#ue4-general

1 messages ยท Page 93 of 1

silent chasm
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Is there any way to achive custom gravity with the character class ?

languid shard
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also synced UE4 project ain't easy

pallid compass
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yeah i can imagine

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the wiki made it seam like

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setup source control

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and people try and check in files

cloud cobalt
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The reality is that version control is integral to game development. It's part of programming / development

pallid compass
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and someone approves

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and thats it

languid shard
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source control works well with code, but when you have binary stuff (assets, textures, models) its horrible

pallid compass
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right that makes more sense

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might just use one drive lmao

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heres a thing

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I setup my git source right

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But didint get a repository on my account for it

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and the wiki mentioned nothing

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so that was bit confusing

cloud cobalt
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Where did you create the repo ? Github ?

pallid compass
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Thats what i was About to ask

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im guessing i have to create a local repo

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and sync it up right?

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some reason as it said

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"root of repository" then my git user name

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i assumed it was going to make one

cloud cobalt
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So, first thing

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Calm down, be patient, professional and clean

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Git is really complex and easy to break

pallid compass
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Shall do, currently reading and watching video's on it

cloud cobalt
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The core concept of Git is that it's distributed : everyone has a full copy of the repo and is autonomous

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That is, you can actually lose your server and it's 100% okay because evryone is a backup

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You can also push changes to a friend without doing it on the server, etc

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Still, people generally have a server because it's practical

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So start by creating a repo on Github, or Gitlab which is much better for games (10GB quota)

pallid compass
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so Server is good idea gotcha

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oh? time to bunk over to gitlab

cloud cobalt
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Then create a server - which will be refered in Git docs as a "bare" repository

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Usually hosts do it on a Web interface but that's git init --bare in command line

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Bare repos are repos that don't have a local copy of the files to work with - just the history of changes

pallid compass
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-is taking notes-

cloud cobalt
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Basically bare repos are just servers, while your local repo does have a copy of files (since you're editing them) AND the history of changes

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Moving on to changes - commits are changes

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Once you've done a commit, you "push" it to the server

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Other people will "pull" from the server before committing something

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Usually you create a bare repo, then "clone" it on your desktop (creating a local repo), do a first commit, and "push"

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That's the "simple sync" you wanted ๐Ÿ˜ƒ

pallid compass
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Right makes sense haha

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Thank you alot for these notes!

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got my repo on gitlab

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btw when you said create a server

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Thats a very broad statement :p

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Are you talking like, is there gitlab server software i run?

cloud cobalt
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No, you go to Gitlab and "create repo"

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That's pretty much it

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What you're going to setup is a client software for Git, like Sourcetree

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And a SSH key

pallid compass
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right gotcha

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I got my repo setup with a SSH

cloud cobalt
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Then you can go on with setting up your Git client

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And clone that repo

pallid compass
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wait fuck i just mixed two things up :p

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i just tried too use github desktop

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for gitlab

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๐Ÿ˜‚

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Does gitlab have a desktop equivlant?

cloud cobalt
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Sourcetree

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Which also works for Github or anything else

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Not just git too btw

pallid compass
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ah gotcha

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oops

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nearly forgot too install the git LFS

cloud cobalt
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LFS isn't used on Gitlab so it's okay

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It's a Github thing

pallid compass
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ahh

surreal viper
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nope

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that's not true

pallid compass
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Im going too take your advise stranger

frank escarp
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@cloud cobalt LFS is on gitlab

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im using it right now

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i self hosted a gitlab server on a raspberry pi

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and i use that for my repo

pallid compass
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Im going to setup a github repo with a blank object, and use practice using gith first

pallid compass
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practice using gith*

frank escarp
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using LFS to put the whole thing in it

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it works

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im using Sourcetree as the interface to deal with git bullshit

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its.. slow

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i cant do a full "content" update without it breaking completely

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mostly due to LFS + the amount of files that change

cloud cobalt
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Okay then

frank escarp
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wich ends like this...

surreal viper
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btw how do you organize unreal project for git lfs?
since it can't be filtered based on file size... do you copy big files to a dir, or you simply place the whole "art" folder to lfs space?

cloud cobalt
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What I do is I have an art repo, a Content repo and a project repo

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art repo isn't on Github or Gitlab (too big)

frank escarp
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@surreal viper thats about it

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that gitattributes file tells LFS to work on all the binaries

pallid compass
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mfw this is all so complex

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bit off more than i can chew

frank escarp
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perforce is easy

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compared

pallid compass
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-googles perforce-

frank escarp
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its just a fucking hassle to deal with due to its software

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git is much, much nicer to use

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specially for code

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becouse branching and similar stuff

cloud cobalt
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Perforce is easier, it's also less powerful for code, and it's an expensive piece of shit

pallid compass
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mfw no price shown on perforce

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we all know what that means

frank escarp
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Perforce is the only source control software to work well with huge projects filled with binary files

