#ue4-general

1 messages ยท Page 92 of 1

bleak copper
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Painter paints materials onto models... but designer is the tool you'd use to make those materials (if you don't use from the library).

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B2M is like CrazyBump.

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If you're going to be using library materials, then Painter is the one that's "usually used"... but it's entirely possible that you'll need all three... or at least Painter and Designer.

buoyant echo
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๐Ÿค”

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I figured they're all used in conjunction.. Thank you for the help!

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

vivid veldt
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I'm a beginner, and I pressed a button on accident, and now instead of moving objects, it scales them. How do I revert the axis arrows to movement?

south ridge
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Press E

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I think

vivid veldt
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Okay

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thanks

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Nope

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Thats rotation

south ridge
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Press R

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Or T

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They switch between different modes

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It's also top right of the screen

vivid veldt
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Thanks

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How do I set a render texture target for a camera? I can't find the setting in the camera

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There's no scene capture settings

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Nvm

stark lynx
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how do you guys interpolate material functions?

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I have created an interpolate function, but i think i might have done it wrong, because my landscape above a certain height looks weird

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(i'm importing the layer heat maps from world creator)

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

stark lynx
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fixd it

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turns out i had Layered instead of Additive in landscape import

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

grim juniper
polar hawk
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I'm high on potenuse

thick ridge
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๐Ÿ˜€

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

next badger
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why, discord...why?

tranquil bone
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what chat would i use to ask how to join legs to a torso in blender?

next badger
brisk osprey
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Any1 played citadel : forged with fire yet ? Beside the server problems damn the game is pretty good

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

lament barn
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Does anyone know how much Revenue the Dev gets on Steam?
AKA How much is the split between Valve and Steam upon a Sale?

cursive dirge
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?

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you mean steams cut?

lament barn
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Yeah pretty much

cursive dirge
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there's no public figured due to NDA

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you can just assume steam wants 30% and you get 70%

frank escarp
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@lament barn 30% of all sales go to steam

cursive dirge
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of course there are taxes

frank escarp
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70% for you

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but some taxes are added to your 70%

cursive dirge
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yeah

frank escarp
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after everything, you can expect around 55% for you

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so if you sell a game at 10 dollars, you will get beetween 5 and 6 directly to your bank account

cursive dirge
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also do take into account the regional pricing

lament barn
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I see, Gotcha. Alrighty.
And do you fully decide the Price for your game or does Steam Discuss that with you?

cursive dirge
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you'll not sell the game at full price on every region

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you decide the price

lament barn
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Alrighty, Good to know. Thank you guys.

cursive dirge
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I dunno if steam suggests prices anymore to indie devs

lament barn
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Yeah, I read they do when Steam Greenlight was there.

cursive dirge
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I think they used to at some point but I don't really see that as option for them anymore

frank escarp
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regional price is auto

cursive dirge
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they've tried to automate everything

frank escarp
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you put the price in dollars and it fills the full matrix

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you can then edit stuff if you think of doing it

lament barn
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Oh I get it, You are able to set prices for other countries manually?

frank escarp
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yes

lament barn
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Gotcha

frank escarp
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you put the price in dollars and the whole thing fills up automatically, but then you can modify individual ones

lament barn
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ah I see.

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Are you a dev that has a game on steam?

frank escarp
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yes

lament barn
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What's it called?

frank escarp
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this one

cursive dirge
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I only now realized what those letters stand for ๐Ÿ˜„

lament barn
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Wow, Very nice.

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The game costs around 5$ in India

frank escarp
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also costs less in russia

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as if i have a single sale in russia or india lol

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people dont have money to get a VR headset there

lament barn
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Why don't you increase it?

frank escarp
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america is half my sales

lament barn
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And we have money to buy VR, Just there is no one here that cares to get VR.
80% of the Indian Teenagers here play CSGO

cursive dirge
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$15 is nice price point for indie game

lament barn
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20% have mobile phones

cursive dirge
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it's not too expensive to not buy it as impulse buy and if it goes 20 or over, people start looking elsewhere

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unless, it's some hyped AAA title

lament barn
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I'm planning to price mine around 12$

cursive dirge
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there are some indie games that sell for like 30 but I doubt they get more sales with higher price tag

frank escarp
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i think its the correct price for the game, given its content

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im releasing it for that same price on ps4 btw

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Sony gets similar money to Steam

lament barn
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Is it difficult to put it on PS4?

frank escarp
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yes

cursive dirge
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that really depends on the person you ask about it btw

lament barn
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What's the Process?

frank escarp
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much harder than steam

lament barn
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Yeah I imagined that.

frank escarp
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or oculus store

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mostly becouse the sony review is fucking brutal

cursive dirge
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some people here say that getting past US tax documents is somehow super difficult (which you have to deal when you sell on steam)

frank escarp
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and you need to get PEGI review and the like

cursive dirge
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some say it's super easy

frank escarp
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the tax thing is equal in all stores

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very similar

lament barn
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I'm in India so I'm guessing the Tax Document process will be a pain for me.

cursive dirge
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I wouldn't worry about it

lament barn
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yeah?

frank escarp
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did you know, sony europe is the one selling games on australia

cursive dirge
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I'd first worry about getting the game in release condition

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that's where you need to put most of your efforts in

lament barn
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Well that's a fact I can't do anything with...There goes another Brain Cell. (Talking about vblanco)

frank escarp
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games are never in release condition

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just good enough to ship it

cursive dirge
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๐Ÿ˜„

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we could debate about that too

tall pendant
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sometimes not even that

frank escarp
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you can allways patch it later

lament barn
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My game is gonna take another year to finish

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Unreal+Multiplayer

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;-;

frank escarp
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as a noob, you are fucking done trying to do that XD

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multiplayer aint easy

cursive dirge
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you can buy steam direct and get all the paperwork done well in advance too

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but if you plan to have a company when you sell, you better wait until you have that up and running of course

frank escarp
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its actually the good thing to do

lament barn
frank escarp
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becouse then you can use steamworks

cursive dirge
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lets just hope that you started with multiplayer prototyping

frank escarp
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to do your betatesting and play and all other

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well, its all 3 at once

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the A less than the others

cursive dirge
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and not try to slap it on later on

lament barn
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I was thinking to do this...

