#ue4-general
1 messages ยท Page 89 of 1
I try bb
hey, anyone have experience w/ crashes happening after a huge spam of "Stalled gamethread waiting for particles" errors?
then it says Error: Runnable thread TaskGraphThreadNP 0 crashed. and crashes
we are passing a lot of params to particles every tick, and there are a lot of particles
hi!, im getting "failed to launch editor" whenever i open my .uproject file
@orchid sable I suppose some of you particles take a very long time to process
i noticed a little more:
Error: Assertion failed: IsInGameThread() || IsAsyncLoading() [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialInstance.cpp] [Line: 465]
which is this code:
{
check(IsInGameThread() || IsAsyncLoading());
if(ReentrantFlag)
{
return UMaterial::GetDefaultMaterial(MD_Surface);
}
FMICReentranceGuard Guard(this);
if(Parent)
{
return Parent->GetMaterial();
}
else
{
return UMaterial::GetDefaultMaterial(MD_Surface);
}
}```
that line is: *check(IsInGameThread() || IsAsyncLoading());*
our whole game is based on blasting tons of particles of many sorts, which are passed lots of parameters each tick =X
someone had similar problems w/ that fail in dev builds, but said in shipping it didnt happen...trying to build shipping now and will test...but man, bout to go demo this at a huge event and gotta leave tomorrow =X
yea only happens in multiplayer too I think
Please welcome @tawny cove to the community! :beers:
hello fellas
Please welcome @plush yew to the community! :beers:
Hello world
Well.. I tough such a big server was way more talkative ๐
You would right ๐
ye..
lol
I'm acctualy fighting with UE4 launcher.. havn't used in a while and now that I come bak in buissness it breacks on me ๐ฆ
But, if you need help with anything use the appropriate channel and be grateful/kind to any help you get.
sure... thx
Entitlement runs strong on this server.
do you have any channel for UE itself realted issue? I can't see one
well let me get the crash logs ๐
If you check #more-resources there's some explanation for the channels
not that they're complicated to understand
sure thx @worn granite
So to anyone who knows about the UE4 editor itself:
I've been working on UE4 on my 2016 MacBook Air last year all fine and wanted to get it back running today, sadly I'm getting the editor to crah on launch. I tryed the troubbleshoot available on the UE4 forums but it dosn't change the problem.
Specs and crash logs to follow:
edit:
Also the editor and all related files are on an external HDD runing SymLink
Thanks for anyone who can help me on that ๐
Also feel free to PM me anytime.
Please welcome @wheat sand to the community! :beers:
Please welcome @frail sail to the community! :beers:
Holy jesus Fortnite discord voice chat is off the rails lmao
Can't win with you. ๐
P.S.: I did notify someone about the Discord link being dead
And someone should have reached out to you about your can't play/can't pre-order issue.
Aye, that stuff is fixed
I mean, the server is down
And the discord voice chat is going full nuts
Its been an unmoderated uncensored hell for 2 hours lmao
I personally don't mind it
Womp womp womp...
I didn't think 40 people had so much to discuss about oj simpson
Has anyone used HackNPlan to manage their projects/tasks? If so, would you use that over Trello or is Trello still the way to go? Note: For a free task manager that is.
I use Trello only because i started using it long before HackNPlan
Yeah I usually use Trello but the layout and structure of HackNPlan seems better, was just wonder if anyone's used it, would you recommend over Trello?
I checked it out ages ago but never really managed an project with it. Im sure there is plenty of people here who have though.
man I feel bad for the Fortnite team but they seem to be handling it well. The Twitterer is on the ball replying to everyone which is nice to see ๐
What happened?
Servers got wrecked
Also, woah, seeing many people's contracts at Epic not get renewed :o
At least on my facebook
yeah they broke the servers but are doing a pretty good job of keeping people up to date on forums and twitter on what they are doing
and damned @polar hawk ๐ฆ I've been hearing some stuff like that recently, sad to hear.
That's unfortunate on both fronts.
@worn merlin hacknplan is awesome
But, tbh, you'll want to get studio, even if you're solo
It has the best stuff
personal plus, or whatever it's called is decent
But, the free version is fine
It's just hard to tell what your needs are
I'm using the free one atm to see how it goes.
I would want to get Studio for all the Project Management stuff
Well, Agile/Scrum
@polar hawk Many people failed at their jobs? Or Epic don't have the $$ ?