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literally the only one

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LFS is a hack

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it works, but its a hack

pallid compass
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its a hack what omg

cloud cobalt
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I don't even use LFS, @frank escarp

pallid compass
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why does this shit not work like OneDrive

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for real

cloud cobalt
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because that would be horrifyingly bad

frank escarp
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a thing i used to do, that actually worked

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was to use GIT for the code folder

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and SVN for the Content and binaries folder

cloud cobalt
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^ works too

frank escarp
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SVN is easy to use, and its centralized.After all you aint gonna merge binaries for shit

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but GIT extra complex features make it great for code

surreal viper
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sounds meh to keep the two synchronized ๐Ÿ˜ฆ

frank escarp
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not that hard

cloud cobalt
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@pallid compass Source control is not just a sync, it's way more than that. It's an archive of changes, a release tracker, a backup system

pallid compass
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mfw im super confused already

frank escarp
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it was more annoying with perforce

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becouse branching with it is a hassle

cloud cobalt
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One that works with thousands of developers too

pallid compass
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ah

frank escarp
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so i just didnt branch

pallid compass
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so what ur saying is

frank escarp
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and the perforce version was the "dev" version

pallid compass
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i gotta git gud

frank escarp
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for my other team members

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my own stuff and shanenigans were done locally with no source control

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i just uploaded the new version once i thought it was needed

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maybe once per week or so

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

frank escarp
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now i just work on my own branch

pallid compass
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u guys made me forget what i was doing now

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๐Ÿ˜‚

frank escarp
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source control is absolutely essential

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its a fucking pain in the ass, yes

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but its needed

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if you dont have it, its really fucking dangerous to do anything

cloud cobalt
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Like I said it's a week of learning

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And it should absolutely be used always

frank escarp
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easy mode is SVN

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stuff goes up, stuff goes down

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and thats about it

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GIT with its branching bullshit is harder. But software like SourceTree will help you a lot with it

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my artist got used to using git with it in a day

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becouse she didnt need any of the branching features or similar, just upload/download the data

pallid compass
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Let me just get this straight

surreal viper
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yeah, sourcetree is okay for artists, basically just 3 button or so ๐Ÿ˜„

pallid compass
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Once iv setup my git control in ue4

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and iv made a repo

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and cloned it

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other people are basically just cloning that repo

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right

surreal viper
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don't forget to use a proper .gitignore file configured for unreal

frank escarp
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git plugin for ue4 doesnt have LFS support

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and trust me, you DONT want to do binary files with normal GIT

pallid compass
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mfw so confused now

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you know what

frank escarp
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LFS is kind of a git "plugin"

pallid compass
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-closes soure control, turns it off-

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another day source control

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another day

frank escarp
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at least grab SVN

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the unreal plugin works

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its git the one that is really tricky with ue4

cloud cobalt
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@frank escarp I do binary files with normal Git all the time ๐Ÿ˜‰

frank escarp
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you crazy bastard

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what is the size of your .git folder?

cloud cobalt
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8K textures and so on

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The project is something like 3.5Gb, the repo is 9

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Not too bad, honestly

frank escarp
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mine is 25 gb

surreal viper
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I do that too, and I just create a new repo regularly ๐Ÿ˜„

frank escarp
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but as i use LFS, people can clone it without bloating the hell out of their drive

cloud cobalt
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Yeah that's more annoying ๐Ÿ˜ƒ

frank escarp
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and that didnt happen with perforce ๐Ÿ˜ฆ

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my perforce repo is 30 gb

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of wich 10 gb or so is the actual files, and 20 is the old stuff

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it has like a thousand commits

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even binary file abuse like uploading a 500 mb map 20 times

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git would probably be at around 60-100 gb for that same repo

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we need delta patching in LFS...

pallid compass
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heres random question

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I just added a repo too my git desktop, the one ue4 made wth happens if i click commit changes to master when i dont actually have that repo on github

frank escarp
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@pallid compass all this source control bullshit means i can go back to when my project was on 4.7

cloud cobalt
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You mean on 4.1 ๐Ÿ˜‰

frank escarp
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@pallid compass it will be local

cloud cobalt
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Amateur

frank escarp
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Git is a distributed system

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SVN and perforce have a central server

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git doesnt

pallid compass
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can i hook the local one in too my server one on github

frank escarp
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every user has his own server

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yes

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thats what you do when you do a "push"

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you take the data into your local branch, and upload it to a central server

pallid compass
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Its currently Project_f4.16

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and it should be project-f

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so i push it?