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Work on my Singleplayer version, Release it on steam for free
Start adding multiplayer while fanbase grows
and then release Multiplayer

cursive dirge
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no

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just.. no

frank escarp
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lol no

lament barn
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xD

frank escarp
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i failed at that

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twice

lament barn
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Rip me

cursive dirge
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you failed already

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this is the reason why I said you better start with multiplayer prototyping

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you don't just slap it on later on

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it has to be well thought and tested from the beginning

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it's like you make a fps game and then think you'll just slap VR support to it afterwards

lament barn
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omg xD

tall pendant
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if you want to have MP in your game, plan it, keep it in mind right from the beginning. otherwise its going to be very very rocky ..to say the least.

frank escarp
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wich i did lmao

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i did "just add VR" to a fps

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thats literally what DWVR is

cursive dirge
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but your game is VR only

frank escarp
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i had to remake pretty much everything

lament barn
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Alright I need some help and advice with what Im going through...

frank escarp
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the whole player logic/pawn/etc

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to the trash

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remade brand new

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and the enemies also had to get their AI tweaked

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so the aim at your head location and that kind of thing

lament barn
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I have progressed my Game ataround 9%
I barely know anything about Unreal.
I planned everything out how I want the multiplayer system to be

But how in the hell do I add in Multiplayer when I barely know about Blueprints.
I got a friend helping me with most of the game mechanics being built.
He implemented the Steam Sub System in his Game so he can help me with mine

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Though I seriously need to start learning about Blueprints more

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He told me that everything for multiplayer needs to be in sync and the same results has be to outputted which is managed in Blueprints

cursive dirge
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you got 9% of the game done without knowing how ue4 works? ๐Ÿ˜ƒ

lament barn
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yeah, pretty much

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I tried everything I can and did what I know how to do and failed many times

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Got a lot of help from several people

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I seriously don't even know how to add in a character, I chose the Template and deleted everything but the character.

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then built on top of that

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I really need someone who knows about Multiplayer in UE4 to help me :/

cursive dirge
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or, you learn that yourself

lament barn
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UE4 is like the 6th Software I'm trying to learn

cursive dirge
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there's plenty of info around

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UE4 was probably like 100th for me

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if that's even possible the figure is that low, probably not

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depends what you count as sw though, I count even windows calculator

lament barn
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Most of the Tutorials are out of the question for the game I'm making.

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If you count the Calculator as the Types im talking about then of course, Im around the 100th as well xD

cursive dirge
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you don't watch tutorials to teach you specific things, if you want to learn something in tutorial form, you just watch them to understand the concept behind it

lament barn
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Yes, That I take on account.

cursive dirge
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there will never be a tutorial or doc for the exact thing you are making

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nor there has been for the people who have gone through this road

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it's just research and trial and error mainly

lament barn
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Yeah, I know I'm not the only one ๐Ÿ˜ƒ

crimson sigil
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source code, official documentation, official api

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or as I like to refer to them: the father, the son, and the holy spirit

humble rivet
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I've created a working turret, that rotates etc. Is there a way to visualize the radius it can fire and the field of view it has (everything that enters a certain area gets shot at but staying out of it will do nothing?

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like using a cone in pawnsensing for enemy AI to visualize it

vast pine
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I started my project single player and it's a mp game.. Bahaha wish I had a pic of my face first time I tried "2 clients and everything didn't work

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

misty falcon
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hi

plush yew
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๐Ÿป Cheers

misty falcon
lost ember
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#gameplay-ai and im p sure you're telling it to move to itself

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that's why it's not possible

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@misty falcon

misty falcon
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target actor is where it should move to right?

lost ember
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You can give it a pawn to move to, a 3d vector or a target actor

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It'll do it's best to get there

final owl
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Thinktank i like your honesty

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a lot of people would not admit to that

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and i am the same

paper kernel
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this makes no sense

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why does function stop mid-execution if I call it from GameMode beginplay

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gives no returns

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just stops

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

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

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Please welcome @civic sand to the community! :beers:

humble rivet
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I've got a trigger box with turret fire when something enters the box right.

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the only collision box is in front of the turret

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anyone know what can cause this ?

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

neon shuttle
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hello everyone. its good to finally find a community for game developement like the old IRC but have VoIP option

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with a much better UI

humble rivet
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Hi

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Fixed btw had to change the trigger area to ignore projectiles

slim mica
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Any idea why this is happenig?

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I'm ok with this happening but not in so small distances

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

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

fierce tulip
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@slim mica looks like very strong blur mipmapping

slim mica
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I set it to sharpen

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And also to none

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

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

thorny kayak
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So many people

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

humble rivet
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How Do I stop my turret from tracking me when I leave the trigger box ?? I have OncompomemtBeginOverlap + OnComponentEndOverlap setup but it doesn't work...
It keeps firing after I leave the triggerbox and area..

humble rivet
grim ore
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so the boolean works fine when you enter, it only starts tracking then, but when you leave it keeps tracking? If so maybe see if anything else is still entering after like maybe one if it's own bullets or something else

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can easily add a print string to the enter and exit and have it print out the actor that is causing the trigger. check for any weirdness this way.

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

inland minnow
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Has anyone used maps + structs in 4.15+

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and is there anyway to update that struct

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nvm

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Calling add on something that already exists updates it

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neat.

tender dome
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hi! there are every C++ classes for UE displayed in my Editor. it wasnt there last time. can i somehow hide them

inland minnow
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Do you have show engine content ticked off?

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Idr where that option is

tender dome
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i dont know, those classes werent there last time.

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@inland minnow i found ans. its inside content browse's view option then show engine content. now i cant see any view option

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dont worry it was at the bottom right of CB and i had enabled show plugin and engine content

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

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Please welcome @clever arch to the community! :beers:

tender dome
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where should i ask about camera problem

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

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Hey Guys My am Moses from Nairobi,Kenya thanks for the invite

bleak palm
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hello, I really wish UDK was broguht back to the unreal website, im starting to see quite a few games being developed in udk

halcyon marsh
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hello is that true that we can use more than 5 layer in a landscape ?

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because i spent 6 hours to create 10 layers to finally get a default gray ><

quartz ether
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@halcyon marsh Hi, Select every texture in your landscape material and set it to Shared Wrap. You will be able to have more layers (up to 16 I think in theory) but in practice with 5-6 layers you already lose so much performance.

halcyon marsh
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@quartz ether oh ok :/

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where can i have find this option ?

quartz ether
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Inside material, left side of the screen.

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(While having a texture selected).

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In there.

halcyon marsh
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because i find it in my master material

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but not function materials ><

quartz ether
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There is no difference. That drop down should be there if you select your texture.

halcyon marsh
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let me show you

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oh sorry i find out why x)

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i convert it to texture object

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but you advise me to not use this technic ?

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because of performance ?

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

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

buoyant echo
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How many members do we have now?

lost ember
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Evaluation
(Context.Guild as SocketGuild).Users.Count```
Output

3117

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@buoyant echo

buoyant echo
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Oh wow

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

late sundial
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Hai ^_^

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I should have come on here a long time ago but better late than never

glossy flame
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Well hey, that's the spirit

median bronze
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ok i swear 3d programs and game engines are a freaking pain to work with. "oh its easy " nothing ever easy. corse doesnt help if the dang thing has bugs like crashes because oops some feature is causing a hard crash in this version you just installed but hey we got it fixed in the next one but you still gotta migrate all your crap, first of all importing 3d models is a pain in the ass. for some magcal reason i got it to work with one model one time. then i did the same model the Same import settings and nope stupid unreal coudnt find the textures for the model even though it was RIGHT in the folder and i told it to select the parent folder. NOW "magically" though i never had this problem before the selection thing is gone even when i restart. cant freaking drag on an object, i.e. transform rotate, whatever.