Seems pretty sick though, can get lots of info in it with the cards still looking neat
Which is crazy, seeing how they have their games up
- Filters
Don't know, just contracts have ended without being renewed
Maybe fortnite entering a different phase of dev.
Entering a different phase of dev is kind obligatory. It's live now and on a different scale than just PC closed alpha/beta testing.
I mean, generally speaking, you need all hands on deck to ramp up to release and even if you've got a growing, living product after that, I can't imagine possibly keeping all that manpower.
Not every game is Star Citizen. Probably not even Star Citizen.
?
I mean, SC has a huge employee base, but it's got years of development ahead of it still.
You can expect that employee base to shrink some time after the big "1.0"
CIG is a one game studio, I don't imagine them pivoting all those employees on to another project.
I figured they could move staff from module to module, if they're still going with that model.
They've got Squadron 42 as the single player campaign, which has more chapters in store after the first launches, and the "MMO" part that's actually called Star Citizen.
The module thing is kind of done. The PU (Persistent Universe) is what melds the old "Hangar" module, "Dog Fighting Module", and "Star Marine" FPS module together in to one mode..
Once the whole thing goes live, CIG is going to need to find a way to keep those people employed or cut them loose, because they can't manage to keep full throttle development pacing post-release.
That's why you launch multiple games in a staggered fashion, whether they're the same franchise or not.
You can keep the talent you've acquired by having multiple buns in the oven.
Why is this returning False when the boolean is set to true on this actor.... ๐ค
With the sculpt tool how do i set it to negative?
ahh foudn it
the little icon for erosion is still a peice of land scape being pushed out ๐ค
This is soo strange...
ugh
My blueprint class has no "actor"
Like, it's parent class is "Actor"
But if i do a line trace to it.. then grab hit actor it doesn't find it.
i can also walk through it.. can someone help?
Please welcome @worldly python to the community! :beers:
Is angular dampening brokenon UE4?
broken*
sorry super tired
working all night
I have a box on a conveyor
its just spinning round and round
like the direction its going
Please welcome @dim seal to the community! :beers:
Okay, please welcome me ๐
@polar hawk wait, Epic's contracts not getting renewed?
@next badger - It could be that they are done with fortnite but we do not know.
@floral pagoda oh, ok...
thus they do not need that much man power
it's just...i have noticed some degradation on GH, Answers, MP...
yeah same
end of project often comes with a load of contractors getting the boot
would have hoped Epic were large enough and had enough internal projects to just move people around though
TBH, if they can gear some of this money into more official support not contractors for games, then this might be the best for us devs.
I would definitely like to see a focus on PRs
Which means more engineers
I wouldn't count on that being the case
contractors for finishing are paid for by the imminent release of the game and the game's budget
(so when the game is done, you don't suddenly have cash spare)
@wary wave no, but you do with the revenue from the game's release
potentially, but that's months away
Unless Epic is planning another game... which who knows... There should be quite a bit in their pockets
first you need to consolidate any incurred debts, maintain enough to keep the game running etc
Fortnite was making money in alpha
Quite a lot of it from what I heard
Typical f2p whale stuff I suppose
If I were a betting man, I would say Fortnite is probably their top money maker from all their games
And will continue to be so.
it's got 6+ years of development costs to recoup though
I doubt Paragon will be kicking in a year or two
UT...will still be in alpha
Or beta
what do you guys think of that new kickstarter zombie open world btw ?
I doubt UT will be doing any kind of money
haven't even looked at that Kickstarter, doubt I will, lol
@cloud cobalt you never know, but yeah, doubtful
last thing I care about is another open world zombie game
@wary wave but they are still popular man
If you want some money....make a damn zombie game
so is not vaccinating your children :p
we're still waiting for our Real DayZ
I dunno, I never got the obsession with zombies
there it is
its already kickstarted
but what they do promise sounds interesting
I'll wait for it to come out and have phenomenal reviews before I bother wasting time looking at it
I asked them if they had any marketing or community BEFORE KS...
and we know what is doable in UE4 and what isnot
They said none...
I am not sure if I believe them
Or if the Zombie love is that strong
I'm all for PvE coop survival games
PvP not so much
- they have modding tools
so basically if the game design is done right, infinite play time !
yup
I am just wondering how word got out
and yet, here we are, and people still put money into them
If they did no marketing
It's the very definition of insanity
consistently doing the same thing and expecting a different result
$120k isn't going to go far
especially since they're switching engines and 90% of their assets appear to be from Crysis...
