on here? Dont want to break any rules etc. We are currently #3 most popluar on the site and were really exicited to share it with the community. Thought id ask a moderator first though.

wary wave
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lounge / work in progress (I'm a forum moderator though, not a discord moderator, hehe)

keen pawn
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ah right lol fair enough

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that channel is cool to do that then?

wary wave
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yeah, should be fine

keen pawn
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Ok :) thank you

wary wave
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^^

upper heart
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yeah I thought that was the point of r.StaticMeshLODDistanceScale

wary wave
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like I said, could be deprecated / barely used by now, I'm not sure

upper heart
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okay, i'll dig through source

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

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Please welcome @spark venture to the community! :beers:

pine shell
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Help! Why can't I open files on the content browser? this happens in many projects and I already reinstalled the engine and it's the same problem. How do i fix that???

short onyx
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You have a error message?

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

pine shell
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no

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nothing appears on the output log eitheir

boreal magnet
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Hello ! I would ask something, but i'm not sure this is the place to do that.. Well, i have a project, which is remaking the old MMORPG Nostale into Unreal Engine, and if some of you were interested to do that. If you are, please add me and we'll see πŸ˜ƒ thanks

upper heart
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@wary wave so r.StaticMeshLODDistanceScale is working still. It only shows up in lit view mode tho. Unlit, lod coloration, etc. don't show it correctly. But yeah it doesn't work for foliage 😦

wary wave
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foliage has a different LoD system

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glad to know it's working in lit though!

upper heart
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Yeah the LOD coloration view mode works for foliage, so I thought it was on the same system as normal static meshes

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so there is no ootb way for doing it with the foliage lod system?

wary wave
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I couldn't say

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I'd assume there are some settings that can be tinkered with, but I don't think you can get them from BP

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if you're lucky they'll be in the ini files

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Really annoying - this script will always 'access none' if PointMeshes[CurrentPointMeshIndex] = none

It's clearly resolving everything on the left of 'Select' even though only one path is ever viable

https://snag.gy/ATYwse.jpg

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or to put it another way, it's resolving both paths for true and false before it evaluates the condition, which is bonkers

upper heart
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sounds like an issue with the select node

wary wave
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yeah

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potentialy liability in terms of performance

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imagine if what goes into that is more complex, and there are more than two options as an example D:

glossy flame
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I don't have the source in front of me to check, but if it's driven by the conditional operator I guess it makes sense

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Does seem like a fully custom node that only pulls the necessary pin would be in order though

wary wave
#

yeah, I'm guessing that's what it's doing

#

but it's not what it should be doing, imho

#

gonna refactor the whole thing tomorrow to avoid this problem 😦

glossy flame
#

You honestly might be able to go in and change the functionality of it if it'd be less work πŸ˜€

upper heart
#

yeah I have writing logic in bp compared to c++ most of the time

plush yew
#

Please welcome @steep eagle to the community! :beers:

cloud cobalt
#

OK, so guys, where are plugins now ?

#

Apparently I need to enable a Steam online plugin, but I can't find the plugin menu in the editor

#

And the online UE doc is from 4.9

glossy flame
#

It's on the bottom of one of the dropdown menus on the top bar

#

That's about all I can tell you from memory haha

cloud cobalt
#

Well, it's not

#

Unless I'm getting really crazy

#

Getting real tired of years-old documentation, everything related to Steam setup and plugin is completley obsolete

glossy flame
#

You mean just the plugins menu?

#

I'm like 90% sure it's in the edit dropdown

cloud cobalt
#

It's not

glossy flame
#

Huh.

#

I'm not at my computer to check, but that's really odd

cloud cobalt
#

Yeah, trying to hack it in the .uproject

#

Sounds like it worked !

cursive dirge
#

you can disable plugins plugin

#

then only way to get it back is by editing the uproject

cloud cobalt
#

Uh

#

rofl

#

That's what happened

cursive dirge
#

yeah, happened at me once too πŸ˜„

cloud cobalt
#

heavy facepalm

cursive dirge
#

I just disabled all plugins in order to minimize the build size

cloud cobalt
#

proceeds to slap himself repeateadly

#

Well, thanks πŸ˜ƒ

#

Though I feel like making the plugin browser a plugin sounds like a stupid idea

cursive dirge
#

yeah, it's kinda odd that you can indeed get rid of it

#

I guess in theory someone could replace it with something else

#

not likely though

cloud cobalt
#

I removed most plugins at some point, I must have clicked that one without looking

#

That worked ! @cursive dirge, saving the world since... I don't know when.