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checked show transform widget, nopoe

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nope

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load another map. nope .

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well glad lethal you had fun here. cuz usually no one ever replies to me on chat anyways. story of my life guess ill figure it out all on my own just like i always do ........bye!

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

toxic vale
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can u rename a project without it exploding into pieces ? :p

heady bridge
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Yes, I followed this way, and it worked fine, I'm still working in the project I renamed

dense patio
toxic vale
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Thanks pingu, that worked

glossy flame
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@dense patio 4.16 has been pretty rough for MP. ๐Ÿ˜ฆ

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There's another bug floating around about delayed replication in 4.16, and that's been backlogged as well

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It's pretty odd

dense patio
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yep

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why would those be backlogged? and does backlogged mean its not coming to 4.17?

glossy flame
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IIRC the other one has 4.18 targeted

dense patio
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you telling me for 2 - 5 months, we wont have a fix for this? thats nuts

glossy flame
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Can't say for sure, but that's what it seems like at this point

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:/

dense patio
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we need to rally and fix that, unacceptable.

glossy flame
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A few people were talking about the other bug, it seems like there's just something that happened in 4.16 and nobody knows what

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It is a pretty rough situation unfortunately

dense patio
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yeah

glossy flame
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I think your best courses of action here would be roll 4.15 or watch out for a PR sometime here soon

toxic vale
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and now i get build errors, rip

glossy flame
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Hopefully a community PR will come up soon enough, unless an Epic one pops out of nowhere

dense patio
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Well, ill try and push for it to get fixed!

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huge issue for our multiplayer farmer game ๐Ÿ˜ฆ

glossy flame
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๐Ÿ‘

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Gonna vote it up

dense patio
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if not, we can fix it ourselves with custom code

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ty for the info @glossy flame you are cool in my book

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dont car what they say about you in that dive bar near Tintun

bleak copper
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Huh

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Might have a lead on why I can't close the editor using File->Exit after doing a build.

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Just noticed my output log is being spammed with "Cmd: CLOSE_SLATE_MAINFRAME"

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Took a screenshot. Will talk more after my stream.

bleak copper
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So it seems like after I build and save, I can't close the editor using either file->exit or the close button. I need to kill the task. Trying to do so spams my output log with this.

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(I noticed it when I was packaging a build after a failed attempt to shut down the editor.)

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That said, this level has literally thousands of lightmaps.

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Ranging from like 64x64 to 512x512

toxic wagon
bleak copper
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Sweet

toxic vale
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Anyone able to help? Changed name of Project, Then now compile is giving a error about Key already exists in compiling, and its blueprint only project.

toxic vale
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got it solved thanks to pingu

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

median bronze
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ok i think it may be a bug with using the rift

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without the touch controllers

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in vr mode or something

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lol i just unplugged mine for the moment

bleak copper
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@toxic vale Glad to hear it. Sorry I didn't respond... never experienced that.

median bronze
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i wish i could peak at the dragon quest XI unreal files ๐Ÿ˜ฆ

brave horizon
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Man the Fortnight website is awesome.

late sundial
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holy heck yeah, who did there website, thats some pimp functionality

brave horizon
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It wasn't in-house?

late sundial
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Oh yeah derp derp, prolly was

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Boom done! 14 hours in of polish and debugging. 3 weeks ish to go until deadline scury and excitin. Hope everyone has a shiney evening ^_^

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Lesson of the day. print to logg messages are life savers

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

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

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

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

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

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

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

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

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Please welcome @quiet tide to the community! :beers:

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

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Please welcome @violet cape to the community! :beers:

covert tangle
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im kind of noob in UE so im looking for someone who can help me make a 2.5d camera and also 2d character in 3d

sterile cairn
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Does anyone know how to do an additive only version of a blendspace? I'm trying to get look at working as it would effect more than just the head. Right now it overrides any movement that the head is already doing.
Apply Additive turns the mesh into something from a horor movie.

tender sigil
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@covert tangle for the 2d char your going to want to go into jobs idk about the camera

remote beacon
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afternoon all

bleak palm
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@everyone Does anyone know if SweetHome3d works with UDK? I was going to use it to make a house and import that house into UDK, then apply textures to it

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or do I need to use blender to apply textures

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or should I get sketchup

fierce tulip
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you mean udk or ue4? for udk-stuff I suggest the udk forums

bleak palm
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UDK

heady bridge
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I didn't know UDK was still available for download

bleak palm
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its not, but if you grabbed it before they removed it its yours

fierce tulip
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you can trough less-official means. the udk forum has a whole database for em

heady bridge
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the licensing still applies to UDK as it did before UE4?

bleak palm
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i know google sketchup works with UDK for making houses

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@heady bridge yep

fierce tulip
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anything that can export as obj or fbx should work

bleak palm
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ok

cloud cobalt
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@heady bridge Yes, the same shitty deal is still in place

heady bridge
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Ue4 is a better deal, licensing wise, 5% instead of 25%, why use UDK?

bleak palm
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lately there quite a few games coming out from UDK, like: outlast 2, subsitance, Black Squad, etc

cloud cobalt
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UE4 is 100% a better deal than UDK

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Also UE3 != UDK

bleak palm
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i like udk, tried UE4 it was to laggy

languid shard
cloud cobalt
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UDK basically has a non-commercial license

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It can be commercial, but it costs too much to be of any value

heady bridge
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unless you pay $100 to be able to sell your game

bleak palm
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but there are plenty of games coming from udk

cloud cobalt
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No they aren't

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They are UE3 games

bleak palm
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yes there are

heady bridge
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Actually, modifyed versions of UE3

bleak palm
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UDK aka UE3

cloud cobalt
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UDK != UE3, again

heady bridge
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UE3 is enterprise version of UDK essentially

cloud cobalt
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UDK = 25% royalties, meaning you won't ever make a cent with it

bleak palm
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well there is no download for UE3, there was for UDK

heady bridge
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you have to ask Epic for UE3

cloud cobalt
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UE3 = commercial only, pay half a million to get the license and source

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UDK = free, huge royalties, no source code

heady bridge
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I did love UDK back in the day though, but switched to UE4 back in beta days lol

cloud cobalt
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Very few commercial games actually used UDK because it doesn't make any sense