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gotcha

frank escarp
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look at a git tutorial lol

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and as i said, github will hate you, you cant use a normal github repo for a binary game

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repo sizes get bloated to hell

pallid compass
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yeah sorry im just being nosey as i was messing about with backed up project from awhile ago

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ah

frank escarp
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thats why unreal engine downloads files separately

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when you download it from github

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the github only holds the code itself

pallid compass
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ahh

frank escarp
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external libraries and binary assets are downloaded with the setup.bat

pallid compass
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that makes alot of sense

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dam u source control

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such confuse

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why has no one made a streamlined version

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they would be richo

frank escarp
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its called Perforce

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wich is easier to use than GIT by a lot

pallid compass
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they got no price on there site

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which says it costs a bomb

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says to me

tall pendant
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for small stuff p4 is free

surreal viper
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"they would be richo"
-> they are ๐Ÿ˜„

frank escarp
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remember that Epic uses it for unreal engine since like 1

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if you are a "enterprise" customer, you get read only access to the perforce repo

tall pendant
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5 users IIRC

frank escarp
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the UE4 in github comes from that

pallid compass
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can u link me too p4 pricing info

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i couldnt find it

frank escarp
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you cant pay it

pallid compass
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hm?

frank escarp
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why do you think they dont have public pricing?

pallid compass
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i thought someone just said it was free for small stuff

frank escarp
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last time i heard it was like 800 dollars per user

pallid compass
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wtf lmao

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-does a flip-

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nty

frank escarp
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free for up to 5 users

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after that, lotsa money

surreal viper
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goes evil

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if you can't learn to use git u won't be able to make a game

pallid compass
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dam son

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true dat elath

tall pendant
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after 5 users its ~900 dollar

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per user

surreal viper
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per year?

frank escarp
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this kind of software its also exponential

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like, the more users, the more you have to pay per user

surreal viper
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Cost free license, available on application, for OSS or educational use; Also free for up to 20 users, 20 workspaces, and unlimited files;[4] Or free for unlimited users and up to 1,000 files; Else $740โ€“$900 per seat in perpetuity, or $144โ€“$300 per seat per year on a subscription model, both with volume discounts
pallid compass
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OSS?

surreal viper
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open source software

pallid compass
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ah

tall pendant
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@surreal viper yeah its a 12 month sub or if you have 25+ users you can get a better deal

wary wave
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Perforce's user limit is 5 now

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and it's cray-cray expensive

surreal viper
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and there are people having the money to pay for it, good for them ๐Ÿ˜ฎ

tall pendant
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your data is precious if not invaluable. esp. if you doing it for a living.

plush yew
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anyone here used Git for a project thats like 60gb

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ive been using perforce but i want to change to git and host my files on github

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i just bought a github private repo

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anyone know how hard/easy the conversion is

pallid compass
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oh boi

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u just missed the shit storm of that convo haha

cloud cobalt
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@surreal viper It's only 5 users now

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So it's much less of an option

pallid compass
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trying too figure out how too push empty project from local repo on too server repo

plush yew
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i dont really want to use perforce anymore

pallid compass
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also stranger that tut u sent me with the interactive thing for git was awesome

plush yew
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send me it

pallid compass
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its just super basic stuff

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but well layed out tutorial by far

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

cerulean imp
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Good evening everyone

half mango
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hey guys

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when i import from blender into UE, my model of a kitchen

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i get these errors

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then more errors when i try to build the lighting

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anyone know the problem?

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man, so many strange things happen after i import

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haha

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lots of light map problems too

versed rain
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so... as a newbie i've started to follow the strategy game structuring to try and learn things right. i can't find the CameraDirector there. I know I can create a camera director from an AActor, add it to the stage and set a camera to it but... is that the right way to do it? How would you setup a camera for a top down? what do you think is the best approach?

plush yew
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Hi there. Did anyone ever try to send a job to a printer or to send a email when you hit a button in ue4?

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I don't know where my question would fit, maybe programming, but I wanted to ask in general first. Maybe someone knows something

wary wave
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you're entirely on your own, I think

plush yew
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@wary wave sooo I should try to code something in c++ which gets the job done?

wary wave
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it will have to be c++, and something like a plugin

fierce tulip
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aww

paper kernel
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Async loading error, missing dependency on some widget >_>

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aight, im about 5 past kill-the-ui-o'clock

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no menus, just keybinds

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(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป)

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29 references already on the said "missing dependency"

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this project is cursed I say

surreal viper
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you are getting this wrong, that's not a curse, that's how life works

paper kernel
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life usually advances somewhere in 3 months, this project does not

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just errors, crashes, file corruption one after another

surreal viper
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sounds like my life then

paper kernel
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ยดnow it's showing references that do not even exist anymore

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

muted cape
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hey all)

surreal viper
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hi

late sundial
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Top of the mornin all ^_^ . Hope its starting out shiney
I'm curious what titles are everyone working on today?

surreal viper
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it's not even mornin here

muted cape
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what are you thoughts on current situation with games' crowdfunding?

surreal viper
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depends on

muted cape
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We're polishing our platform for it, and looking for a few thoughts outside of the box.)

