#ue4-general
1 messages Β· Page 82 of 1
@placid kraken I told him that is the worst animation not sure what you want to see the guy is basically crouched
not sure if you have one like that
@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
@frank escarp I dont do much with explosions, and when I do I tend to go over the top hehe
do you know any marketplace pack or similar that has that?
i need a VR tier 3d explosion
nope becouse explosions tend to be sprite based
thats exactly what i have done
and it looks like cardboard
with a explosion painted on it
Got a ribbon going, and its going everywhere π
god dam this ribbon is way harder than i thought it be D:
my deltatime is running 60s but i dont know why my door finish his lerp in 2s x) ?
It's because you're lerping from the new A value each time your timeline ticks
You should cache the original A position before starting the timeline and use that
i can offically confirm, fuck ribbons π god i suck with particles
Please welcome @mortal holly to the community! :beers:
they are only smooth in playmode and on a steady framerate
depending on framerate that could me smooth. but talking from personal experience is to witness them move in playmode without any interference.
Ah gotcha, trying to nab a very simple and clean air trail
hi!
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 π
hey guys, anyone know some good values for auto exposure?
Totally depends on your scene and lighting
it's always too bright or too dark π¦ ok
youtubes ue4 air trails
gets video about planes spraying chemicals into the sky form alltime conspiracies
lmao
any of you guys use Git with Sourcetree?
Please welcome @shadow geyser to the community! :beers:
Hello π
Hiya π
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
Please welcome @burnt dock to the community! :beers:
Hi,
I have problems with assets i put it in to my project but doesnt appear the materials and textures
Am I crazy or is Twitch down right now?
As soon as I log in, I get nothing but a white page
Does anyone know how to check or debug what http requests are being made when the game is running
No, looks like it's known to others @polar hawk
At least looking in some of my other servers
About to stream
Entire platform goes down
π
Please welcome @lyric timber to the community! :beers:
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?
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
Oh okay, so guns would be created as Actor blueprints then?
I was certain it was one of the two, but the description of pawn mentioned input, so I figured, I will have mouse input
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
Having a class for every single weapon in your game can be a little tough to manage
Yes, they would most likely be a subclass of actor
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
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
Well, with your PlayerController you have a reference to your pawn, which should have a reference to its weapon
Linetrace in the controller? The horror!
Why? :p
I've found keeping input in the controller the easiest
Orrrr it just flew 10 feet over my head
D:
Hehe
Lol
Personally, I wouldn't just pull the values from the weapon and do the logic on the PC
I would just call a function onto the weapon, which lets child classes of the weapon handle that call however they need to
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?
Yeah, that sounds like a good way to do it
Great π
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
I'm not sure what a data table is lol
Changing the mesh or the sound or the damage of a shotgun doesn't really change how that shotgun works.
It's basically a .csv file at heart
Holds values for certain keys
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
Just an example
data table being all the data within the actor blueprint?
Having all of that info in a centralized place is just sooo much easier than having 100s of classes π
Not quite
A data table is its own asset that you can pull data from
You can add a ton of stuff there: mesh, sound, damage, RPM, animation, particle effects, etc. and have them tied to a key
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
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?
Yeah, that's one of the nodes used
I hope I am understanding it correctly, but how would you create a data table?
Oh, I found it, sorry I should have looked first haha
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.
I have no clue what a csv is Haha
All I know is that it's a plain text way to store excel sheets. π
It actually just stands for comma-separated values
That's what it is: a list of things with the delimiter being a comma π
Oh, doesn't sound so intimidating now lol
Yeah, it's pretty simple
Data tables are probably better if you're using a spreadsheet editor. The editor's window for modifying data tables is very basic.