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So when you get UDK, you're not getting what some commercial devs used to create their game - you're using a closed-down, non commercial version

heady bridge
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Mortal Kombat X uses Unreal engine 3.5 lol

cloud cobalt
#

@bleak palm You also need to consider than such commercial games were in development for years, so picking an engine now shouldn't be based on that

bleak palm
#

do you have to pay for UE3

heady bridge
#

Yeah

cloud cobalt
#

Hundreds of thousands

heady bridge
#

$500,000.00

#

USD

bleak palm
#

thats a bit extreme

heady bridge
#

It was made for professional studios

#

Indies mainly went for unity or game maker

tall pendant
#

UE3 was indeed ~500k

#

they had other license offers tho

cloud cobalt
#

Also they didn't sell it to anyone with the money

#

I know people who were turned down as "too small"

tall pendant
#

yup

paper kernel
#

it might be steep price but that licence was permanent, thus we saw many sequels for those games

cloud cobalt
#

@bleak palm basically people shipping UE3 games paid a huge sum some years ago - maybe a decade ago. So they keep working with that because they paid for it and have no royalties to pay now

#

Picking UDK or UE3 now would be completely crazy

paper kernel
#

so the investment probably paid itself back with 3-4 games

heady bridge
#

Most studios who still use UE3 have modyfied it so it has better graphical capabilities, updated physics, etc. like Mortal Kombat X for example

cloud cobalt
#

Or Outlast 2

heady bridge
#

Yeah

tall pendant
#

Injustice 2 still runs on their custom UE3 aswell IIRC.

heady bridge
#

Yeah, I'm sure several more games from Netherrealm studios will run on their custom UE3, until they dive into Custom UE4 lol

tall pendant
#

if they need to switch to UE4

bleak palm
#

ue4 doesnt have directx 9 though

merry violet
#

hello ๐Ÿ‘‹๐Ÿป i have a problem with blender-unreal ๐Ÿ˜ฆ

tall pendant
#

tbh i think thy're fine with their mod. version

merry violet
#

this happen when i attach a mesh to a bone socket

tall pendant
#

UE4 has quite some problems when it comes to fighting games

merry violet
#

and the scales are right so probably a bone problem but i applyed rotating scale etc allrdy <.<

tall pendant
#

mostly the netcode. also i heard about input frame lag

heady bridge
#

Ue4 has DX11 and DX12

cloud cobalt
#

@bleak palm That's only an issue if you target Windows XP

tall pendant
#

afaik yes

cloud cobalt
#

Which you shouldn't

heady bridge
#

LOL

tall pendant
#

dx12 tho could be still experimental not sure atm

heady bridge
#

I'm not sure, I just remember when it was announced

cloud cobalt
#

DX12 support is shitty and probably never will be any good because Vulkan is a better replacement for it

tall pendant
#

except for xbox one ๐Ÿ˜›

#

its the default renderer on xbone afaik

cloud cobalt
#

Except it's not the same DX12 the engine uses for PC, and is in a fork on Microsoft's servers

#

PC DX12 isn't going anywhere

tall pendant
#

yup. its the new dx 10.1 kappa

heady bridge
#

PC Dx12 looks interesting to work with, without an engine, just in the framework

cloud cobalt
#

@bleak palm Seriously though - DX9 is only useful if you have a really old computer (10 years old), OR Windows XP. Windows XP is less than one percent of the gaming market and it's in countries where piracy is really high too

#

So basically there is no serious reason to base your engine choice on that

heady bridge
#

unity does dx9 still...

cloud cobalt
#

Yeah, that's also a valid option

#

I mean Unity is a much better choice than UDK

heady bridge
#

and I would suggest DX11 with it instead though

bleak palm
#

ah, I see it cost $99 dollars to get a liscense to sell a UDK game

tall pendant
#

plus 25% royaltys after your first 50k IIRC.

bleak palm
#

yep

heady bridge
#

yeah

bleak palm
#

but all i neede to know what the $99 part

heady bridge
#

tbh the 25% after 50k isnt that bad

#

I forgot it was after 50k

bleak palm
#

yeah

#

but you can still sell your created game which is a plus for me

tall pendant
#

yup 50k is more than what most indie games make nowadays ๐Ÿ˜›

cloud cobalt
#

You can sell it and get 10% of the money

#

But well anyway, pick what you want

bleak palm
#

yeah

heady bridge
#

you'd be spending $200 just to get your game on steam though

cloud cobalt
#

But having worked with both UDK and UE4, honestly, I think that's a really stupid idea ๐Ÿ˜‰

bleak palm
#

idk if I want it on steam though

heady bridge
#

If I could get UE3 over UDK, I might go for it, since I could customize it, and no royalties ๐Ÿ˜›

#

Where would you put it on?

bleak palm
#

idk

#

havent thought that far ahead

#

might just put up on steam for free

heady bridge
#

I plan on putting my game on PC to start, then Xbox one and Switch if sales are decent

#

you'd pay $100 to make no money

bleak palm
#

lol

#

not according to there liscense

heady bridge
#

I would just say use UE4 at that point

bleak palm
#

no charge if you put it up for free

heady bridge
#

its free, to put free stuff up

#

oh realy?

bleak palm
#

according to the udk commercial liscense

cloud cobalt
#

Steam will charge the 100$ no matter if the game is free or not

heady bridge
#

Yeah

bleak palm
#

game jolt

heady bridge
#

yeah, that's a place lol

bleak palm
#

lol

#

but yeah "The UDK is also FREE for non-commercial use. Feel free to use the UDK to make any application (game or othe rwise) for free distribution. No additional license (beyond the EULA) is required. Just go for it."

heady bridge
#

Cool beans

#

can you not use C++ in UDK?

#

only visual scripting and Unreal Script?

cloud cobalt
#

Nope

#

Only Kismet (which is 1% of Blueprint) and Unreal Script

tall pendant
#

C++ only with a commercial UE3 license

#

IIRC. its been years we had a license at Yager

heady bridge
#

thought so

#

you work at yager?

bleak palm
#

i dont use c++, i like the visual script

tall pendant
#

i worked there years ago. not anymore

cloud cobalt
#

@bleak palm Visual scripting in UDK is extremely limited

bleak palm
#

ik

heady bridge
#

did you work on spec ops the line?

#

I loved that game

#

I never worked in a game studio yet ๐Ÿ˜ฆ

#

just solo stuff

bleak palm
#

the ending was confusing

cloud cobalt
#

Anyway, leaving. Good luck with UDK :/

bleak palm
#

lol

tall pendant
#

expect some rocky tools ๐Ÿ˜›

#

also yeah i think that was the one @heady bridge

heady bridge
#

That's really cool ๐Ÿ˜„

tall pendant
#

still cascade works better in UDK then it does in UE4 kappa

heady bridge
#

Lol

#

I'll brb in like 10-15 mins, cya'll

late sundial
#

Top of the mornin all ^_^

heady bridge
#

Ahoy!