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I've wanted to put a new thread on the forum but can't quite decide into which section.

surreal viper
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I like when someone with experience uses crowdfunding
but if it is your first game it's weird to ask for money when you have basically no idea what you are doing

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but that's just how I see it, most people disagree I guess ๐Ÿ˜„

muted cape
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well, with all them icos and cryptocurrencies people are now collecting millions over a piece of paper with pencil drawings

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a new gold fever, lol

surreal viper
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๐Ÿ˜ฉ

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im the guy who prefers honest work and dies in hunger

muted cape
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our platform's key feature is that every project undergoes various checks - feasability, potential, legal risks, etc.

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to minimize unfulfilled dreams(

surreal viper
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oh you are hosting an own platform for crowdfounding?

muted cape
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yep, its launching in october

surreal viper
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and basically you want to be better than e.g. kickstarter via not letting shit on your platform?

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

late sundial
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Oh right, world wide, I keep getting used to local servers. Well good evening then

muted cape
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well, not only with that. there are some problems with taxation and jurisdictions, i.e. i can't raise money on KS if i'm not in KS, or don't have a represenative

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*if im not in the US

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so i have to either fly there for the period of campaign, or pay a representative)

late sundial
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Eeeesh

muted cape
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and if it's a small budget, it's not even worth it(

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not to mention they can just not let you into us)

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*US

surreal viper
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ihave never heared of this going to US part

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but the countries you can start a kickstarter project is kinda limited

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@late sundial thx, what's up there?

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any cool project?

late sundial
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Just getting started on the day. Got 3 weeks until my first title releases so its nose to the grind, well been nose to the grind for 5 months lol, and bug hunting . Its called Hangry Bunnies From Mars. What you working on?

surreal viper
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small 2D sidescroller game

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*3D

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any public info about your game? (website, video, anything?)

late sundial
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Oh yeah yeah umms lets see I'll grab our beta trailer, one sec

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Also, Nice on getting to work on a scroller! Frikin loooove well built platformers. Casual, stealthy or rage inducing difficult or somthin else?

surreal viper
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it's kinda difficult but I try to make it not too hard

late sundial
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there we go

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its beta trailer

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Well built scrollers though. Are a thing of game design beauty at its core. At least for me

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Ori and the blind forest and Super Meat boy and Mega Man 2 . To totaly nail the intended player path and cotrolls and rewards like that. Thats not an easy thing

surreal viper
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nice trailer
I want to try vr too but I did not find the time and the money to buy devkits ๐Ÿ˜„

tame stag
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hmm, steam works fine in standalone but not in development build.... any tips`?

late sundial
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Yeah, I didn't realy either heheh. I started learning UE4 and told myself I was not allowed to buy a Vive until I hit a point with my training that I could not go any further without a headset. By that point I had saved up enough

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Still frikin hurt though. Stinkin Vive is worth more than my 95 Civic

surreal viper
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how much people do you work with on that game?

late sundial
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I am the programmer/bluprinter game designer. Another guys is our designer/modeler, another guy is a animator/modeler for about a month, and another guy has taken care of schedualing, advertising, and helped out with some menues a bit. Also another guy is our musician of course. The core is just the three of us though

muted cape
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whats the distribution model?

late sundial
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Steam Vive on release day, then we immediately port to the Oculus and get that onto steam and the occulus store, then if it does well onto sony. If thats what you mean by distribution model?

muted cape
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yep)

late sundial
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Oculus port shouldn't take more than a week

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Huzzah for UE4 building in everything working universaly for the most part ๐Ÿ˜ƒ

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

late sundial
#

Heyo

muted cape
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hey ho!

late sundial
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Elath, is yours going to be a casual, stealthy or rage inducing difficult or somthin else?

muted cape
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Interesting bunnies btw, though i didn't really understand much from the video)

surreal viper
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not casual for sure, but I am not quite sure about the difficulity yet
it is aimed to be harder than ori and the blind forest but easier than dark souls / hollow knight

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also I try to mix the game with dialogues and exploration, it's a bit like an action rpg sidescroller mix, so instead of making a game based on one overcrowded genre it is based on 2, so It will be terrible compared to no matter what ๐Ÿ˜„

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I am kinda okay with the platforming part, but it took about a year to drop the shitty ideas, and now I have to do the same with the combat system as well, won't be easy :/

late sundial
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S_X ty ty ๐Ÿ˜ƒ . Yeah we got much feedback along those lines so the next trailer we are going to try to show more of the game . Its and arcade style wave shooter. Just stay alive as long as you can and enjoy the humor along the way, and the weaponry ๐Ÿ˜›

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Elath, one of my favorite games ever was Wonderboy on the Sega Genesis. So that gets me kinda excited to see another sidescroller RPG to come around.