cursive dirge
#

ah, I thought you found the solution already when I said that

cloud cobalt
#

Yeah, though now I got the plugin editor back too

tardy oxide
#

Hey, anyone have any idea how I can invite someone to this discord? I'm pretty new to discord in general. 😐

cloud cobalt
#

Uh, sounds outdated

cursive dirge
#

!invite

#

nope

tardy oxide
#

It also sounds like something I don't have access to. lol

cursive dirge
#

anyways

#

@tardy oxide ^

tardy oxide
#

ty πŸ˜ƒ

plush yew
#

Please welcome @slow orbit to the community! :beers:

slow orbit
#

Hi, everyone! πŸ˜„

cloud cobalt
#

Sounds like it does work

slow orbit
#

I'm super new to UE4, but I've been dabbling, exploring and learning in my spare time. Been working through a textbook in my spare time, then using Google-fu to deviate from exercises and do other stuff. Looking forward to meeting you all.

plush yew
#

Please welcome @dense magnet to the community! :beers:

cloud cobalt
#

Welp, back to the real documentation of achievements - ShooterGame !

slow orbit
#

So, UE is crashing my graphics drivers on my desktop. I know I'm above the minimum requirements (But not by much), and was wondering which channel might be best to ask around in?

plush yew
#

Hey people!

Need some help with steam integration.
I tried to follow the instructions here: https://docs.unrealengine.com/latest/INT/Programming/Online/Steam/index.html

I did the following:
-in Steamworks.build.cs changed the string SteamVersion to "v141";
-created a folder Steamv141 in the steamworks folder
-copied sdk folder inside
-created dlls as stated

edited defaultEngine.ini with the following:
[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemSteam.SteamNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver")

[OnlineSubsystem]
DefaultPlatformService=Steam

[OnlineSubsystemSteam]
bEnabled=true
SteamDevAppId=528160

[/Script/OnlineSubsystemSteam.SteamNetDriver]
NetConnectionClassName="OnlineSubsystemSteam.SteamNetConnection"

Under settings-plugins enabled online subsystem and onlinesubsystemSteam

When I try calling something from onlinesubsystem I get a message: "Steam API disabled!"

Information specific to the Steam Online Subsystem

upper heart
#

that message is normal

cloud cobalt
#

rofl, @plush yew doing exactly that right now

#

So this is normal in the editor

#

Try in standalone

#

(Can't get it to work either)

plush yew
cloud cobalt
#

Blender import ?

plush yew
#

no lmao

#

i have just created this fps

#

What the hell

#

its under the camera now

#

Guys those guns are evolving help me

#

I swear I am not editing anything on the blueprint

#

@cloud cobalt thanx! It is working in standalone

#

thank you very much guys, I'd spend the day trying to make it work

cloud cobalt
#

I'm trying to get the code working myself

#

Gonna just copypaste from ShooterGame

#

"STEAM: Steam achievements have not been read for player"

#

@plush yew Did you try working with achievements yet ?

plush yew
#

Probably a dumb question but

#

every time I touch a material, engine freezes for me. It wasnt doing it before. Any tips?

shadow geyser
#

@plush yew have you tried turning it off and on again?

#

(relating to your gun problem)

plush yew
#

Dont worry about the guns

#

I need the material freezing problem fix

#

It is wasting my time

#

@cloud cobalt not yet. That's next on my list

#

for now I just fetched by name to figure out if it's working at all

cloud cobalt
#

Well, hopefully by the time you get there, i'll be able to help you

plush yew
#

any help for my problem? 😒

cloud cobalt
#

Freezing ? I know the editor freezes every time I hit "apply"

#

Or "save"

plush yew
#

But it happens every time I pull a new material

#

the one I havent used yet

#

Which one should I lower? Those are the automatically chosen settings

cloud cobalt
#

Do you see a log in the viewport talking about shader compiling ?

plush yew
#

Nope!

cloud cobalt
#

When exactly does it happen ?

plush yew
#

I just pull a material and when my mouse leaves the content browser

#

it freezes for est 10-15 secs

shadow geyser
#

are they hd?

plush yew
#

They are the materials given by Epic Games

shadow geyser
#

pc specs?

plush yew
#

Before telling them, let me point it out that this wasnt happening before

#

8 GB Ram, 2.8 GHz, Nvidia 940 M and Intel I5

cloud cobalt
#

Are they from the Kite content package ? That one is murderous on any kind of computer

shadow geyser
#

^

plush yew
#

I am using the starter content materials

cloud cobalt
#

Okay, so those are fine

#

Don't know then :/

plush yew
#

😒

#

do you guys know anyone in the server that can help me?

upper heart
#

does anyone know how to do client-side replays (recording)? I tested recording in standalone with demorec and it works but I don't have clientside things such as particles and sounds

glossy flame
#

@plush yew I don't believe a "compiling shaders" window pops up, but AFAIK that's what it's doing

plush yew
#

Does it happen to you too?

glossy flame
#

Yeah, I can remember it happening at some point

plush yew
#

oh it also happens on textures now too

#

this is terrible.

glossy flame
#

I don't really know what to tell you, a laptop i5 isn't going to be the best at compiling shaders like that

#

i5s are fine for general gaming, but once you start getting into heavy gamedev tasks they begin to show their weaknesses

plush yew
#

but it wasnt happening before

#

thats why I am asking it

#

Double clicking on them and opening it in editor seems to be helping for now.