I have the window open of the data table, not sure what's going on lol
Yeah, if you only have a couple weapons I may have gotten a little too trigger happy explaining that π
Might just be easiest to make a few classes, but as a project expands it's a lot more manageable
Oh I think I might get it
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
@heady bridge no, that's what's nice about it, you don't actually create classes for each weapon
A "weapon" is simply the attributes that define it applied to a basic BP of how a weapon should act
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
I found a video that is explaining data tables, showing the blueprint structure file helps grasp the idea
I'm just unsure how without a weapon class, how would it know what weapon model to use and how to pick it up
Well that weapon model would be in the data table π
Interesting
You would still create one or a few "weapon" classes that define basic functionality
All of the data that drives the weaponβmesh, RPM, damage, etc. would come from the data tables
That's really interesting, Thanks for the info
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
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
I believe you're misunderstanding :)
You don't actually want to be storing classes within this data table, you want to store data. That's really it.
You want to store the info that a basic weapon needs to functionβits stats
For example, my struct may contain mesh, sound, RPM, damage, and starting ammo
Then, I make a row called AK 47 and insert the mesh, the sound, 600, 30, and 120
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.
I can also make a row called AR 15 and feed in a different mesh, a different sound, 750, 25, and 150
Nothing about the weapon class itself changed.
Just the data it's using to fuel its functionality
@heady bridge
Please welcome @near reef to the community! :beers:
Dude Epic Game launcher will not launch Nothing happens when i click it and i checked task manager and everything
does r.StaticMeshLODDistanceScale not work with foliage? it doesn't seem to be doing anything for me at all
it's not doing anything for my static mesh either, so it's not foliage
found this, but I'm not seeing a difference in tri count when I use r.StaticMeshLODDistanceScale either
does anyone know how to set checker background in animation preview like here: https://docs.unrealengine.com/latest/INT/Engine/Animation/AnimHowTo/PreviewingAnimations/
Shows how to preview animations, control animation previews and toggle animation information.
@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?
Well I wouldn't use the word attach for it, but you would pull the data, yes
Okay that makes so much more sense haha
By not needing classes I meant you don't need classes for every weapon
You still need a base weapon class or a few if you want weapons with different functionality
If only the visuals and stats are changing though, you can just use the same BP and pull data for it :)
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?
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
You could have a base weapon that doesn't actually have an implementation of firing, just declaring the function
Then have hitscan and projectile children of that class that implement their firing methods
Okay, that sounds fairly easy enough
Please welcome @subtle swift to the community! :beers:
Please welcome @crimson pebble to the community! :beers:
@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?
maybe it would be a variable based on location x,y,z, correlating to the barrel location you want it to spawn from
I'm just guessing but it seems right
of course it would have to be a constantly updating variable as the gun moves
so something like an enum that would keep up with it ?
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
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
damn, I really just came into this channel and I'm already getting neck deep
Use sockets, if you use the same socket name on all meshes it'll be fine
Oh sockets, lol, I should have though of that
I made a socket, figuring out which type allows me to attatch particle to socket lol
Thanks @glossy flame for all your help
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
im using the RunUAT BuildCookRun command
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
im having a problem where when i try to open some files in the content panel they dont open
anyone knows how i fix that?
Lookup the logs, Window->Developer Tools->Output Log
any errors are throw there... if its not a crash ;p
@wild kestrel did that, nothing appears
Please welcome @brittle oyster to the community! :beers:
Please welcome @teal yarrow to the community! :beers:
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.
I just installed VS 2017 and need to convert all my VS 2015 projects to 2017.
@stiff marlin should be obvious then
You cant generate vs solutiin if you on have blueprints
I realize this, yes.
I was wondering if that was all it was, but wasn't sure.
If you need c++ that is
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.
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
Thanks for the help, though.
Discover more at: http://gravelvideogame.com/ Take a step into Milestone offices and meet the technical, audio and art team behind Gravel, the new arcade off...
Sounds like fun
I kinda disagree on their audio choise though
their route is no doubt the fastest workflow but it'll not sound realistic
Dunno about that, it looks like they have some pretty specialized software there
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 ?