Rule of thumb is, 99% of game projects are bullshit
Some of them ambitious, well-advertised bullshit
wait, their screencaps aren't from CE aren't they ?
their screencaps are from CE
No they are from UE
๐ค
if not, they're using CE assets
CE looks different
isn't that breaking TOS then ?
I dunno
ยฏ_(ใ)_/ยฏ
whatevs if they are using CE assets tbh
Are we talking about the dead matter project?
Guess its time to wait until the KS is almost over and see how they handle their campaign
ye
ok so - From my understanding is that. They have allof of custom assets from the free SDK days of Cryengine. I could be wrong but yeah.
I used to follow the project on the CE forums
Yeah there was a very cheap humble bundle with CE asset packs
This was before that
oh ?
yep
we're talking Crysis 2 assets bundled with the SDK
I probably wouldn't recognise newer stuff
I know that they had some Crysis 2 assets in their mod. But I do not think that they would include them due to legal reasons
could be wrong
ยฏ_(ใ)_/ยฏ
anyway, shut up and give me $120,000 for my open world zombie shooter*
*may or may not contain zombies.
lol
is still believing the perfect coop ze game will be released... one day :(
I always liked BL2 as a coop game
could have been more open world, but heck, that's 360 / Ps3 limitations for you
BL2 as in borderlands ?
yeah
you didn't specify survival xD
Please welcome @kind vapor to the community! :beers:
Please welcome @runic surge to the community! :beers:
Kinda amazed how well the editor is optimized nowdays
I remember when I started I had the massive GTX680 SLI rig that was slow-cooking me while the editor was open
now, I can run it for almost 5 hours on 65WH battery
-> uses less resources than watching 1080p video
what kind of project are you working on to get that low performance consumption @paper kernel ?
mine's always eating half my ram and most of my CPU
I have an empty testing map running tho and realtime is disabled on viewport
and most assets are loaded during runtime
aah that's why
to be fair, using empty maps for building is probably the best favor you can do to yourself
but then how would you go loading folders and folders of stuff at runtime ?
are these good rocks ? will they be useful in your project ?
Have anyone here ever tried to access UProperties from the Class instance?
the 2.77โฌ package looks like a good bang for the buck
until the 2nd, IIRC
Please welcome @crisp lion to the community! :beers:
Please welcome @deft rose to the community! :beers:
end of line, no support, closed source
This feeling, when nobody on #cpp could answer your questions....
@crisp lion afaik Epic stopped to host UDK like 2yrs ago...
Does anyone knows a good tutorial with materials? I want to know how to create a material that uses 4 channels of mask (RGBA)\
How to merge three grayscale images into one texture using RGB channels.
Please welcome @fallow garden to the community! :beers:
Please welcome @gaunt bough to the community! :beers:
I am back after whoring Splatoon for 2 days
are there any twitchers or something using unreal engine? or game dev in general?
Please welcome @half mango to the community! :beers:
Im not sure what you mean sendoushi
Twitch streamers
twitchers ๐
don't use 'Twitchers' because that means something else...
hi
it does?
I get that
is it safe to google?
But im not sure what your asking
Are you asking if there are people who teach ue4 on twitch?
or simply stream
it means a bird-watcher
People who stream development?
something i can "watch" while working on my fulltime eheh
alternatively someone who spasms, but never heard of it used like that
@pallid compass there are actually some... i know it is kind of weird but...
Right gotcha, had to reask what you ment as iv never heard anyone ask that
Yeah there are a few devs
Honestly the live epic streams are prob the best
is there a help channel>?
hm
or one used for that
However id be careful who you learn off, good to avoid bad practices
There all help channels.
oh
well yes... i'm a seasoned dev but in the world of games i'm kind of a noob soo... to learn good practices is always good!
i'll check the epic channel
There is a weeky live stream and its amazing for learning
we're talking about this one right? https://www.youtube.com/channel/UCBobmJyzsJ6Ll7UbfhI4iwQ
i've only just downloaded UE, so very new
and started blender only a few days ago, any others use blender?