#

Quick question

#

I got body parts

#

how can I add a playable character and add them

spice urchin
#

@plush yew one of those videos should cover it

#

it's not a process that can be answered in a single paragraph

plush yew
#

thanks

plush yew
#

Please welcome @brazen scaffold to the community! :beers:

#

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

torpid hedge
#

how come my Pak-Blacklist-Shipping.txt is not registering when packaging shipping build for Windows? I have placed the file in Build/WindowsNoEditor folder and each item is listed as ../../Engine/Content/xxx

spiral zodiac
#

is there a way to make it so that when i update an FBX file, that it will update in the engine?

#

we are setting up a shared dropbox folder, and lets say i export a bunch of FBX files, very simple blockout models, and then go back in to update each model individually, and replace the original file, with the same name. is there a way to update this model in engine without having to reimport it? @here

glossy flame
#

AFAIK no, you would have to change the .uasset itself

#

I would suggest against using a Dropbox folder as a form of collaboration though, there are much better tools for the job :)

#

(unless you mean it's really just a folder of assets, I was initially under the impression that this was a shared project)

plush yew
#

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

#

\o/

buoyant pine
#

If anyone knows about "layered blend per bone", I got a question at the animation textchannel

plush yew
#

Please welcome @surreal raft to the community! :beers:

#

Please welcome @olive raft to the community! :beers:

#

Please welcome @pale remnant to the community! :beers:

plush yew
#

Hey guys

#

I added a foliage, SM_rock from the beginner props

#

i can pass through it though, how can i make it unpassable?

glossy flame
#

You'll need to go into the static mesh editor and add a collision

#

I don't believe most of the starter content props have collision

plush yew
#

it's collison is enabled in static mesh editor though

glossy flame
#

What do you mean by "enabled"?

#

Even if it uses a certain collision profile by default, it needs a collision volume

#

That would be shown by a green outline when you show collision

plush yew
#

I am extremely confused.

#

@glossy flame

glossy flame
#

Yes, I understand that

#

But that's not the same as having a collison volume.

plush yew
#

how can I add that volume

glossy flame
#

The collision tab

plush yew
#

and where is that

plush yew
#

Ohhhh

#

It worked!

#

Thank you ❀

#

now all I need to learn is how to paint the floor

buoyant pine
#

having a really stupid problem with bools, I posted it at the blueprint section

plush yew
#

Please welcome @minor shoal to the community! :beers:

#

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

safe rose
#

Whoa... Epic Launcher is super annoying now

plush yew
#

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

shrewd jolt
#

Yourwelcome

weary basalt
#

What happened to the launcher? @safe rose

safe rose
#

Ah, I guess after the recent update, it's become a bid adspace

#

for Epic

#

I opened it up just now to this

#

GOing to see if I close out of it on UE tab, if it will open up again on Epic or UE tab

weary basalt
#

Ah right

safe rose
#

Nah, it opened back up to UE

#

cool

plush yew
#

Please welcome @tacit matrix to the community! :beers:

grim juniper
#

Yeah, I never see the launcher's home page. It always goes straigh to UE

frosty spindle
#

an easy way to create assets for games..really fast

pallid compass
#

u just have me an epic idea

#

for new script

#

thx

topaz rapids
#

Hey all

bleak copper
#

: D Experimental hand-written shaders!

#

(in project folder)

buoyant echo
#

How long is the sale?

polar hawk
#

Or not

gusty summit
#

I found a thread saying non humanoid ik was on the roadmap, but that was a while ago

#

Curious if there is any update

floral heart
#

Non humanoid ik... Chicken ik?

buoyant echo
#

If a pack is no longer being updated, why would it be ok to put it on sale? πŸ€”

floral heart
#

I wonder if you could release a marketplace pack that's only for 4.1 (or 4.0?), but it migrates flawlessly to any version afterwards.

polar hawk
#

Most art packs could do that

#

Hell, Generic Air Drop would have been like that if the mp was out during 4.0

#

4.6 -> 4.15 unchanged

#

And I only changed it to make it slightly better

buoyant echo
#

Nothing soothes the mind like Allar's voice over sound packs.. 😎

polar hawk
buoyant echo
#

πŸ˜‚

cloud cobalt
#

@polar hawk Just wanted to drop you a thankyou note for that Steam Achievement documentation

polar hawk
#

I didn't document any achievement stuff

#

Did I?

plush yew
#

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

cloud cobalt
#

@polar hawk More like Steam setup

polar hawk
#

ah, fo' sho

plush yew
#

Please welcome @inland laurel to the community! :beers:

severe glen
#

hi there

cursive dirge
#

@severe glen with any texturing tool or even PS/Gimp etc

#

just darken the parts manually

frank escarp
#

that plugin is based on a modo plugin

#

i dont know how exactly it works, but its definitely interesting

#

how does one create new pieces?

plush yew
#

Please welcome @elder obsidian to the community! :beers:

severe glen
#

@cursive dirge I tried it but nothing changed

plush yew
#

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

snow sleet
#

Hello

plush yew
#

Please welcome @crude lantern to the community! :beers:

shy heron
#

is it bad to have control over your computer fans and keep them on high speed always to maximise the cooling on the hardwares ?
or could that be bad ?
Im not sure , im a newb at hardwares ;P

weary basalt
#

Its only "bad" in the sense that they will just wear out quicker than running them slower.