Well, I've never driven a race car so I have no idea
@grave nebula Check the BIOS if there is a setting to switch ?
this is similar tech to REV: http://www.fmod.org/audiogamings-audiomotors-in-wrc5/
it sounds totally fake
Well it is REV
it's REV?
They say it's REV
anyway, the synthesized unnatural part is what disturbs a lot of me, otherwise I'd use that audiomotors solution myself
also, it's definitely a good workflow if you don't have time or resources to do it properly
in milestones case, they probably just want to streamline the pipeline
and then present it like that so people would think it's actually better
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
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
It's 99,9999% the same though
You're still going to have people claim they can "hear" the "sound" of CDs
So I don't know if that motor thing is actually hearable
well, I can tell you are no motorhead by those comments
That's easy, I told you so π
anyone who's worked with high perf cars could tell the difference in a heartbeat π
yeah, I know
it just sounds totally fake
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
I'm 100% willing to accept that this is bad
it sounds about right on the most part which is probably why people are ok with it
I just can't tell the difference π
Please welcome @open junco to the community! :beers:
Welcome @open junco
Hello community
Please welcome @clear forum to the community! :beers:
I just saw this on my news feed on twitter π
Ayyy
It looks rather interesting
Figured I could use some of the nativization code to turn blueprints into human readable c++ headers
Which can then be fed through doxygen
What is doxygen? I'm not much of a programmer, trying to learn though haha
It converts c++ code into web page documentation
UE4's API documentation makes use of it
Oh that's pretty cool
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?
Please welcome @dense gale to the community! :beers:
Checked out a video about it, it looks really cool, I may have to try it out while I learn C++
Is it possible to just change the border texture of a block?
I have done this, but it's made with other block and it's not that precise
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?
Also is there an easy way to do the same with the translation tool?
UpRight of the gamescreen, you can choice the speed
....
I did say silly question.
Partly because I'm pretty sure I've messed with both before.
err
Actually maybe not
Well for one of them
It seems that the scaling option does not apply to the translation tool.
nvm
I'm blind
Probably because it is 3am
β€
Thanks. :d
<_< when the client designed its own naming convention format for their game...
if it makes sense all is well π
so lets say the creature is a bat named evilbat
the material instance for it would be
evilbat_MI
...
there goes the "if it makes sense" part xD
@fierce tulip, haha give him those links :
https://github.com/Allar/ue4-style-guide
http://www.tomlooman.com/ue4-naming-convention/
not much use when they are way beyond just starting out
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...
Please welcome @hushed fiber to the community! :beers:
Please welcome @obtuse path to the community! :beers:
hello do anyone here use hairworks :/ ?
naming convention seems fine to me - I am not a fan of prefixing since it means nearly everything begins with M
suffixes mean all assets related to the same object would appear together in lists
rather than being grouped by asset type, which makes a degree of sense to have
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
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
which means more money spend on me, but if they are fine with that
Β―_(γ)_/Β―
heh
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?
Please welcome @past bloom to the community! :beers:
I quitted the server by accident .o.
last time I'll ask. but has anyone gotten r.StaticMeshLODDistanceScale to do anything? doesn't seem to work at all here.
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.
foliage doesn't use the normal LOD system, so you wouldn't see anything there
I'd have thought normal SMs would, but maybe that's a deprecated variable only used in a few places
yeah I tried with both just to rule it out
and I see the same results
I wanted to be able to do less aggressive lods on higher graphics quality
nice idea in theory, but I'm not sure how you'd go about doing that
I think you might have to diddle something on the engine side to let you have more than just the default LoD distances
I could be talking complete crap, of course
Please welcome @blazing star to the community! :beers:
@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.
lounge / work in progress (I'm a forum moderator though, not a discord moderator, hehe)
yeah, should be fine
Ok :) thank you
^^
yeah I thought that was the point of r.StaticMeshLODDistanceScale
like I said, could be deprecated / barely used by now, I'm not sure
okay, i'll dig through source
Please welcome @plush yew to the community! :beers:
Please welcome @spark venture to the community! :beers:
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???