Few people use blender but, this discord is heavily focused on development in the engine, not things like blender
i've worked with some 3d software in the past. tried blender (like 3-5 years ago) kind of weird i don't know how it is now
However, there is support here for shipping from blender to ue4 i think
meaning people cant tell you how to do X in blender, but can tell you what is needed to push it from blender to ue4
Not sur what you mean by that
it depends on what do you mean by interior scenes
sure*
if only walls yes
yeah i plan to draw in blender, but render in UE
if you want to do some modelling i guess not
You mean model in blender?
great, do the matierals go over there too? or do you recommend doing the material stuff in UE
from what i understand, unreal engine as a 3d software should be treated as some kind of level editor (correct me if wrong please)
from my 3d experience, material stuff should be done in UE because of conversions (i dont even know if you can import 3rd party materials)
i understand so little about UE ๐ฆ
eheh
UE4 is a game engine
i did 4 years in interior design, and the renders were rubbish
Materials and textures are two different things
because i had to do 6-7 kitchens per week
Make sure you dont mix them up
material is just a color?
Depends what you mean by that
A vector 3 node inside a material is just a plain colour.
Materials are shaders that process visual information(correct me if im wrong someone)
and textures are well, texture files
i see
If you want flat colours and such you can do it in ue4
Just using Materials
Just so you dont mix up textures & materials as i had the same mixup when i first came to ue4
Example would be, say i have an object a sink
The sink has a base colour texture, a Normal texture and a ambient occlusion texture
These 3 textures would go inside a material
the material would basically combind them
then when the material is applied too the mesh
all 3 are textures are added too it
sounds complex
hehe
when doing kitchens i would do 70% of it in sketchup, then some more complex things in 3ds max
and render from sketchup, only using a basic texture
only thing i could add to it really was a gloss or bit of roughness
only advantage was the renders were really quick
so i guess i got heck of a lot to learn
how can i recompile a plugin?
@half mango that is basically 3d software knowledge. materials work that way on most of those softwares so... at least there are a lot of information about that ๐
I tried to learn blender, but I found the interface terrible.
I am much happier, if much poorer, using Cinema 4D
i was really having a hard time on blender in the firist two days but now things start to happen
I picked that over something from Auto desk because I hate subscription software.
I just love being able to model from splines.
Should take look at Maya LT
blender is weird compared with other 3d software. Maya is still the standard all arounder but kind of expensive. I like Modo. Pretty cool to model.
easy to pick up and easy to work with. no extra stuff without a need.
From what i understand blender now has some plugins that set it like Maya and others... I need to give that a try
Blender is hard to pick up, extremely powerful after that
Does anyone know how to apply that heat blur effect u get in real life in game?
Please welcome @glad ocean to the community! :beers:
@pallid compass Distorsion in a particle system
im playing with the ugh starter kits distortion material at the moment ๐
And dont forget if you start with blender first, going into anything else feels weird.
I have a question, hopefully someone can help: I have a skinned and weighted skeletal mesh that I need to change the material UVs for, is there a way to do so without breaking the weighting?
to my knowledge, no, but I may be wrong
Can someone explain to me for vector particle param's the difference between
Min input
Max Input
Min Output
Max Output
Min-max input defines what values you feed it from code / BP
Then the particle system scales that to match min-max output
ahh okay thank you
Basically if you have a speed parameter that goes from -100 to 100 in the particle system, you can put that as output, and use 0-1 as input
Passing 0 from BP would map to -100, passing 1 to 100
You're welcome
Please welcome @languid mica to the community! :beers:
oh what about the constant one under it?
@pallid compass What would that be ?
@pallid compass Default value when no input was fed
Documentation is here btw https://docs.unrealengine.com/latest/INT/Engine/Basics/Distributions/#distributionvectorparticleparam
Data types that provide flexibility by allowing for constant values, random values within a range, values interpolated along a curve, and values driven by parameters.
gotcha!
tyvm
oh god with out a curve using param i dont get no random veriaton ๐ฎ
You can combine modules to have param + random
Oh?
Like, initial location + initial location (seed)
You can also just feed random into the parameter value, like passing Param * FMath::Rand() instead of just Param
Please welcome @violet kraken to the community! :beers:
Strange are you allowed to have 2 modules from different emitters with same param name?
Probably not
dam that be handy
Please welcome @marble cradle to the community! :beers:
Are there any image hostings somewhere , that allow you to upload two images for comparison with slider bar ?
man what id give for a good turorial series on making UI's
hi! i cant open my .uproject file. it says "failed to launch editor" so i have to open it through UE shortcut or Epic-launcher. what to do now
Please welcome @humble vortex to the community! :beers:
Where can I find local content from vault?