#

They are designed to do what they do lol

keen birch
#

ANyone have any experiences with premade LUT's like this?

#

Personally, I only use an LUT to correct for the incorrect lighting UE4 has (black is never pure black, somehow), and do everything else in color grading

#

What're the perks of using LUT's instead, and would such a pack be useful in the slightest?

frank escarp
#

LUTs can do crazier shit

keen birch
#

Elaborate?

#

I assume they're more useful than I know so far, but I don't know in what way πŸ˜›

cloud cobalt
#

LUTS basically allow you to remap colors

#

Color grading is more limited

keen birch
#

In what way?

#

(Sorry, I'm just trying to wrap my head around it)

cloud cobalt
#

A LUT is basically a map that assigns output colors to input colors

#

So you can define red as blue and purple as green

tall pendant
#

basically a gradientmap?

cloud cobalt
#

It's more than that

keen birch
#

While with color grading you can only alter the strength of certain colors

#

Rather than actually changing the color data

#

(More or less)

#

That sound about right then?

cloud cobalt
#

Yeah

keen birch
#

Hm

#

May reconsider that pack then

#

xD

cloud cobalt
#

Though I have to stress that LUT is a post-processing, not something that replaces good lighting in the first place

#

If you can't get black for example, it's a lighting / material issue

keen birch
#

Oh, yeah, obviously

#

Well, that's a thing UE4 just doesn't like

#

Which I stole from Alireza's blog thingy

#

White isn't white*

#

Black is black

cloud cobalt
#

Sounds like eye adaptation was kept enabled

keen birch
#

Does anyone even use eye-adaptation>

#

I absolutely hate it

cloud cobalt
#

I have no idea, it's also the first thing I remove

#

What i'm saying is, tonemapping / LUT is the last thing i'd try for this

#

(Though it's also pretty normal to not have 100% white unless the sun is super strong)

keen birch
#

Fair enough, either way, point of the discussion: "Are LUT's useful over color grading?" -> Yes

cloud cobalt
#

A common misconception from the pre-PBR ages is that white albedo means a white color, which it doesn't

#

But yeah, sure πŸ˜ƒ

frank escarp
#

ue4 can do HDR and it looks glorious

#

on a playstation conference, the True Sky guys where showing off their plugin on a ue4 scene

#

with an HDR TV

#

and it looked incredible

keen birch
#

πŸ˜›

#

Is HDR actually that good?

#

Always assumed it was just another gimmick

frank escarp
#

i asked them, they told me it was ue4 default tonemapper and stuff, they just made sure their sky shaders supported HDR values

#

yes

#

it looks really good

#

its just contrast

fierce tulip
#

hdr is the ffin eyegasm

frank escarp
#

specially noticeable in the skies

fierce tulip
#

and vfx

frank escarp
#

becouse usually, you clip into white real fast

#

with the clouds + sun

#

as HDR has more contrast than just "white"

#

its white and illuminated white

#

that is shiny

#

and it looks reaaaaaally good

#

horizon zero dawn on an HDR tv looks really impressive

#

it shows off the tech perfectly

tall pendant
#

i'll take an 1080 HDR over an SD 4k in a heartbeat

#

HDR is really awesome. if you have an HDR display ofc

keen birch
#

Isn't it basically a poor version of Speedtree in-engine?

wary wave
#

it's awesome because it's in-engine

#

Speedtree is fine and all, but all you really do with it is generate static meshes for import

#

this is completely dynamic, meaning you can do stuff at run time

#

it also cuts out the need for an (expensive) external tool

#

IMHO, I think the results aren't so great and are a bit too stylised, but unlike Speedtree you have the source, so you can modify it to suit your requirements

languid shard
#

this is also pretty awesome

pale remnant
languid shard
#

@pale remnant please don't spam the channels that aren't about your question

plush yew
#

Please welcome @coarse mulch to the community! :beers:

#

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

#

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

#

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

#

nvm, found it.