#

Would it be good practice to learn C++ over using blueprints?

safe rose
heady bridge
#

or just good in general? because I feel most people use blueprints with 0 C++, is C++ a major different today still?

safe rose
#

Helps if you know the framework first.

heady bridge
#

I have that course, and a few other C++ courses, but just asking opinions, thanks for sharing though

#

Okay

safe rose
#

So no shame in learning BP first

heady bridge
#

I've been using BP for 3 years, and I like to code, it's just that Im not good at it lol

frank escarp
#

people do a mix

#

the exact mix depends on the project and the team

#

some teams relegate C++ to a function library of math stuff, other ones create the full framework of the game classes in C++ and just add overrideable stuff

#

while others just go 99% c++ and just use blueprints for variables and setting up FX

heady bridge
#

That's pretty interesting, I always wondered if it was worth doing, because I'm an artist that works alone, I might start learning C++ after my current project, might be a bit better for me for now

late sundial
#

learning C++ is always a good thing. BP or C++ do wich ever feels more comfortable for you at first. But learning C++ eventualy will make a vastly stronger developer. I still have to myself. I can read it, but still have to learn to speak it.

heady bridge
#

I'm the same way, I understand what the code is saying, but I can't type it out myself, still need references, I have done some C++ training courses, but need practice actually typing, I have my project started already, just with damage, health and armor bar, with regen, and player controller, all in BP, I was thinking restart in C++, but can't find tutorials on certain things I need to do in C++

viscid totem
#

would you say it is hard to get UE4 running on Ubuntu ?

paper kernel
#

"hard" is rather relative term when paired with linux distro

#

but I guess the answer is "doable"

plush yew
#

Please welcome @winged vortex to the community! :beers:

winged vortex
#

hi everyone!

safe rose
#

@winged vortex welcome

viscid totem
#

hey

heady bridge
#

Welcome

viscid totem
#

I am going for the quest to install UE4 on my laptop, wish me luck guys

winged vortex
#

figured I'd drop in here in case anyone has questions about Mono for Unreal Engine ๐Ÿ˜ƒ

safe rose
#

@winged vortex awesome. Too bad we can't have separate channels for all the plugins

viscid totem
#

with mono, do you mean C# ?

winged vortex
#

yep. and F#, if you want ๐Ÿ˜ƒ

viscid totem
#

damn that's nice

#

I did 2 semesters of Java and C# is so damn similar to it, I think I will look forward to use it, how is this addon called ?

winged vortex
viscid totem
#

I've set a book mark, now I first have to learn actual UE4 :/

winged vortex
#

it's still early days so it's missing a bunch of features, but i wanted to get it out there for people to have a look

heady bridge
#

C# for unreal? WAT? lol

viscid totem
#

this is really awesome

heady bridge
#

I've heard of F# but never knew anyone who used it

viscid totem
#

this is a great opportunity for people who never coded to get into coding with a game engine, C# is so easy to get into

kindred viper
#

so is c++ if you ask me. Im not sure why people give it such a reputation of being difficult

heady bridge
#

I used C# in Unity, so I am pretty familiar with it

winged vortex
#

i'd suggest those people wait until i polish some more of the rough edges off ๐Ÿ˜ƒ

#

right now it requires building a UE4 fork from source

viscid totem
#

C++ is much harder than C# or Java, given the fact that C/C++ is much older and has much less help

kindred viper
#

really?

#

I never fail to find help on the web with it.

viscid totem
#

nah I mean things like indexoutofbounds checking memoryleaking etc

raven cedar
#

@winged vortex any timeline on when this would be effectively open for the standard Source engine?

viscid totem
#

at least this is the case for C, cannot say much about C++

kindred viper
#

even then, you only have to read and learn, which is exactly the same thing you need to do with c# or any other language

plush yew
#

Please welcome @worthy mesa to the community! :beers:

kindred viper
#

I know what you mean in regards to the person's level of understanding with things like low level memory issues and so on

viscid totem
#

yep

kindred viper
#

but I don't blame c++ for that. I blame the fact I haven't spent enough time studying it

winged vortex
#

@raven cedar you mean with binary builds of the engine?

kindred viper
#

people avoid things like that ๐Ÿ˜ƒ

heady bridge
#

I have a hard time finding specific tutorials on C++ for UE4

raven cedar
#

Correct

viscid totem
#

You have to be more carefull while coding to avoid logic errors ๐Ÿ˜„

raven cedar
#

You have to be careful to avoid logic errors regardless of whether you're programming

viscid totem
#

๐Ÿค”

#

that is true

winged vortex
#

@raven cedar I need to upstream the patchset first. planning to do so but haven't started yet. and some of them may require significant discussion, rearchitecting, etc

kindred viper
#

maybe in the context of Unreal, I don't have as many issues as when I code native c++ . But I always seem to find an answer, usually on stackoverflow

viscid totem
#

when you code native C++ there is an easy solution to find much more help than just with C++, code in C lmao

kindred viper
#

I did a little code in C once for a dll but I didn't really have any issue other than different types for things like strings

#

it wasn't complex work that I was doing tho

frank escarp
#

man, fuck C strings

#

so error prone and incredibly annoying to use

#

std::string is just so much better

#

also, bool is missed

viscid totem
#

fuck C in gerneral

#

but it's still faster than C++

#

quick question, do I need a GPU in my Laptop activated to run ue4 ?

kindred viper
#

I would think it would help but UE is pretty scalable. Depends what you need to work on

frank escarp
#

@viscid totem its not

#

C++ features are "zero overhead"

viscid totem
#

I just hate to turn on my GPU, drivers are a bit messy on my laptop, screentearing etc

frank escarp
#

C is used for drivers and the like becouse its easier to get working for "bare metal"

#

and compiles on literally everything

heady bridge
#

what kind of laptop do you use?

kindred viper
#

I get screentearing sometimes with a GSync setup. Which shouldn't happen.

viscid totem
#

Acer Aspire but it has an i7 and a gtx950 iirc

heady bridge
#

I moved to desktop but my laptop never had screen tearing

viscid totem
#

afaik its because the nvidia drivers are messy on ubuntu

glossy flame
#

Optimus has to be the most frustrating thing in history

kindred viper
#

Naaah Megatron caused way more trouble

glossy flame
#

I'm with you, it was a PITA to get working on Linux at all

heady bridge
#

I never worked with linux before

viscid totem
#

linux is cool, like really cool when you are into computer science

heady bridge
#

Im into computer science, but I also like to game

viscid totem
#

linux gaming is rising currently, but I'd still stick with windows when you want to game but you can get a ubuntu subsystem beta on your windows this will install a fully working ubuntu on your pc which you can acess via bash or remote ssh. pretty neat feature

kindred viper
#

I wanted to get into linux. I installed Suse, moved a few files around, created a LAMP setup, then I wanted to take some files to a friends house on floppy disk. So i put the files on the disk, I get round to my friend's house and put the disk in. It was completely blank. I had not unmounted the disk. It was at that point I said to myself "F*** this happy horse s***" and never used it again.

viscid totem
#

that's because linux uses a different file system than windows, or even encrypted

kindred viper
#

aye I realised the error, I just couldn't be arsed having to deal with learning all that when I saved time doing it on windows. I still use linux for webservers but I stay away from the maintenance :p

viscid totem
#

yeah if you want to use linux mainly, you really have to like to deal with such things ๐Ÿ˜„

kindred viper
#

If I had stayed in network administration I would have kept up with it, but I moved onto web development instead

gentle ivy
#

as a web developer you probably end up using linux too

#

I know I did

viscid totem
#

fml, compiling the sourcecode of UE4 takes years

sudden crescent
stark lynx
#

CLion witn UE4 on Windows! ๐Ÿ˜ƒ Finally!