Ty much, @sacred crater, always the helpful one โค
hey guys, i just made my main menu and it works fine at start, but if i was actually ingame and switch back to main menu it does not work anymore... any clues?? does it have something to do with the player controller?
Please welcome @toxic crow to the community! :beers:
Please welcome @storm barn to the community! :beers:
@tame stag if you have any more info we might be able to help more. What is "does not work anymore"
Please welcome @plush yew to the community! :beers:
So i have my main menu level as default. The menu works fine. If i click quit the game quits, and at play the game-level is loading and i can play. At game over i have a button too where i can switch back to the main menu. It loads the menu but the buttons like Play and quit dont work anymore, its like its not reacting to the click
hello dead
hello
But it reacts to the mouse cursor like change color at cursorover^^
do you know how to use the subtracters for opening wall?
set a debug point at the button click and follow it thru to see what is happening, F9 on the node that you are using for your "Play" button
if its reacting to the mouse over then it should not be a hit collider issue, it sounds like the code is running but not doing what you want. Also how are you going "back" to the main menu from in game? I am assuming just a simple load level
yeah then it should work assuming the hit events are working and you have nothing else stuck (I would assume it should work). Should put up the break point and walk thru it step by step to see if its calling what it should then.
ok, ill try to figure it out with the break point
Please welcome @sturdy matrix to the community! :beers:
if you want to screenshot it I can look as well but to be honest breakpoint and step would be the best way to watch the state and see what is happening. Maybe its relying on some other code your getting somewhere else or something
How do I change the LoD on my map so people don't see the white background when looking from afar (as the LOD blurs my mountains out I guess ?)
http://imgur.com/a/nBRTI this.. I have a RTS camera set up but due to the angle you can see the other side of the map past the mountains
which I want to prevent from happening (that's why there are mountains, else I would've chosen structures.. But I am limited in the polycount thus I chose to use the landscape as cover.
You'd have to find a way to bound the camera so that they can only go so far.
the google analytics plugin in the market works in ps4
just got a bunch of events from my devkit testing on my google analytics id number
Please welcome @trail jay to the community! :beers:
access wasnt really that hard, but one has to buy the devkits and have a few things
Hi guyz
I'm an architectural visualizer & a little surpirzed not to se "ARCHVIZ" in the channels
see*
Please welcome @blazing crane to the community! :beers:
If anyone's available to help in #animation would appreciate it
Hey can someone have any fix about sequencer crashing while rendering a movie?
Omg โค
Mixamo is free ๐
Downloading literally every asset & animation possible ๐
"Free with Adobe ID
For a limited time, get all these goodies for free with an Adobe ID."
All chars, animations & auto rigs ๐
the hell
why does my texture file look bright in the material but when its in a umg in game its super dark and massively quality loss
oops
Please welcome @vivid lake to the community! :beers:
It's been free for quite some time ๐
The rigs don't work with Epic Skeleton though.
They're also closing down the 22nd or 1st.. I believe it's the 22nd.
Please welcome @sullen bone to the community! :beers:
was it next 22nd month?
@buoyant echo Ye well.. I just found it ๐
@sullen bone just ask the question
I'm guessing he's suggesting screenshare and one-on-one support next on DM's
that's how it usually goes
the fuck, how do u get a mask to make its colour 50% transparant
as if u where masking ito ut but just wanting too use it as opacity
@safe rose So I kinda want a preperation fase like rainbowsix, bit instead of a house just a small room with a single door that opens for the attackers when the prep fase for the defenders ended
@sullen bone ok
But I have no idea how to do it
Best answer ever
I love this answer
If you can't/don't want to do it yourself
I mean, we can be helpful, but you have to have realistic expectations
Or just ask in #blueprint idrk
Then ask a smaller question
How do I open a door on a specific time?
Please welcome @loud grove to the community! :beers:
@sullen bone Create an event to do so
alright thanks
Sharpening intensifies.
@floral pagoda is that still for 4.13? ๐
@cursive dirge 4.16 acording to twitter
how can i invite my friend to this server?
can a <@&213101288538374145> send me an invite?
!invite
oh sry i found it
@stoic folio https://discord.gg/unreal-slackers
thanks tho ๐
Please welcome @humble yarrow to the community! :beers:
hi guys!
any tips for combinding two alpha channels?
Put them together
Three weeks to go, but just approved by Steam
Nice man!
Congrats!
That must be such a nice feeling
Bet your nervous too :p i would be
What's your game @cloud cobalt ?