#

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

plush yew
#

Please welcome @fading reef to the community! :beers:

next badger
#

Could Cable component be converted to mesh? Or freezed?

ashen brook
#

@next badger you can convert any in-engine geometry to a mesh by using the File -> Export Selected option on things in a level

#

the actor merge tool might also work

plush yew
#

Please welcome @tropic comet to the community! :beers:

plush yew
#

Please welcome @shut oxide to the community! :beers:

#

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

#

Please welcome @steady depot to the community! :beers:

tropic pilot
#

im posting it here cause i don't know under what channel this falls under, is there a way to make the capsule in an actor to autowrap the actor?

buoyant echo
#

How long is the sale going to lasT?

craggy nymph
#

2 weeks till Tuesday, August 1

buoyant echo
#

Awesome ty

plush yew
#

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

#

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

#

Please welcome @drowsy meteor to the community! :beers:

#

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

sand wolf
#

Anyone want to voice?

next badger
#

@sand wolf sorry, but, what for?

sand wolf
#

Talk about the UE4 sale

cursive dirge
#

@severe glen well, you definitely didn't hit the right spot on the texture then

next badger
#

@sand wolf well, i have nothing to say about it...since i won't be buying anything...nor selling anything

sand wolf
#

k

next badger
#

however, maybe i'll buy Allar's Linter tho...

sand wolf
#

im getting it

#

i think its worth, if it works

#

Any other items you guys think is worth to buy?

next badger
#

@sand wolf Fire Builder

sand wolf
#

not on sale atm

next badger
#

@sand wolf Oh, sorry, then Explosion Builder, from the same studio

#

@sand wolf Luos told they are good

sand wolf
#

Ill prob ge their gun impact particles

next badger
#

@sand wolf It's just depends on your needs. I could make pretty much anything, it just take time. For myself i'd probably bought animations, but i dont need ones atm.

solar herald
#

Can anyone tell me how many users in total is on this server?

supple dawn
#

when I select all four Actors, the sprite setting is no longer visible :(

#

all the Actors have the same componenets attached

fierce tulip
#

@solar herald I think last time bot mentioned something like 4600 or so, but i might be off

solar herald
#

@fierce tulip Thanks, that's enough info.

next badger
#

I've put an idea about MP on #fab, please share your thoughts. Even negative ones. Also, be constructive.

maiden swift
#

@next badger Please don't cross-post to several channels like that.

next badger
#

@maiden swift so, @ everyone then?

#

or @ here?

maiden swift
#

Are you kidding?

#

You can't use those.

next badger
#

nope, i've just made it in the less harmful way...

maiden swift
#

It's up to everyone else whether or not they want to read #fab.

pallid compass
#

bam

#

could u imagine if people used @ everyone

maiden swift
#

I can. I've been on servers where it was allowed and it was a disaster.

next badger
#

@maiden swift agree, and i didn't forced anyone to do so. Also, why we're talking on #ue4-general about that?

#

@pallid compass i see no problem there, just disable it

maiden swift
#

Because I wanted more people to see this conversation so they can be reminded it's not OK to do this.

pallid compass
#

if i have to disabled my notifications

#

I wont get tags from people who need my help or people answering my questions

next badger
#

@maiden swift oh, ok, do not link to other channels...

#

got it.

pallid compass
#

example

maiden swift
#

🀦

pallid compass
#

Pfist would of never got my question at him yesterday

maiden swift
#

@next badger That is not what I said.

#

I said don't post the same thing across multiple channels.

#

That is spamming.

next badger
#

@maiden swift ok, do not cross post link on several channels

maiden swift
#

Yes.

pallid compass
#

pfist tell me the secrets to getting gud

next badger
#

@pallid compass ^

pallid compass
#

Ah thats cool, but be bothered, the ue4 discord here is nicely structured and everyone knows how to behave

next badger
#

@pallid compass well, You've asked...

pallid compass
#

ud be suprised how much of a spam fest it would be with peple posting questions and slamming @ everyone

#

The general rule of the thumb is ask and wait, or a tag someone you know well

maiden swift
#

@pallid compass There's only one secret to getting good at anything: do a huge volume of work.

pallid compass
#

dam 😦

#

Im still salty the Gameplay Abilities API page has vanished

maiden swift
#

Don't let what I said intimidate you. It's a good thing!

#

It means you can get good at just about anything with enough dedication.

pallid compass
#

True, i really love what i do, i actually role 8-12 hours practical work aday, between Engine, Modelling, animation & texturing, then 2 hours reading before bed, rinse repeat

#

Gotta be willing to sacrifice things to git gud

maiden swift
#

I envy you. I wish I could dedicate myself to game dev.

pallid compass
#

Iv got like 2 years left till i need too start working again, so im just hammering it

#

Best part is, i fully enjoy it, better to work hard now, then i can relax later in life with some sense of security

#

I also believe making games can have some seriously postive impacts on people and help them

maiden swift
#

πŸ˜„

#

That's great.

#

Use the time you have to the fullest.

pallid compass
#

I really am, i may never get this chance again

safe rose
#

Truest statement ever

#

Live your life to the fullest everyone

#

And stop the hate

#

Too many kids with grudges still around.