You have a error message?
Please welcome @boreal magnet to the community! :beers:
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 π thanks
@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 π¦
Yeah the LOD coloration view mode works for foliage, so I thought it was on the same system as normal static meshes
so there is no ootb way for doing it with the foliage lod system?
I couldn't say
I'd assume there are some settings that can be tinkered with, but I don't think you can get them from BP
if you're lucky they'll be in the ini files
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
or to put it another way, it's resolving both paths for true and false before it evaluates the condition, which is bonkers
sounds like an issue with the select node
yeah
potentialy liability in terms of performance
imagine if what goes into that is more complex, and there are more than two options as an example D:
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
Does seem like a fully custom node that only pulls the necessary pin would be in order though
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 π¦
You honestly might be able to go in and change the functionality of it if it'd be less work π
yeah I have writing logic in bp compared to c++ most of the time
I created a thread in case anyone knows about the foliage lod thing https://answers.unrealengine.com/questions/674385/foliage-lod-distance-scale.html
Please welcome @steep eagle to the community! :beers:
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
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
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
you can disable plugins plugin
then only way to get it back is by editing the uproject
yeah, happened at me once too π
heavy facepalm
I just disabled all plugins in order to minimize the build size
proceeds to slap himself repeateadly
Well, thanks π
Though I feel like making the plugin browser a plugin sounds like a stupid idea
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
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.
ah, I thought you found the solution already when I said that
Yeah, though now I got the plugin editor back too
Hey, anyone have any idea how I can invite someone to this discord? I'm pretty new to discord in general. π
Uh, sounds outdated
It also sounds like something I don't have access to. lol
ty π
Please welcome @slow orbit to the community! :beers:
Hi, everyone! π
Sounds like it does work
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.
Please welcome @dense magnet to the community! :beers:
Welp, back to the real documentation of achievements - ShooterGame !
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?
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
that message is normal
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)
What.
Blender import ?
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
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 ?
Probably a dumb question but
every time I touch a material, engine freezes for me. It wasnt doing it before. Any tips?
@plush yew have you tried turning it off and on again?
(relating to your gun problem)
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
Well, hopefully by the time you get there, i'll be able to help you
any help for my problem? π’
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
Do you see a log in the viewport talking about shader compiling ?
Nope!
When exactly does it happen ?
I just pull a material and when my mouse leaves the content browser
it freezes for est 10-15 secs
are they hd?
They are the materials given by Epic Games
pc specs?
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
Are they from the Kite content package ? That one is murderous on any kind of computer
^
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
@plush yew I don't believe a "compiling shaders" window pops up, but AFAIK that's what it's doing
Does it happen to you too?
Yeah, I can remember it happening at some point
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
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
@plush yew one of those videos should cover it
it's not a process that can be answered in a single paragraph
thanks
Please welcome @brazen scaffold to the community! :beers:
Please welcome @spiral zodiac to the community! :beers:
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
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
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)
If anyone knows about "layered blend per bone", I got a question at the animation textchannel
Please welcome @surreal raft to the community! :beers:
Please welcome @olive raft to the community! :beers:
Please welcome @pale remnant to the community! :beers:
Hey guys
I added a foliage, SM_rock from the beginner props
i can pass through it though, how can i make it unpassable?
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
it's collison is enabled in static mesh editor though
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
how can I add that volume
The collision tab
and where is that
Ohhhh
It worked!
Thank you β€
now all I need to learn is how to paint the floor
Like this
having a really stupid problem with bools, I posted it at the blueprint section
Please welcome @minor shoal to the community! :beers:
Please welcome @shrewd jolt to the community! :beers:
Whoa... Epic Launcher is super annoying now
Please welcome @plush yew to the community! :beers:
Yourwelcome
What happened to the launcher? @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
Ah right
Please welcome @tacit matrix to the community! :beers:
Yeah, I never see the launcher's home page. It always goes straigh to UE
Hedgehog connects a kit bash modeling tool that works with Maya and Blender (Cinema 4d and 3ds Max versions are currently on development and alpha testing) B...
an easy way to create assets for games..really fast
Hey all
How long is the sale?