#

at least it looks like it's going to work

sudden crescent
#

clion?

stark lynx
#

much better c/cpp IDE than Visual Studio ๐Ÿ˜ƒ

#

especially when i'm used to the other IDEs by Jetbrains

sudden crescent
#

k

stark lynx
#

hopefully it'll work

#

still building symbols

plush yew
#

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

exotic matrix
#

hi all

sudden crescent
#

Hey

#

sry wrong copy paste

late sundial
#

I dont know how to set it up with gravity but maybe if the entire world existed under one actor and the rotated apropriately as you traveled over an edge? Each edge would need to have a collider that told the world to rotate in the apropriate direct. Just an idear

#

*direction

#

Heyo Nito

stark lynx
#

hi Nito

burnt drum
#

does anyone knows of a way to package ( into pak ) only a certain map ...

#

we're trying to copy maps around our development build without rebuilding the game

stark lynx
#

Yeas

#

it even compiles in CLion

burnt drum
#

could it be done without the patching process ( am avoiding it because don't wanna get level deisgner to package full game )

stark lynx
#

good bye visual studio ๐Ÿ˜„

#

i won't miss you ๐Ÿ˜„

grim ore
stark lynx
#

ho lee fuk

cinder iron
#

someone with experience creating spline meshes on C++?

late sundial
#

that should do the trick for you Frozenfire ๐Ÿ˜ƒ

glossy flame
#

@burnt drum

#

Hehe

burnt drum
#

That only cooks

#

Packaging it still packs everything

#

3 full gb

#

Did u manage to pak only the maps?

dire cosmos
#

Hi! I want to make an simple going forward and backwards animation on an simple sphere. Im not sure if i need an Animation exactly because that's only for skeletal meshes right? So im not sure where to ask

late sundial
#

Dang. Hrmmms yeah on our end that took what was a 1.5 gig build and turned it into a 600 mb build

#

shoot sry, I'l start private messageing

dire cosmos
#

gonna watch

#

it now

#

gonna be offline, thx already for that @late sundial !

late sundial
#

fo sho

viscid totem
#
Total build time: 3316,35 seconds (Local executor: 3229,38 seconds)

I just compiled ue4 on linux 55 minutes lol

#

but it was a lot easier than I thought Epic did a lot of work for me, just execute 3 prewritten shellscripts and you are good to go

late sundial
#

Orly! Very nice. Any chance you could point me at those scripts and instructions? We are coming up fast on needing to do that too

wild kestrel
#

@viscid totem which CPU you have?

viscid totem
#

I think it was an intel i7 5th or 6th generation

#

but a laptop CPU

wild kestrel
#

ahh

#

my Ryzen 1700X builds UE4 in 21 minutes on Windows, i plan to install Linux some day will see if there will be any diffrence

viscid totem
#

It could be that linux is a bit faster regarding this, because linux is a C native platform and it does not run as many background processes as windows

#

but my guess would be at max 1 min faster or so

wild kestrel
#

C native? ;p you mean system APIs right?

viscid totem
#

๐Ÿค”

#

Im not sure tbh ๐Ÿ˜„

cinder iron
#

bump: someone with experience creating spline meshes on C++?

wild kestrel
#

Because C/C++ program is stop being C/C++ program once is compiled ;p

viscid totem
#

it is assembler then, isn't it?

wild kestrel
#

It's CPU instruction code, assebler is human readblle form of it

viscid totem
#

yeah, you are right

wild kestrel
#

which is diffrent for each archtecture

#

nobody codes ASM now days as it's too much complex to operate modern OS

viscid totem
wild kestrel
#

If you use window menager with Compiz-like effects this mean program is not reponding

viscid totem
#

:/

#

when this occurs more often, I have to switch back to 1 screen :/

wild kestrel
#

Linxu indeed use C/C++ standard APIs as it's base, where Windows has it's own APIs and VS runtime translates it to system APIs... if im not mistaken, i seen duplicates of C++ standard functions in Win32 APIs

viscid totem
#

afaik the GUI of windows is coded in C++

wild kestrel
#

IF you find a cause, bug raport

viscid totem
#

sure I will do ๐Ÿ˜„

wild kestrel
#

everything that is not .NET is coded in C++ ^^

#

or C

viscid totem
#

I still have to learn a lot

#

what about Java? doesn't that come from C++?

wild kestrel
#

Java is VM, kind of like .NET but .NET recompiles everything on runtime, both can be implemented on any platfrom

viscid totem
#

๐Ÿค”

#

I wish I knew this much about Programming languages

wild kestrel
#

as i said C/C++ in binery for is not C/C++ anymore, it does not need to use C/C++ standard libraries

#

Java and .NET is virtual machine langues (where .NET is whole platform which can use many languages) , they are compiled to it's own binery code which Java runtime intrprates

#

and .NEt recompiles on runtime to run code in system CPU

#

because of that Java and .NET programs teoreticly can run on any platfrom which has it's runtime, without need of recomiling

#

thats why Java aplets was used in websites

viscid totem
#

yeah we learned that last semester

#

damn

#

I have to switch back to windows again

#

it's freezing a lot

wild kestrel
#

check if system started to use swap ;p this is usally the cause

#

Unlike Windows, Linux don't use swap memoery until it start to run out of physical memoery

#

thats also reason why Linux feels faster

#

con is if swap memoery is used in Linux, the system starts to lag a lot

viscid totem
#

yeah, but I don't know why it would use it if it uses it, I got 8 gigs of ram, should be enough right ?

fierce tulip
#

no..

#

16 at least, 32 is better, 64 if you have money to spend :p

viscid totem
#

that's why I bought a laptop where RAM can be exchanged :p

wild kestrel
#

yea UE4 editor is use lot of memoery, chrome in recent updates is also memoery hungry

viscid totem
#

this might be a weird question but. I've seen a video of Notch developing Minecraft and he has some sort of RealTime Debugger, where he can play the game, change the code while it is running and still play it. is this possible in ue4 ?

wild kestrel
#

Thats because Minecraft is Java ;p

#

also blueprint don't support something like that either

viscid totem
#

damn!

#

I've never even managed to do than in Java

wild kestrel
#

and hot reload is quite buggy

#

hmm not sure look what IDe he is using

#

IDe*

#

IDE

#

lol

viscid totem
#

I used IntelliJ all the time, I think he used Eclipse but I am not sure

wild kestrel
#

I only coded Java when i was playing with Android so i don't know

viscid totem
#

when you forget to put a & while starting the program in the terminal and you accidently close the terminal ๐Ÿ˜

digital anchor
#

does anyone know the FOnlineSessionSettings to get the same behavior as SteamMatchmaking()->CreateLobby()?