#

Live HAPPY

blissful reef
#

reading this channel for the next minute

vale halo
#

Hey Nick blobWave

safe rose
#

❓

blissful reef
#

i got kicked out of marketplace

vale halo
#

lol

blissful reef
#

they just wanted to talk about marketplace stuff

maiden swift
#

Well, that's what the channel is for. πŸ˜›

urban sinew
#

we prefer to save that channel for bitching, thank you

vale halo
#

Anyway, when c++17? πŸ˜›

next badger
#

@maiden swift may a crosspost the link to stream at least?

sand onyx
#

it got a little side tracked XD

blissful reef
#

when all the platforms we support support it?

vale halo
maiden swift
#

@next badger No.

safe rose
#

@blissful reef When is Paper2D 2.0 coming out?

blissful reef
#

lol.

safe rose
#

Since I guess we're just randomly asking stuff

tall pendant
#

although from time to time you should live out "hate" as its psychological good to clear the mind of redundant attachments and desires πŸ˜› @safe rose But just to be clear, i get what you mean πŸ˜„

sand onyx
#

is paper2D dead or something?

next badger
#

@maiden swift just wasn't sure should i post it here or on #lounge ...well

safe rose
#

Poor Mr. Noland

#

I don't think he understood what would happen after releasing it.

blissful reef
#

Paper2D always was a passion project of one developer

safe rose
#

Lots of fanatics.

maiden swift
#

@next badger Pretty simple: if it's related to Unreal, you can post it in this channel. πŸ™‚

plush yew
#

Please welcome @carmine lion to the community! :beers:

sand onyx
#

guessing that dev left?

blissful reef
#

no

#

noland is still here

#

he's a busy man

#

He's leading the gameplay framework + blueprint/scripting team now

maiden swift
#

I don't use it myself, but I hope it gets some more attention in the future. 2D games are still very viable, and making them with Unreal seems pretty great.

next badger
#

@maiden swift but chances it will be seen on #lounge are better...

sand onyx
#

sounds like alot of stuff todo

blissful reef
#

the reward for good work is more work

#

Paper2D does make some aspects of certain 2D game development easier, but more and more 2D games are 3D games, where they simply ignore the 3rd axis for gameplay, but not for visuals

#

e.g. Ori and the blind forest

sand onyx
#

very true

maiden swift
#

That's how I usually do it, too.

sand onyx
#

also means you dont have to relearn stuff

blissful reef
#

That's how we did it for Battle Breakers. The characters are 2D skeletal meshes with cool 2D transforms on the skeletons. But it's just regular 3D art without any depth

maiden swift
#

I made Repro by simply ignoring X axis and using unlit shaders.

#

Well, it might've been Y axis since I'm so used to X being forward. Don't remember off hand.

blissful reef
#

I think if DCC tools (Max, Maya, Blender) were easier to use there wouldn't be so many 2D specific engines

sand onyx
#

^ i still have no idea how to 3d model XD

next badger
#

@grizzled needle Church...

blissful reef
#

Bars & brotthels were the center of most old west towns

#

More or less built the town around them

maiden swift
#

@blissful reef Have you seen Kenney's Asset Forge? Pretty neat little tool for simple 3D modeling.

blissful reef
#

no, is that part of the new game jam he announced?

maiden swift
#

Maybe! I didn't know he announced a game jam. Missed that.

#

He's aiming to make DCC more accessible. Looks pretty nice, especially for the cheap price of $20.

safe rose
#

hmmm

#

Never heard of it

#

But it looks cool

blissful reef
#
itch.io

A game jam from 2017-08-25 to 2017-08-27 hosted by Kenney. Create a game using only game assets made by Kenney ( "Asset Jesus" ). You're free to use, edit and remix them in any way you please (see the rules be

safe rose
#

hmm

#

Kenney Jam looks awesome

blissful reef
#

He used Unity 😦

maiden swift
#

So? Asset Forge supports UE4, too. πŸ˜„

blissful reef
#

it's the principal

maiden swift
#

Definitely going to buy it when I have some extra cash.

next badger
#

@blissful reef he originlly worked in Unity, later joined ue4

blissful reef
#

i know, been using his stuff for years

#

Ah ok, so are you limited to jsut the blocks?

fierce tulip
#

<_< I had a verbal with Kenny and a few of his friends because I was pro-pbr and they hated it, since it didnt look as realistic as diffuse...

maiden swift
#

@blissful reef I believe so, but you can create your own custom blocks.

fierce tulip
#

havent seem him since hehe

blissful reef
#

ah ok

maiden swift
#

And one of the block sets is just primitives.

#

It's definitely not comparable to the big DCC apps in terms of features, but it's really cool to see a cheap alternative that's simpler/more accessible.

safe rose
#

hmmm

#

This is nice for prototyping

maiden swift
#

Thanks for linking the game jam btw! Didn't know about it.

#

@safe rose Yeah, or games with simple geometry.

safe rose
#

Aye

maiden swift
#

Or low-poly art style.

safe rose
#

Good for game jams

maiden swift
#

Yeah, definitely seems perfect for jams.

pallid compass
#

god damn it i need that wiki page and google cache is not working D:<

next badger
pallid compass
#

no look

#

saved 2 years ago once >.>

#

not even loading rip

next badger
#

@pallid compass what's the page?

blissful reef
#

@maiden swift there's also this if you hanve't seen it

maiden swift
#

I have. Been meaning to check it out with my Vive.