Yeah it's a bit stressful but we're taking our times so it's okay
@tawny brook Helium Rain
Helium Rain is a single-player space simulation that places you at the helm of a spacefaring company. Exploration, trading, station-building, piracy are all options. You will need to master both real-time action and long-term strategy: destroying...
Aug 18, 2017
(Sorry for the ad !)
Thanks
How much will this be?
dat button is the hardest button to push in all history
The US price is set at 15 for the Early Access phase. Funny, I thought that was public !
It's apparently not
also the most tempting
Yeah, compromises. The next game I do will be co-op, that's just too much fun, but this project is a behemoth already
@cloud cobalt your game looks really nice
Thanks ๐ Working on it right now ahah
Haha nice
Please welcome @glad saffron to the community! :beers:
๐ฎ 49 animations to import ๐
yeah but dont forget
"fix this for me" checkbox
nativzation tends to massively increase your .exe file
Yep
the fuck were you doing @floral pagoda to get that level of gains
Not mine - It was Peter L Newton's
i have nativized neraly everything i have, and my gains were sub 0.5 ms
but i enabled it anyway
I would ask him on what he is doing
Tues #UE4 Tip | Have you took a minute to look into Nativizing Blueprints? The performance gains are real. https://t.co/JZhPFY3uyx
Source
that has to be a benchmark or something
@floral pagoda neat, thanks for the metrics
Welcome @terse zealot
stuff that nativ can handle well
Just dont do stuff with Event tick and you should be good
Avoid it where possible TBH
depends what u do tbh
or like calculate all primes below 10k
its always ticking anyway :p
@floral pagoda yeah, coming from Unity, I assume to always avoid Update in Unity, EventTick in UE ๐
unless it makes sense, but rarely does it
yep
yeah but dont forget as well
some things always tick
like UMG's have to tick too function
dont always avoid on tick
i use too do that alot, then had it slapped out of me by some of the seniors on here
Ah fair point
using tick makes it too easy
You mean binding events and dispatchers makes things too easy
btw, if you dont use tick
disable it
even if you are doing nothing on the event tick, the engine will still call Tick() on that actor
so make sure to disable it
unless its UMG, like i made that mistake and couldnt figure out for 2 hours why my umg's where broken
if UMG does not tick it does nothing
speaking of UMG, what is pre-construct event?
mfw inkscape has no discord ๐ฎ
I think you can disable tick in widgets cant you?
yeah then your widgets stop working
if its a widget thats static then that should not be a problem?
Please welcome @unkempt swan to the community! :beers:
Hello everyone!
is there an overview anywhere of how to use instanced static meshes, and how they work? Assuming i'm familiar with normal static meshes
My unreal crashes everytime i try to render a sequence any1 had this issue ?
or solution (without me downloading 12gb for debug stuff)
debug symbols are god tier get them
you'll get anywhere between a 20-30x performance boost from the same code in c++ compared to blueprint
so those numbers look pretty reasonable, I think
someone here got that famous image of Rama's IDE again?
apparently didnt save it to disk
the one with Comic Sans and red font color ๐
nvm found it ๐
Oh lordy
That's terrifying.
saying u wanted to swap them out for something
Please welcome @rapid oak to the community! :beers:
true devils theme
anyone want to help me test some multiplayer shootery stuffs?
bout a 500mb download and steam required
that many okie moving right along didnt mean to kill to convo, carry on
Hasn't even been more than five minutes lol
lol
Chill. :p
Huh?
Oh where is Owl
No idea, i blocked her a long time ago
Probably got banned for trolling maybe?
No idea
Lol!
Please welcome @solid scroll to the community! :beers:
Welcome @solid scroll
Please welcome @alpine jasper to the community! :beers:
is there an easier way to index bag slots or skill buttons than doing this all the time?
Why would you need to remake the array all the time?
Just in general
instead of having
to array them like this
in the first place
tried this but did not work
@polar hawk Is there still a forum mods channel?
yes please
I don't have invite permission, but I sent the peoples a message
Specifically Flak and Qlint
If you want to slap Qlint
@full maple
Flak forgot about me ๐ข
Hi
I would like to know
Why people are saying Epic no longer hosts the UDK
Is this being discontinued?
this is probably your best indication of that , https://docs.unrealengine.com/udk/Three/BusinessAndLegalHome.html
but yes, UDK is no longer supported or hosted by Epic Games
Please welcome @silk vector to the community! :beers:
Please welcome @languid timber to the community! :beers:
oh mighty @blissful reef Thank you for the HUD advise last time, its put me on the right track too learn
Do you have any advice about floating combat text?
no more shall i sin with 3d UMG's
numbers?