#

when i was working with blueprint, creating a session i could invite other players, in C++ however the invite never appears

#

no matter what FOnlineSessionSettings i try

#

SteamMatchmaking()->CreateLobby() works tho

sick willow
#

guys, are Packt any good?

viscid totem
#

Building an RPG with Unreal 4.x
This bundle is definetly for me

analog bane
#

Hello guys, I was following the "Paper 2D" tutorial on unreal engine official website, but whenever I test the game as in the tutorial the play mode executes in the 3D environment, I want to see all the project from the "Front View" perspective like in the tutorial. Is there a way to fix this? Thank you very much! ๐Ÿ˜ƒ

languid shard
#

damn that dev book bundle sounds interesting

#

but I don't need like half of it :v

wild kestrel
#

@analog bane you can manipulate viewport perspective in menu on upper left also change view. For play mode you should place cameraactor with Orthographic projection mode

#

Orthographic projection make 3D graphics look like 2D

grim ore
#

@viscid totem I bought that particular book and was not very impressed with it. What you get is very very basic

viscid totem
#

What topics does it cover? My main problem is code architecture and structure for easy implementation of multiple playable classes

wild kestrel
#

Leslie you know how blueprint classes are structured right?

#

C++ in UE4 is exact the same

#

i mean blueprint classes, functions etc. are mosly C++ bindings

#

Also if you ever used UnrealScript you should be at home with C++ in UE4 too

sick willow
#

question, does that mean that I can follow any blueprint tutorial on how to do stuff, and practically do a 1 to 1 translation to have it as c++?

#

I have a project I've been running from that I'll get back to later, but if everything has the same name as the blueprint options, then I have more resources to learn from

late sundial
#

heeeey

#

just restarted UE4 and my engine is updateing. Anyone know where the notes for todays updates are?>

glossy flame
#

Engine or launcher?

#

Engine updates don't just happen automatically haha, you have to manually install the new version

late sundial
#

Sry yeah, the engine update, my brain kinda autopiloted itself into hitting the update button

#

Oooo 4.16.3 hrmmms

safe rose
#

RPG books SUCKS

glossy flame
#

Haha, didn't even know that came out @late sundial

late sundial
#

oh sweet ty ty ๐Ÿ˜ƒ

analog bane
#

@wild kestrel thank you pal

safe rose
#

@wild kestrel Man haven't seen your face around here in a long time. What have you been up to? Anything awesome?

wild kestrel
#

Assabling new PC and been busy working on thingso n it ;p

#

the GPU market jam made it a little long

grim ore
frank escarp
#

the "unreal 4.x" just triggers the shit out of me

#

specially becouse it says its ue 4.12

wild kestrel
#

@sick willow Yes most functions are just C++ bindings, in fact in C++ you got full API access. Only thing that does not translate well are custom blueprint nodes.

sick willow
#

but I wouldn't need custom blueprint nodes, right? I'd just make it completely in code

#

?

wild kestrel
#

Hmm there things that blueprint is better, like component composing and making class just with diffrent defaults

#

it best to do base in C++ and upper classes in blueprints

#

Blueprints are also good in prototyping as you don't need to use not perfect hot reload

sick willow
#

thank you

paper kernel
#

I bought all the unreal books from bundle, hope these are good

cursive dirge
#

ha

#

who would have known

#

oh snap, though this was #lounge ๐Ÿ˜„

viscid totem
#

@grim ore thank you for this link, yeah seems like its just very basic and not realy deep

grim ore
#

yeah it was not what I was hoping for ๐Ÿ˜ฆ

plush yew
#

Please welcome @latent wharf to the community! :beers:

viscid totem
#

allright UE4 on Linux is a mess, will there be a official build sometime ?

#

as soon as I open the Blueprint editor the whole engine gets so freaking laggy

glossy flame
#

I know you were talking about the GPU earlier, have you tried running that?

#

I once ran on Linux with an i5/1070, seemed to work fine for me, but I realize that's not the same as a laptop gpu

#

I don't believe there are any published plans to support a binary build on Linux, but I'm not sure a build being source diminishes performance or anything

plush yew
#

hey so

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Am I allowed to just rip assets from the KiteDemo

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And use them commercially?

#

I know u can with infinity blade i believe, and open world demo collection

safe rose
#

@plush yew yup

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Unless otherwise noted

#

Anything on that Learn Tab is yours to do whatever you please

plush yew
#

oh sweet

bleak copper
#

Ohhhkay so I bought the books too

safe rose
#

ggwp

bleak copper
#

I'm normally about "don't bother with books... just make projects and learn what you need to... you'll be more motivated that way" but holy crap that's a lot of books.

late sundial
#

I woouuld , but I like hard copies

#

they do look like a realy good collection though ๐Ÿ˜ƒ

tulip vault
#

had an idea for a vr game where you're a flying creature and you have to flap your arms etc

#

it'd be nice if i knew how to make all the steps between, like coding and modeling and owning a vr headset

bleak copper
#

There's a game like that where you play as a bird.

#

They made a huge table for it, too, IIRC.

late sundial
#

Bwahahahahah XD I wish I had pictures from when we first played the ubisoft eagle flight game. We set up our office chairs to lay on and put the box fan in front of us. Poor mans version of this game. Pretty cool though

#

And another day done of ballancing and bug hunting. The bugs are getting smaller and harder to find ๐Ÿ˜„ . Huzzah progress. Night all, hope the evening goes well

plush yew
#

Please welcome @severe drum to the community! :beers:

severe drum
#

Hello. I am looking for assistance with UE4

south ridge
#

What do you need help with?

severe drum
#

hi

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duplication does not work anymore in ue4

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I will explain

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alt + drag does not work. when i try to duplicate a mesh i the 3d space

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only a pivot sprouts out and in the hierarchy shows the duplicated name of the object however I cannot see it in space

#

I try to go to details panel and apply the static mesh to the object however it does not recognizez it

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so the object that i duplicated is considered null

#

I cannot move forward unless this problem is fixed XD

#

I am using 4.15

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one minute it worked, and then I tried to migrate the project to another content folder, and later when I tried to duplicate my static meshes, they broke ๐Ÿ˜ƒ

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I uninstall the ue4 launcher and reinstalled it. I then tried to create a new scene and drag over the content folder to that new folder with the same version. The mesh in the scene to still not duplicate ๐Ÿ˜„

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I then tried to download 4.16 and transfer the content folder to the updated version in a new scene, and this time, None of the objects show in space.

#

I just need to be able to duplicate again. Thats all I want ๐Ÿ˜ฆ

safe rose
#

k

#

@severe drum are you trying to do this in realtime?

#

As in, while the game is in "Play" ?

severe drum
#

I have not tried that yet.