#

A little less interesting to me since it's VR only, but still looks very cool.

pallid compass
#

wtf modeling in vr ;o

#

gimi that rn

blissful reef
#

Yeah, i really wish there was a non-vr version, but then a lot of the mechanics simply wouldn't work

polar hawk
#

I still need to try that so I can make bad art.... now in vr

maiden swift
pallid compass
#

Thats not what im after

#

I need the actual wiki documentation

#

I got 1 page to load of it lmao

maiden swift
#

The wiki and the docs are two separate sites. πŸ™‚

pallid compass
next badger
#

@pallid compass have you reported the issue btw?

pallid compass
#

I have no idea how

#

my assumption is it is getting reworked because its majorly messed up

#

by this i mean

clear forum
#

Has anyone had issues where even if you move content properly from withing UE4 you still end up with tons of "String Asset Reference '/path' was not found! (Referencer '/path:TextureReference')" when building the Derived Data Cache?

pallid compass
#

one of the things u call is actually called something like

#

abiliy

#

instead of ability

#

lmao

next badger
pallid compass
#

find sample of the work i need on github
the header that the info is on i need is not in the git hub directory with the others @_@

next badger
#

@pallid compass hmm...is it possible that code is moved?

pallid compass
#

oh god ye

#

its outdated

#

does a flip

plush yew
#

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

pallid compass
#

Im just trying to find out if there is away to change an ability in the abilitysystems Input ID Q_Q

plush yew
#

Please welcome @empty linden to the community! :beers:

sand onyx
maiden swift
#

@sand onyx No. #introductions is where people introduce themselves. Unrealbot's welcome message is a temporary solution to guide new members to #ue4-general while I work on our new onboarding experience.

sand onyx
#

oh ok

plush yew
#

Please welcome @split fulcrum to the community! :beers:

plush yew
#

Please welcome @fierce cloud to the community! :beers:

pine shell
#

I have the rifle animset pro from kubold but cant retarget that to the default ue4 skeleton(edited)
what do i do?
the rifle animset pro skeleton is that blue one from the versions 4.7 and below

inner mountain
#

Hey! Does anyone knows how to disable resolution scaling (in windows) for the game?

I have 4k monitor and turned on native Windows scaling so everything looks like in 1080p.
But games are not using scaling and can play in native 4k.

Is there a way to disable scaling for my UE4 game? (when I'm running it in a new window or as a standalone)

real geyser
#

Can I get an invite for a random dude?

#

I'm trying to encourage him to do more UE4.

plush yew
#

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

next badger
#

!invite

#

oh...ok

plush yew
#

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

eager light
#

anyone with truesky exp

pallid compass
#

so tired but gotta keep programming

weary basalt
#

Dont burn yourself out πŸ˜ƒ better to get sleep and be clear of mind

plush yew
#

Please welcome @old kraken to the community! :beers:

old kraken
#

Hello

weary basalt
#

Hello

rotund scroll
#

Hello

blissful reef
#

ugh, the only option for privacy is messages or not.

raven cedar
#

you can group PM. Also, use a chan, or, also make your own server, bottom left in Win client (big fat + button) and lock it off however you want. lots of privacy options

polar hawk
#

People giving you shit @blissful reef ?

pallid compass
#

mfw i press compile inside my char bp its taking like 5 seconds now for some reason o_O

blissful reef
#

@polar hawk Not particularly. I don't mind helping people, but ill get PMs that are like "hey, can you help me", with no other info, and if i ask, about what, ssoooommmetimes it's a UMG/Slate issue or something I have some knowledge about, but often it's about something random in the engine. I wish this was a little more like IRC and i could actually script a bot to respond, "Hello, thank you for contacting Nick Darnell, he knows about Slate and UMG, if this is an issue related to that, press 1, otherwise, he don't know"

raven cedar
#

you can turn off rando PMs

blissful reef
#

but what's a rando vs, say Allar?

raven cedar
#

turn off allow direct PM from members

polar hawk
#

Sometimes you miss something important that way though

raven cedar
#

you get them cause there are 1800+ ppl sharing this server with you

polar hawk
#

I've had messages disabled and bad things happened

pallid compass
#

Oh @blissful reef You know some of the doc has gone down? not sure if your the right person too tell

raven cedar
#

they should ping him and get permission

#

simple

polar hawk
#

"Hello, thank you for contacting Nick Darnell, he knows about Slate and UMG, if this is an issue related to that, press 1, otherwise, he don't know"

blissful reef
#

how do they get permission?

raven cedar
#

you make them a friend

#

again, if you want to deal with it on that level

polar hawk
#

Imo that can lead to bigger problems

raven cedar
#

if its rando ppl asking questions, make a chan, or a server

#

or tell them, sorry, but....