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good idear though to go that route. The genre is a bit crowded and yah gotta have a "thing" to stand out

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Oh god, how did I forget, Dust, that was one frikin hell of a game too

surreal viper
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hmm, Wonderboy has a remake, maybe I'll check that one out, thanks ๐Ÿ˜„

late sundial
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Orly, well now you got me lookin for it

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Wow looks pretty sweet. One big Dawwwsss though, no companion. That was actualy one of my most favorite features. Still looks fun though

surreal viper
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Dust looks interesting too, now I have 2 games to check ๐Ÿ˜„

late sundial
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hahah, for sidescrolling RPG I would prolly recomend dust over alot of other games. IT was a one man army indie dev game too if I recall right. That one inspired alot of people

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Its kind of staggaring to think of just one person doing that game when you play it

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*staggering

halcyon marsh
#

Hello do anyone here have a good tutorial on swiming in ue4 :/ ?

plush yew
#

Please welcome @velvet python to the community! :beers:

opal spindle
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Question

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Are we allowed to use images used for the UI of the editor for a game?

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For example the the icon for the learn tab or whatever

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Or maybe some character icon used in locomotion

plush yew
#

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

plush yew
#

Please welcome @tiny coyote to the community! :beers:

vivid panther
#

I believe you can use any of the /Content files in your own projects, but you cannot distribute them (Your project can't let the user download the textures to disk)

viscid totem
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So I just installed Windows on my laptop again just so I can use Unreal better when Im out of home

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I hope it was worth the trouble ๐Ÿ˜„

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

fierce tulip
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hopes a @rapid vine, @chandler, @monica, @phoebe, and an @joey are also welcomed soon.

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<_<

kindred viper
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badum tsch

buoyant echo
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S e r i o u s l y

fierce tulip
#

yes, i went there

pallid compass
#

Would someone mind explaining
Coefficient
pre multiply additive value
Post multiply additive value

for modiifer magnitudes too me, as if i am 12 in the head

plush yew
#

Please welcome @hazy quartz to the community! :beers:

safe rose
#

GGWP UE4

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32GB DDR4 not good enough

muted cape
#

lel

#

ram is never enough)

safe rose
#

seriously

#

๐Ÿ˜ฆ

#

I mean, I guess I could upgrade to 64

#

but, I would need to buy a whole new kit

#

Since i have 8x4GB DDR4 sticks

muted cape
#

but what does it require such amount for?

#

lighting builds?

safe rose
#

No

#

It's when fixing up redirectors

#

after moving a crapton of assets

#

oh my god

#

something's not right ๐Ÿ˜ญ

buoyant echo
#

lmao.. Good luck on fixing it!!! ๐Ÿ˜ฆ

safe rose
#

I have a workaround

#

Instead of trying to fix up 100+ folders

buoyant echo
#

Pray tell, what did you do? ๐Ÿ˜ฎ

safe rose
#

I am just doing it 5 at a time

#

ยฏ_(ใƒ„)_/ยฏ

buoyant echo
#

Well... That's standard! ๐Ÿ˜‚

safe rose
#

Nah

#

I should be able to just right click on a main folder and fix up redirectors

buoyant echo
#

Hmmm fair enough ๐Ÿค”

safe rose
#

The issue is...

#

I literally moved over 500 uassets

#

So, there's some hard limit to what Fix Up Redirectors can do

buoyant echo
#

I just recently did the same. The problem was that the assets stayed in their folders "Invisible" inside editor, but still inside the windows explorer. So I had to manually move them

wary wave
#

there should be a commandlet that just does the lot

#

something like UE4Editor.exe "Myproject\MyProject.uproject" -run=FixupRedirects

severe mirage
#

what makes a game a Triple A game?

plush yew
#

Please welcome @stable schooner to the community! :beers:

late sundial
#

I'd say at least 2-200 million dollar budget?

#

Did anyone else just suffer a random big perminant framerate drop in the last 3 hours?

fierce tulip
#

@safe rose its better to disable "show folders" and enable "show redirectors" and fix those up. then you can do about 50-100 each time.

safe rose
#

?

#

I do have that on always

#

That's not the issue

fierce tulip
#

then what is?

safe rose
#

Memory Leak

#

Run out of memory after so many redirectors

fierce tulip
#

O_o ive done it with projects over 200gb with thousands of redirectors and never had that

safe rose
#

ยฏ_(ใƒ„)_/ยฏ

#

Maybe it's the type

#

no idea

fierce tulip
#

unless there is a redirector-infinite-loop, doubt it

safe rose
#

Also, annoying

#

That I cant' delete some folders

#

Or, that I can't delete top level folders and subfolders at the same time

#

(empty ones)

#

Even the lowest level sub folder sometimes will not delete, have to reopen editor

#

and then I am able to delete it

#

(or do it via explorer)

fierce tulip
#

that on the other hand has been an issue since 4.0 sadly

safe rose
#

Aye, just some annoyances

#

Obviously if the Folder Structure was set up right in the first place, not a big deal

#

But, I am reorganizing a client's folder structure that has not been maintained properly over the past year

fierce tulip
#

been there with quite a few clients and a few personal projects as well

#

keep in mind that materials referencing meshes as their preview will fuck shit up

#

they will break migrating and sometimes even building/cooking project

safe rose
#

hmmph

fierce tulip
#

so you should actually re-assign a new mesh in each material and instance

#

or you'll go insane around the final building moments

#

the mesh isnt properly referenced to the materials that use the mesh as preview so you wont get a warning when moving the meshes

#

but the material will still think its in that specific folder (sometimes reason why you cant delete a folder)

safe rose
#

Hmm, someone should make a plugin to do this automatically @sacred crater ?