Meshes in the world, using a number atlas
what omg
You mean spawn meshes aligned u[
up for numbers
Thats insane
I like it
Well, i woudln't spawn them, i'd spawn a few components and use them as a pool, spawning actors/components constantly would be expensive
Like just spawn 20, hide 20, and only show 20 Max, and reuse them as you need them hiding them (returning them to the pool) when not shown
much much much faster than spawning and discarding actors
e.g. take a look at some fortnite videos, those numbers when you hit husks are meshes
Jesus thats insane
so your holding in your pool like what
0 x2, 1 x2, 2x2, 3x2 etc?
In paragon, I believe the numbers are canvas drawn quads doing basically the same trick, except they're just a material, with a texture atlas for the numbers
Just trying to wrap my head around this, totally new concept
OH
OH FUCK
i get u
omfg
Plain meshes with changing material right?
What I'm surprised by is that they'd be separate actors at all
right
Why not instanced meshes?
So you have all your numbers on 1 UV
and u just shift the uv position or something?
Ah, right
its not that much of a leap though, and it sort of makes sense because you're already pooling
Step 1) just draw the text with canvas, ignore the high efficency stuff
get it working first
You're probably a much better teacher though
-taking notes
Meh, i could be a shit teacher, not my profession ๐
get it working first This should be hung on walls everywhere IMO
42
Do you have or know of any HUD example work, thats do professionally that i could look at?
I am trying to wrap my head around the correct use of borders, layouts and getting scaling correct
I have been messing around with borders and proced generating Inventorys & stuff today
But my main tiff is when it comes too actually getting up things like borders, backgrounds etc
There is not that much on the wiki tbh, except the good practice piece is pretty nice
Not good practices, i mean UMG best practices article*
I don't, lots of just bits and pieces scattered across the net
a lot of it on this one japanese blog
Like today, i fought so much with just masking off the corners of a border so they where round ๐
and you discovered 9 slicing?
You know, I'd seen the little thing about that on the wiki and it just didn't ever click for me until recently.
See how it distorts your curve though?
You make an image, square, right
Keeping images at 1:1 ratio is pain in the ass too
Searching for 9 slicing on the wiki now
wtf ;o
And then you figure out your corners
thats so nice
oh?
Now grab the length of the side
And there's a place to specify it in the image, border, (really, the brush)
OH ๐ฎ
Your using border widget right?
Please welcome @dapper ice to the community! :beers:
But you author the content at a know resolution and then it can tile/stretch w/e
Any brush
Right gotcha
question then
What if i wanted too
fill the background on that icon
only.
My explanation is partially just so that if Nick corrects me I know I was wrong in my understanding lol
i stoped using brushes because i couldnt fill the icon backgrounds properly, but maybe i was being idiot
Solid color would be easy
You can fill the inside of your texture and still do the slicing thing
nope
fyi, you can access the 9slice data, using GetUI...something in the material
there's a function that gives you the information we pack in the vertex buffer for what UV spans should be locked for the corners and such
so you can use it in a material
Please welcome @clear skiff to the community! :beers:
afk
So when you specify your uh margin (I think>) on the brush, you're telling it where to position the blue bars
I'm cutting them off near the corner, they actually go all the way
looks like tic tac toe
reading sorry internet d/c'd
So actually at no point should you ever have a problem with it going outside the border
How do i get UI? also can u change the back background of material editor viewport
ohh ๐ฎ
ima try it
well thats not right lmao
Okay i think i broke my engine
depending on how far in a zoom
it changes size
what are your settings for your image?
just been kinda randomly dragging the settings about lmao
.25 left top right bottom
seams to give me a boarder
border*
Its UV space
You can get the UV coordinate by seeing how wide it is in pixels and doing BorderWidth / ImageWidth
^^ that is about right
There the margin right?