Linter is $0.90, I swear, go get it <_< https://www.unrealengine.com/marketplace/linter
Or not
I found a thread saying non humanoid ik was on the roadmap, but that was a while ago
Curious if there is any update
Non humanoid ik... Chicken ik?
If a pack is no longer being updated, why would it be ok to put it on sale? π€
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.
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
Nothing soothes the mind like Allar's voice over sound packs.. π

π
@polar hawk Just wanted to drop you a thankyou note for that Steam Achievement documentation
Please welcome @plush yew to the community! :beers:
@polar hawk More like Steam setup
This is the first step in a series of guides that will show you how to enable the OnlineSubsystemSteam module for your project. It does not cover session creation, session management, app id association, or anything specific to OnlineSubsystemSteam. These steps are the first part in enabling a Steam integration
ah, fo' sho
Please welcome @inland laurel to the community! :beers:
@severe glen with any texturing tool or even PS/Gimp etc
just darken the parts manually
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?
Please welcome @elder obsidian to the community! :beers:
@cursive dirge I tried it but nothing changed
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Hello
Please welcome @crude lantern to the community! :beers:
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
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
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?
LUTs can do crazier shit
Elaborate?
I assume they're more useful than I know so far, but I don't know in what way π
A LUT is basically a map that assigns output colors to input colors
So you can define red as blue and purple as green
basically a gradientmap?
It's more than that
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?
Yeah
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
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
Sounds like eye adaptation was kept enabled
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)
Fair enough, either way, point of the discussion: "Are LUT's useful over color grading?" -> Yes
A common misconception from the pre-PBR ages is that white albedo means a white color, which it doesn't
But yeah, sure π
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
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
hdr is the ffin eyegasm
specially noticeable in the skies
and vfx
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
i'll take an 1080 HDR over an SD 4k in a heartbeat
HDR is really awesome. if you have an HDR display ofc
https://www.unrealengine.com/marketplace/dynamic-tree-plant-generator Am I a retard for not seeing why everyone thinks this is so awesome?
Isn't it basically a poor version of Speedtree in-engine?
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
https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/CharacterMovement/Blueprints/AnimBlueprint_Crouch/index.html anyone help me with this
Continuing on setting up the Animation Blueprint for our Character, in this section we set up the Crouch States.
@pale remnant please don't spam the channels that aren't about your question
Please welcome @coarse mulch to the community! :beers:
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Please welcome @pine latch to the community! :beers:
anyone knows how do I only rotate this UV only on ONE AXIS in zbrush using the transpose tool? https://i.gyazo.com/8063a86ef26b38f1e9e302d0ab73faf8.png
nvm, found it.
Please welcome @twilit gate to the community! :beers:
Please welcome @fading reef to the community! :beers:
Could Cable component be converted to mesh? Or freezed?
@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
Please welcome @tropic comet to the community! :beers:
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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?
How long is the sale going to lasT?
2 weeks till Tuesday, August 1
Awesome ty
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:
Anyone want to voice?
@sand wolf sorry, but, what for?
Talk about the UE4 sale
@severe glen well, you definitely didn't hit the right spot on the texture then
@sand wolf well, i have nothing to say about it...since i won't be buying anything...nor selling anything
k
however, maybe i'll buy Allar's Linter tho...
im getting it
i think its worth, if it works
Any other items you guys think is worth to buy?
@sand wolf Fire Builder
not on sale atm
@sand wolf Oh, sorry, then Explosion Builder, from the same studio
@sand wolf Luos told they are good
Ill prob ge their gun impact particles
@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.
Can anyone tell me how many users in total is on this server?