#

^ I would pay good money

#

For a complete reorganization plugin

fierce tulip
#

ive asked and also reported it. nothing changed yet though

safe rose
#

Even better, would be one that could be used with @polar hawk Linter

#

Man, I see the ๐Ÿ’ฐ

fierce tulip
#

if people can make nexus mod manager, people can make this

#

hehe

sacred crater
#

A plugin that does what? I can't follow and not gonna read up 5 miles :p

safe rose
#

A complete folder restructure plugin, that would handle Fixing Up Redirectors and Deleting Folders after it's done ๐Ÿ˜ƒ

#

But Also could handle renaming of assets

#

Which is why I said, if it linked up to Linter, that would make it easier, if not, something custom/along the same lines as Linter

#

Lazy Dev Folder Restructer

sacred crater
#

I'd say allar should expand linter, would be overkill to make a new one and also not gonna compete with a good friend :o

#

:p*

safe rose
#

True

plush yew
#

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

#

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

#

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

humble rivet
#

I've created a Healthbar with widget yesterday and changed a setting for it to always turn to the screen .. but can't remember what I changed for it to function this way

#

can anyone enlighten me..

glossy flame
#

I'm guessing you put it in screen space...that's not exactly turning it to face the screen but it looks like it

humble rivet
#

think so but can't find it in the details panel anymore Xd

#

xD

#

Under what expansion can I find it ?

vital drift
#

Anyone know a good blueprint series on youtube?

gaunt arch
#

@vital drift The unreal's youtube channel has some good blueprint series if you're just trying to learn now

#

unless you're looking for advanced stuff

vital drift
#

I'm looking for stuff where it's advanced, still explains the stuff, and also goes through a process of making like a small game that's basic

long ice
#

anyone know anything about custom line trace channels?

#

more specifically how to edit them past just creating new ones that either ignore everything or block everything in project settings

#

I can't find documentation online

errant brook
#

Hey everyone. Do you happen to know why a packed AO/Roughness/Metallic/Height map might import or look right in the engine? The individual channels are right when I preview them in photoshop. When I import I turn off sRGB and I set it ti Linear Color in the material but something that is rough is showing as super glossy.

fierce tulip
#

image please?

#

(of the material)

sacred crater
#

Yoeri; your shader savoir

fierce tulip
#

wouldnt call myself that :p

sacred crater
#

That's why I do it

#

So now you feel flattered and make my shaders

fierce tulip
#

hugs @sacred crater

errant brook
#

You can see the reflection when there should really be none

#

So these are temporary textures and materials in my first iteration. But I'm transitioning from Unity so all of my materials are having this glossy problem

fierce tulip
#

normally most software outputs them as rma (rough, metal, ao)

#

so this feels confusing XD

errant brook
#

I'm using substance designer and merging them into one output

#

Sorry so R=AO, G=Roughness, B=Metallic, A=Height

fierce tulip
#

you could just lose the blue channel as its apparently empty and put whatever alpha you have in that
but yea, almost think you might have substance set up for spec workflow instead of roughnes

#

did you accidentally enable flip green channel?

#

thats all i can think of

#

also, bedtime

fierce tulip
#

yea, no need to use metal if its just black. no need to put anything into metal then. idput your ao in the empty metal channel

errant brook
#

That seems like a Normal thing

#

So Unreal doesn't need a map in metallic?

#

Even if it is black?

fierce tulip
#

its standard set to 0

#

aka black

errant brook
#

ok

fierce tulip
#

if its metal its 1, or a b/w mask

craggy nymph
#

Huh? @errant brook, your roughness is almost 0 -> it looks shiny. If you want your surface to look non-shiny, you need values close to 1.

errant brook
#

So in Unreal roughness is white?

fierce tulip
#

1 is completely matte

#

hence me saying it looks specular/inverted

craggy nymph
#

Roughness =/= glossiness

errant brook
#

OK that makes sense now

fierce tulip
#

slaps @craggy nymph because no

#

:p

#

glossmap looks way different than roughness, even when inverted

craggy nymph
#

That's what I just said

fierce tulip
#

or at least, it should

#

derp, didnt see the / <_<

craggy nymph
fierce tulip
#

k, bed

#

hugs chat

craggy nymph
#

good night Luos

errant brook
#

I am familiar with the process, I'm coming from Unity, for some reason I feel like it is inverted in unity

#

or maybe I'm just inverted

#

because the same packed texture looks right in Unity

#

Inverted meaning that roughness / matte is 0 in unity

craggy nymph
#

I haven't used unity, but a quick google tells me it's called Smoothness in Unity. That's the opposite of Roughness.

errant brook
#

Oh yes, that is the problem.