blissful reef
#

hence the need for a answering service bot

polar hawk
#

Unfriending someone is sometimes like acidentally launching a nuke

blissful reef
#

lol

raven cedar
#

@polar hawk that is why the trick is to never make them a friend in the first place

pallid compass
#

tell me the secrets of umg so i can git gud

blissful reef
#

i got nuffin

pallid compass
#

dam

raven cedar
#

you could have been kitchy and said use Unity πŸ˜„

errant lintel
#

@pallid compass, yeah since Gameplay Abilities is a plugin, the official docs is removed

polar hawk
#

I ended up making a discord server for people to ask questions in

#

But they still send pms

#

fgdfgd

errant lintel
#

haha

raven cedar
#

ikr

pallid compass
#

tell me the secrets of umg UIData class as no one knows wth it does or how epic use it

blissful reef
#

wtf is UIData

pallid compass
#

@errant lintel I dont think they would go that far, as alot of people use it in there projects

#

DAM BOI I THOUGHT U WHERE THE UMG KING

polar hawk
#

User Interface Details Ata

errant lintel
#

Nick didn't know the secret too

polar hawk
#

Β―_(ツ)_/Β―

raven cedar
#

doesnt think Hacyon has sacrificed enough chickens for these answers

pallid compass
#

Its data class used by the forbidden AbilitySystem

errant lintel
#

well nobody know it

blissful reef
#

oh....the ability system

polar hawk
#

I'm pretty sure anything in that framework has nothing to do with anything but that framework

blissful reef
#

^

pallid compass
errant lintel
#

oh this thing

#

it's pretty easy

#

it's a sort of payload

#

to hold data relevant to UI

pallid compass
#

I couldnt figure out any use for it when u can hook the UI directly in too attributes made no sense to me

blissful reef
#

Is it just like AssetData on static meshes?

polar hawk
#

It looks like a form of c++ data asset that isn't a data asset

#

er, asset data, yeah

#

Words

pallid compass
#

Time to do a big ol complain to epic 😦 i want my AbilitySystem doc back

polar hawk
#

I'd love to use that system but it lacks sooo many things when exposed to blueprints, and everyone wants that blueprint swag

pallid compass
#

U can pretty much expose everything in it too bp

#

its what iv done

polar hawk
#

Aye... you can do it yourself.. but

#

Then you're doing it yourself

pallid compass
#

Yeah i get what you mean

#

The system feels so powerful its unreal

#

-see what i did there

#

But its just not ready to go too everyone

polar hawk
#

Thats the first time that joke has ever been made

blissful reef
#

truth

#

im noteing it down now

pallid compass
#

i actually said it by mistake πŸ˜‚

#

then just went with it

#

However the one thing i love about the system

#

Is it gives you a look in too something super detailed by experienced* developers

worn granite
#

Literally anything happens in ue4 that is out of the ordinary .... "its unreal"

errant lintel
#

@pallid compass, I personnaly directly look at header files for the gameplay abilities module

worn granite
#

universal joke

pallid compass
#

Id love too see other setups like it

#

Like how they handle there UI, how they handle network replication & lag compensation and stuff

#

I just find it amazing when you look at top of the line work and your like

blissful reef
#

we do UI with UMG

pallid compass
#

"wtf, why did i not think of that"

blissful reef
#

next question

pallid compass
#

omg haha

#

I was pointing more towards how they architect there systems, like UI

errant lintel
#

you forgot Slate πŸ˜›

pallid compass
#

Actually seeing the raw setup, so you get an idea

#

If that makes sense?

blissful reef
#

nobody uses slate except people writing editor code

errant lintel
#

Sadly ^^

pallid compass
#

My UMG sucks, apart from that one time sion slapped the living daylights out of me for trying to timeline update things on it

blissful reef
#

disconcur

errant lintel
#

and I read slate is totally independant of the engine module, there is a project using Slate only ?

pallid compass
#

then i learned the power of binding πŸ˜‚

blissful reef
#

Yes

#

The launcher

pallid compass
#

NICK i have question for you

#

Any advice on doing something like updating progression bars for say health or something overtime? so it has nice smooth transition instead of just jumping around

blissful reef
#

oh god don't use binding

polar hawk
#

Binding is all your fault

pallid compass
#

I dont mean the binding for veriables

#

I ment binding events

blissful reef
#

oh ok

pallid compass
#

So you only update when you need

blissful reef
#

then carry on

pallid compass
#

Okay so say

blissful reef
#

Yeah, animate it

#

lerp dat value

pallid compass
#

We want too add our hp regen amount every 5 seconds, and u want to kinda animate it over a second

#

How would you handle that for Progression bars

#

How do you lerp instead a umg

#

since u cant timeline

blissful reef
#

Tick, Lerp the float

pallid compass
#

oh god not tick

#

Oh btw these are

#

Floating UMG's