The side it's closest to and parralel with
That's the cooresponding margin value
And the green arrows are directly related to the margin value
Whereas the orange arrows aren't - they represent the size of the image - the margin
(at each end)
i went through every single value
and when i hi 0.08
hit*
it stops fixing
but there is still some sort of artifact
go through this presentation so you understand how it works it is general concept... https://docs.google.com/presentation/d/17FEOZPub7-rsGlWrEFjhBk1pF_3Ywz0mMmhIewkJi_Y/present?slide=id.i0
gotcha will do tomorrow
1:41 in the morning here
im really gonna have to crash
2:41 here ๐
dying its wayy too late for me
Thank you for the help Place & thank you for the presentation
lol thank Nick as well
there ya go :)
Btw feedback on that image with the green and orange arrows
Make a dimension indicator
it was on the wiki with styling
Is it possible to have a multi-session sort of thing in UE4? Another person and I working on the same level together at one time?
Ahh, thanks.
Please welcome @fading quest to the community! :beers:
Where's the link for when you're about to start selling your game
where you fill out how much it costs and everything
.
Hello there, I'm looking for "Neofur" for version 4.12
?
can anyone help with this? https://answers.unrealengine.com/questions/675790/editor-stuck-loading-at-73.html
Pro tip: Don't drag the "Agent radius" to a ridiculously high number... It crashes UE4 ;/
Please welcome @silent blade to the community! :beers:
I guess this dude doesn't know what is Unreal Engine 4. Lel http://steamcommunity.com/sharedfiles/filedetails/?id=965287572
@silent blade Hello Hello
@fluid tide hey man
I've been learning as much as i can on youtube. watching this channel virtus learning hub. and I have so far run into two times I've had issues with materials. this new one doesn't make sense tho. Its about vertex painting. I am using same model as he is using. and a material node setup like his. but when i go to paint in vertex color paint mode. it doesn't paint. I hold shift. looking at the color view mode. I just see white. if it was working I would assume it would paint black where 2nd material is.
here the mat
I dunno, I don't do materials that much ๐
doh! I just found out erase defaults alpha was set to 1. when it should be 0. now it works
Please welcome @rapid oak to the community! :beers:
God damn, didn't think a basic punch animation would be so hard to find.
For UE4 skeleton. ๐
yes
(And honestly something that doesn't look half-assed.)
i use mixamo for ue4 skel
๐ค Don't you still have to fix root motion?
Hi there, do anyone know the sollution for sequencer crashing on rendering movie?
@fluid tide ty btw. I was very reluctant on it.
Is it an editor bug to leave empty folders behind when you delete something?
yeah
try fix up redirectors in the content folder
sometimes helps...
But rarelly
Or... Go to explorer delete folder that you want and restart editor
Annoying. Ty for the help again.
np
My player char reference variable is throwing an issue when I try and get Game Instance (variable) from it.
https://i.latouth.com/2017/kiuF7B2x.png
Should I save the cast in a variable?
ForEachLoop, ye
This may be the problem
take screenshot
Player Char Reference > Get game instance (variable in player char) > Get players in game (variable in game instance)
Will be faster
it still throws an error?
Yay!
I have 3 player chars active
Each one has a integer variable
it's supposed to show each person's variable
https://i.latouth.com/2017/z5I1k4vk.png
Hence >> array element >> target points >> feeds points into score
It's shows one characters points 3 times?
No
PlayerChar is the name of my character class
I have 3 of them connected right now
Argh
I thought that each char has a diffrent ammount of points. Since in your screenshot there's 3 exact same values I thought that It shows one Characters pts 3 times lol
i want diff values...
Think of it as money for player 1.. player 2... player 3
Each person will have diff amounts of money
๐
Interesting
If i have 2 players... i see one text count
If i have 3 players... i see 3 ๐
But if i have 3... and i update one chars text count.. 2 of them update ๐ค
Sounds like something is bamboozaled
indeed
Ok something is indeed messed up ๐
Player 0 changes top two variables....
Player 1 can change player 0/2 bottom variables
player 2 changes top two aswell as player 0
#confuzzled
Anyone ever wonder if a "free game version" that was not supported by ads but by cryptocurrency mining (1 or 2 cores for instance, low priority threads, not interfering with performance of the game) would fly with gamers? With option to buy the version of the game that doesn't do that.
yes
yes
i just see all these freemium games
and it would be kind of a nice organic way to support the dev
those are the ones i am looking at
800k players, with 5k paid versions sold
those kind of spreads
for instance i never paid for paths of exile
yet spent days playing it
weeks
same with dota2
@fluid tide
Not exactly how I planned...
https://i.latouth.com/2017/bJKUqKOl.png
these virtual currencies and their mining will eventually destroy this planet for most stupid reason ever :p
lol
I'm not green person but I've always thought it's absurd to waste resources like that