Is there a way to edit this Sprite in all four Actors at once?
when I select all four Actors, the sprite setting is no longer visible :(
all the Actors have the same componenets attached
@solar herald I think last time bot mentioned something like 4600 or so, but i might be off
@fierce tulip Thanks, that's enough info.
I've put an idea about MP on #fab, please share your thoughts. Even negative ones. Also, be constructive.
@next badger Please don't cross-post to several channels like that.
nope, i've just made it in the less harmful way...
I can. I've been on servers where it was allowed and it was a disaster.
@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
Because I wanted more people to see this conversation so they can be reminded it's not OK to do this.
if i have to disabled my notifications
I wont get tags from people who need my help or people answering my questions
example
π€¦
Pfist would of never got my question at him yesterday
@next badger That is not what I said.
I said don't post the same thing across multiple channels.
That is spamming.
@maiden swift ok, do not cross post link on several channels
Yes.
pfist tell me the secrets to getting gud
Ah thats cool, but be bothered, the ue4 discord here is nicely structured and everyone knows how to behave
@pallid compass well, You've asked...
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
@pallid compass There's only one secret to getting good at anything: do a huge volume of work.
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.
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
I envy you. I wish I could dedicate myself to game dev.
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
I really am, i may never get this chance again
Truest statement ever
Live your life to the fullest everyone
And stop the hate
Too many kids with grudges still around.
Live HAPPY
reading this channel for the next minute
Hey Nick 
β
i got kicked out of marketplace
lol
they just wanted to talk about marketplace stuff
Well, that's what the channel is for. π
we prefer to save that channel for bitching, thank you
Anyway, when c++17? π
@maiden swift may a crosspost the link to stream at least?
it got a little side tracked XD
when all the platforms we support support it?

@next badger No.
@blissful reef When is Paper2D 2.0 coming out?
lol.
Since I guess we're just randomly asking stuff
although from time to time you should live out "hate" as its psychological good to clear the mind of redundant attachments and desires π @safe rose But just to be clear, i get what you mean π
is paper2D dead or something?
Paper2D always was a passion project of one developer
Lots of fanatics.
@next badger Pretty simple: if it's related to Unreal, you can post it in this channel. π
Please welcome @carmine lion to the community! :beers:
guessing that dev left?
no
noland is still here
he's a busy man
He's leading the gameplay framework + blueprint/scripting team now
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.
sounds like alot of stuff todo
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
very true
That's how I usually do it, too.
also means you dont have to relearn stuff
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
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.
I think if DCC tools (Max, Maya, Blender) were easier to use there wouldn't be so many 2D specific engines
^ i still have no idea how to 3d model XD
@grizzled needle Church...
Bars & brotthels were the center of most old west towns
More or less built the town around them
@blissful reef Have you seen Kenney's Asset Forge? Pretty neat little tool for simple 3D modeling.
no, is that part of the new game jam he announced?
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.
So? Asset Forge supports UE4, too. π
it's the principal
Definitely going to buy it when I have some extra cash.
@blissful reef he originlly worked in Unity, later joined ue4
i know, been using his stuff for years
Ah ok, so are you limited to jsut the blocks?
<_< 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...
@blissful reef I believe so, but you can create your own custom blocks.
havent seem him since hehe
ah ok
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.
Thanks for linking the game jam btw! Didn't know about it.
@safe rose Yeah, or games with simple geometry.
Aye
Or low-poly art style.
Good for game jams
Yeah, definitely seems perfect for jams.
god damn it i need that wiki page and google cache is not working D:<
@pallid compass try http://web.archive.org/
@pallid compass what's the page?
@maiden swift there's also this if you hanve't seen it
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.
Yeah, i really wish there was a non-vr version, but then a lot of the mechanics simply wouldn't work
I still need to try that so I can make bad art.... now in vr
@pallid compass There's no official docs for it, but there's this wiki article someone wrote. https://wiki.unrealengine.com/GameplayAbilities_and_You
Thats not what im after
I need the actual wiki documentation
I got 1 page to load of it lmao
The wiki and the docs are two separate sites. π
pray for me boys
@pallid compass have you reported the issue btw?