#

You suggest I hit play and try to duplicate while the game is in session?

safe rose
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Nope

severe drum
#

k

#

In editing mode I try to duplicate

#

the object does not update either when i try to build geometry

safe rose
#

@severe drum What is the object?

#

Your own ActorBP ?

severe drum
#

Static mesh. All of them are having the same problem

#

I even tried reinporting them

safe rose
#

@severe drum Screenshots would be helpful

severe drum
#

ok sec will be quick

safe rose
#

@severe drum look at the content browser

#

Are those static meshes in there?

#

If not, your normals may be reversed

#

Or someone just forgot to put faces

severe drum
#

my fbx are fine. I turn on flipped uv faces

severe drum
#

those two are real thin

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celings half a unit

safe rose
#

show me

severe drum
#

ok sec

safe rose
#

open 01 up

severe drum
#

i will open u 3dsmax

#

sec

safe rose
#

I don't care about 3dsmax

severe drum
#

mkay

safe rose
#

If it's not showing up in UE4

#

then of course it's messed up in 3DSmax

severe drum
#

gotcha ok I will drag on in

#

sec ๐Ÿ˜ƒ

safe rose
#

But if it's showing up in UE4, but just not the world, then there's something else going on

severe drum
#

i dragged them in there

safe rose
#

?

#

You totally just picked something else...

severe drum
#

i picked celing 1

safe rose
#

The ceiling is the one that you were complaining about

severe drum
#

celing 2

safe rose
#

this is a floor?

severe drum
#

and a few floors

safe rose
#

Says so?

severe drum
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ok ill show again in detail sorry ๐Ÿ˜ƒ

safe rose
#

Well, pick the ceiling...

severe drum
#

ok

safe rose
#

Actually, zip up the FBXs

#

I will import them into my project

#

just the ceilings

severe drum
#

ok i will zipp righ tnow

safe rose
#

Guess I am always opening up to EpicGame tab

severe drum
#

๐Ÿ˜ƒ yea :p

safe rose
#

U dun sumthing wrung

severe drum
#

help me fix it! :3 please

safe rose
#

delete your project

#

If not

#

close your project

severe drum
#

I will close it

safe rose
#

delete the following folders: Config/Intermediate/Saved

severe drum
#

ok let me find that real quick

safe rose
#

Build if it's there

severe drum
safe rose
#

dont delete content

severe drum
#

ok cool

safe rose
#

saved/intermediate should be fine

#

then open up project

severe drum
#

sec I will do it right now and let you know

#

ok loading it up give it about 2minutes

#

unsuccessful

#

i will take screen shot

safe rose
#

@severe drum make a new project

severe drum
#

gotcha

safe rose
#

import those meshes

#

if it's good, well, something may be corrupted

severe drum
#

-__

safe rose
#

But anyway

#

If you are building something big

#

You could try to make Actors out of them

severe drum
#

interesting

#

I will try that after this part sec making new project

safe rose
#

Might be more fun if you figure out how to random place things, especially long stretches like the ceiling/floors

severe drum
#

random place things?

#

enlightened me ๐Ÿ˜„

safe rose
#

Or just ISMC

#

HISMC

severe drum
#

ahhh

#

the new project is made i just need to import the static meshes

safe rose
#

hmm

#

someone messed with my shit

severe drum
#

oh yea hahah that be dope

safe rose
#

You can do this

#

and save yourself some time

#

Add some random variable

#

tiles

#

etc

severe drum
#

interesting

#

I am going to look into that. Sounds like fun I am not going to life

#

however, it worked!

safe rose
#

new project?

severe drum
#

the static meshes are reinported into the new project

safe rose
#

ยฏ_(ใƒ„)_/ยฏ

severe drum
#

i drag the ceiling in and it duplicates

safe rose
#

It happens

severe drum
#

However

safe rose
#

btw

#

get away from 4.15

#

it sucks

#

at least go to 4.16

severe drum
#

ok also. How should I go about transfering that old scene into the new project?

#

I want to copy and paste the static meshes in the old project into the new

#

I hope this works

safe rose
#

not sure if you can do that project to project

#

I know you can with BPs

#

but that's because it's text

severe drum
#

ic

safe rose
#

But, if you can't

#

Just migrate

#

the level

severe drum
#

the umap?

safe rose
#

yes

#

going to bed, night!

severe drum
#

ok grabbing that one and bringing it over sec

#

night man thanks

plush yew
#

Please welcome @mint void to the community! :beers:

severe drum
#

@safe rose If you have not went to bed yet, It worked.

#

Thank god I can rest now

plush yew
#

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

plush yew
#

Please welcome @urban geode to the community! :beers:

plush yew
#

Please welcome @gleaming wren to the community! :beers:

plush yew
#

Please welcome @short thunder to the community! :beers:

safe crown
#

Hi everyone, wanted to ask you guys about soimething with Perforce

#

I'm trying to create a depot in my WD My Cloud EX2 Ultra

#

but when I try to upload the files to the depot, I always get the error: Operation 'mkdir' failed.

#

but if I try to go to the route it does exist, it just seems that perforce is not able to work with it

#

any idea of what it might be?

sterile cairn
#

Might be failing because the directory already exists.

pallid compass
#

someone advise me on source control

cloud cobalt
#

What's your question ?

pallid compass
#

What do you recommend

#

Im looking at the gith one currently

#

git*

cloud cobalt
#

Depends on your team, how much you want to spend, etc

#

How large your project will be in content

pallid compass
#

Guess we could just say small for now

#

no more than 6/7 people

#

i hooked up too git repository

#

but now im trying to figure out how too get my guys and girls too hook up too it

cloud cobalt
#

If you're not paying money on Perforce, Git is the next best choice

#

Perforce with 5+ people isn't free anymore

pallid compass
#

ahh gotcha

#

have u used git before?

cloud cobalt
#

All the time

pallid compass
#

mind if i ask some dumb questions

cloud cobalt
#

I'd suggest reading a Git tutorial first

pallid compass
#

yeah i read it all

cloud cobalt
#

You're going to spend years learning it anyway

#

๐Ÿ˜ƒ

pallid compass
#

on the wiki right?

#

they dont explain how too hook other people up too it

cloud cobalt
pallid compass
#

even though im hooked up

#

iv got no respoistory made?

cloud cobalt
#

I'd recommend spending a week learning Git before having other people join

pallid compass
#

the fuck a week?

#

A week of learning just to sync stuff over?

cloud cobalt
#

Yeah, if you want to be confortable with the thing

pallid compass
#

jesus

#

I just wanted to sync our work up

languid shard
#

@pallid compass you can fuckup a repo pretty easily if you don't know how to handle git

pallid compass
#

nothing fancy

cloud cobalt
#

There is no such thing as "just syncing" really

#

That's a lie ๐Ÿ˜ƒ

languid shard
#

I know cause I did multiple times ๐Ÿ˜‚