#

Thank you both so much

#

Confirmed. I'm backwards thanks to Unity and smoothness being 0

polar hawk
#

Frosted flakes are more than good

errant brook
#

Appreciate all the help

polar hawk
#

They're great

#

Thats how I remember the difference between smoothness and roughness

humble rivet
#

Event AnyDamage is there an other variation that doesn't run on server?

weary basalt
#

No Damage Events are always handled Server side. Though you could just simple implement it yourself.

humble rivet
#

using overlap events atm

#

for that ๐Ÿ˜ƒ

plush yew
#

Please welcome @tepid bane to the community! :beers:

tepid bane
#

Hello everyone ๐Ÿ˜„

#

The solution that UE4 generated does not match the tutorial and I am getting compiler errors

glossy flame
#

The tutorial looks fairly recent since it uses AGameModeBase (introduced in 4.14), but I'm not sure if it covers IWYU.

#

That said, it doesn't really look like anything in this page specifically would need an include

#

Could you post your errors? Take them from the output log rather than the error list in VS

tepid bane
#

Yes, give me one second

#

"In the Solution Explorer, locate FPSProjectGameMode.cpp (FPSProject > Source > FPSProject)." I do not have that file

glossy flame
#

Okay yeah, it looks like UE4 gave you a GameModeBase rather than just a GameMode, so you can either change the class name or change your function definition to use the correct class name

#

Minor things change, you just have to roll with it when using older tutorials

#

I don't actually think the tutorial is new, just that they went back and changed something after an update.

tepid bane
#

Yeah, I figured it was a bit out dated. Just they labeled it as 4.16 :/

glossy flame
#

I think they fixed the obvious API changes, just not that now UE4 names your GameMode differently

#

No big deal to fix though

tepid bane
#

Ok, thanks I will try this fix now

#

New to UE4, comming from Unity so these little things are going to trip me up all over the place lol

#

Do you know where I can submit these issues so that the devs can fix this for the next guy?

tepid bane
#

Thanks! That should be close enought

plush yew
#

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

kind pumice
#

for anyone with lighting knowledge - specifically nvidia volumetric light - is there a setting that will lower the blinding effect when you look directly at the light source without decreasing the contrast of the light shafts?

#

seems like a double edged sword unless I'm missing something

tepid bane
plush yew
#

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

#

Please welcome @left echo to the community! :beers:

left echo
#

hello?

tepid bane
#

hey

left echo
#

I'm just a blueprint noob looking for some guidence :p

tepid bane
#

ahh im new to ue4 as well

#

going the c++ route

left echo
#

Do you know anything about blueprints?

tepid bane
#

super tiny bit... just started today

left echo
#

I just know some basic Unity C#

tepid bane
#

i would suggest watching videos about blueprints on youtube

left echo
#

I've seem some of them. Variables and some basic games stuff is pretty straightforward, but I'm trying some VR stuff, and there isn't much on that :/

left echo
#

I've build off of the Oculus motion controller demo, I've just run into some blueprint location setting issues. Thanks for the link though ๐Ÿ˜„

#

hey @tepid bane I have a question you might be able to answer ๐Ÿ˜ƒ

tepid bane
#

whats up?

left echo
#

The VR demo is set with trigger to grab, but the oculus controllers have the nice dedicated grab buttons. Do you have any idea how to change button configurations?

tepid bane
#

yes

#

1 sec

left echo
#

Ah, just like Unity, why didn't I try that? ๐Ÿ˜›

tepid bane
#

Pretty much just change your action mappins

#

lol ๐Ÿ˜„

#

just learned this like 35 min ago

left echo
#

Thanks! I'm guessing the names are what's refrenced in code/blueprint?

tepid bane
#

yes

left echo
#

Ah, I think I'll stick to my blueprints :p does code really have any advantage over blueprints?

tepid bane
#

Technically you are starting from a better end since you will know the flow of the API/Engine a bit faster than if you started with the code. C++ is about 10x faster performance wise than the blue prints. Also, code always gives you more control.

#

Blueprints is a good start IMO

left echo
#

Is code really that much faster? That's crazy. Is it possible to use both? maybe program a blueprint function node, or use a sperate script?

plush yew
#

Please welcome @cyan elm to the community! :beers:

left echo
#

I don't know if I could make a full jump to coding all at once

tepid bane
#

Yes , the reason it is that much faster is because you "have more fine tuned control over what is going on, rather than a general flow", the code is generated rather than precisely written.