I have no idea how
my assumption is it is getting reworked because its majorly messed up
by this i mean
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?
one of the things u call is actually called something like
abiliy
instead of ability
lmao
@pallid compass by making a post under https://answers.unrealengine.com/spaces/11/bugs-and-crashes.html
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 @_@
@pallid compass hmm...is it possible that code is moved?
Please welcome @simple dawn to the community! :beers:
Im just trying to find out if there is away to change an ability in the abilitysystems Input ID Q_Q
Please welcome @empty linden to the community! :beers:
hmm @maiden swift shouldnt ^ that be in #introductions ?
@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.
oh ok
Please welcome @split fulcrum to the community! :beers:
Please welcome @fierce cloud to the community! :beers:
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
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)
Please welcome @daring mortar to the community! :beers:
Please welcome @plush yew to the community! :beers:
anyone with truesky exp
so tired but gotta keep programming
Dont burn yourself out π better to get sleep and be clear of mind
Please welcome @old kraken to the community! :beers:
Hello
Hello
Hello
ugh, the only option for privacy is messages or not.
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
People giving you shit @blissful reef ?
mfw i press compile inside my char bp its taking like 5 seconds now for some reason o_O
@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"
you can turn off rando PMs
but what's a rando vs, say Allar?
turn off allow direct PM from members
Sometimes you miss something important that way though
you get them cause there are 1800+ ppl sharing this server with you
I've had messages disabled and bad things happened
Oh @blissful reef You know some of the doc has gone down? not sure if your the right person too tell
"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"
how do they get permission?
Imo that can lead to bigger problems
if its rando ppl asking questions, make a chan, or a server
or tell them, sorry, but....
hence the need for a answering service bot
Unfriending someone is sometimes like acidentally launching a nuke
lol
@polar hawk that is why the trick is to never make them a friend in the first place
tell me the secrets of umg so i can git gud
i got nuffin
dam
you could have been kitchy and said use Unity π
@pallid compass, yeah since Gameplay Abilities is a plugin, the official docs is removed
I ended up making a discord server for people to ask questions in
But they still send pms
fgdfgd
haha
ikr
tell me the secrets of umg UIData class as no one knows wth it does or how epic use it
wtf is UIData
@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
User Interface Details Ata
Nick didn't know the secret too
Β―_(γ)_/Β―
doesnt think Hacyon has sacrificed enough chickens for these answers
Its data class used by the forbidden AbilitySystem
well nobody know it
oh....the ability system
I'm pretty sure anything in that framework has nothing to do with anything but that framework
^
i long too know its power
oh this thing
it's pretty easy
it's a sort of payload
to hold data relevant to UI
I couldnt figure out any use for it when u can hook the UI directly in too attributes made no sense to me
Is it just like AssetData on static meshes?
It looks like a form of c++ data asset that isn't a data asset
er, asset data, yeah
Words
Time to do a big ol complain to epic π¦ i want my AbilitySystem doc back
I'd love to use that system but it lacks sooo many things when exposed to blueprints, and everyone wants that blueprint swag
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
Thats the first time that joke has ever been made
i actually said it by mistake π
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
Literally anything happens in ue4 that is out of the ordinary .... "its unreal"
@pallid compass, I personnaly directly look at header files for the gameplay abilities module
universal joke
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
we do UI with UMG
"wtf, why did i not think of that"
next question
you forgot Slate π
nobody uses slate except people writing editor code
Sadly ^^
My UMG sucks, apart from that one time sion slapped the living daylights out of me for trying to timeline update things on it
disconcur
and I read slate is totally independant of the engine module, there is a project using Slate only ?
then i learned the power of binding π
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
oh god don't use binding
Binding is all your fault
oh ok
So you only update when you need
then carry on
Okay so say
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
Tick, Lerp the float