#

But tbh do not let that scare you away from BPs

cyan elm
#

hello

tepid bane
#

10x slower is still as fast as Unity lol

left echo
#

lol :p

#

hey @cyan elm

tepid bane
#

also you can hybrid c++ and BPs

#

I'm actually doing that now

worn granite
#

So like the deal with BP is that you can get pretty far with it, and any major performance difference is mostly going to come down to your code- not the lang you use

#

But, BP has had some pretty serious flaws, and continues to suffer workflow problems

tepid bane
#

Drag and drop coding is never going to be perfect

worn granite
#

Oh, surely not

#

But I don't think you can just ignore the issues BP has; anyway, if you're trying to argue that somebody should at least try C++, its well worth mentioning these other issues

left echo
#

do you know much about BPs @worn granite ?

tepid bane
#

I'm not arguing that at all. BPs is a great start to UE4 in my opinion since you will know what is going on a bit faster

worn granite
#

I mean listen to this guy for a min or so

cyan elm
#

i dont know what I am doing :p

tepid bane
#

What are you tring to do?

cyan elm
#

there is a game called greetings that I thought was pretty funny and I wanted to try it out, I ended up here and am very confused lol

tepid bane
#

This is the Unreal Engine chat lol?

cyan elm
#

yes :p

worn granite
#

And I do, @left echo

cyan elm
#

i got it sorry for the bother

worn granite
#

Seems odd you got here by trying to find a game's discord. I'd maybe go tell them they're linking here rather than their game's discord

kind pumice
#

lol the dev probably hangs out here and inadvertantly linked the wrong discord

buoyant echo
#

Oop it went down.

#

It was at 7k

plush yew
buoyant echo
#

Bonus: Make it so it works against, and then for the player.

plush yew
#

I'll try, just started using UE4 today though

#

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

tall sage
buoyant echo
kind pumice
#

RNG is always fun

#

random bool is great for a quick coin flip

#

seriously wish volumetric lighting were cost-free. I just put it on my players flashlights and it looked badass. costs too much though ๐Ÿ˜ฆ

plush yew
#

Please welcome @pseudo herald to the community! :beers:

floral heart
#

in EngineVolumetrics there's some decently faked volumetric effects... too bad they don't do shadows.

wary wave
plush yew
#

Please welcome @cold gull to the community! :beers:

plush yew
#

Please welcome @normal cradle to the community! :beers:

languid shard
#

@wary wave goddamn firewall is blocking the CSS of his blog ๐Ÿ˜ฆ

wary wave
#

that's both annoying and weird

summer verge
#

What class would be the best to handle how a projectile bounces? In a Projectile Component subclass? Or somewhere else? I know I can set a "bounces" bool but I want to check things like speed and normals in order to determine if the bullet should bounce or go into the object.

floral heart
#

Speaking of that, I couldn't get the bounce on a projectile component to work. ๐Ÿ˜

paper kernel
#

there should be projectile path prediction function available now

#

if you dont want to do physics simulation

plush yew
#

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

#

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

surreal viper
#

is there an easy way to make a collision dominant?
e.g. the character controller should not be stopped/slowed by a physics simulated dead body, but it should push the dead body around
Is something like that possible?

plush yew
#

@everyone Can someone please help me with a issue i have in ue4
iv'e looked for a solution and cannon't find one
basically im trying to edit in my widget for my HUD and i can't move or place more than one item inside the widget ill put a giff in chat

surreal viper
#

place a canvas panel or a container first

safe shoal
#

^ what they said

whole quarry
surreal viper
#

I like how he asked this in at least 3 different topic

#

but not in UI

whole quarry
#

Lol

plush yew
#

Please welcome @heady summit to the community! :beers:

plush yew
#

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

short onyx
#

wtf, all my computer lag cause i Compile just a little thing (i just moved a node)

#

And it's make 3h for compile

#

did i break somethink? xD

wary wave
#

you may have made an infinite loop

plush yew
#

Please welcome @hidden aurora to the community! :beers:

cinder iron
#

question, when i change something on the collision settings under project settings, do i have to recompile the whole code?

wary wave
#

no

worthy ether
#

All of my hobby code uses the prefix L (LObject), modules called LCore, LUI, but im pretty sure creating an onlinesubsystem requires me to use the name OnlineSubsystemLucifer. whats the quickest way to burn everything to ground?

wary wave
#

those are ini config files

remote beacon
#

Morning all

plush yew
#

Please welcome @radiant sparrow to the community! :beers:

paper kernel
#

๐Ÿค” hmm

#

It seems this new Whisper mode in Nvidia settings is lowering editor framerate

#

blueprint feels super sticky

sacred crater
#

Bot is made by pfist, admin of the server :)

#

@quasi scaffold

fierce tulip
#

oddly, even when searching trough the entire history of discord, that has only been asked once by you with that account.

#

:p

wary wave
#

there are plenty of Discord bots out there, why do you "need" this one?

#

this one doesn't either

#

given there's tons of bots out there and none of them do it, I'm guessing that functionality isn't exposed

#

none of us control the bot

#

also, what 'group' function?

plush yew
#

@quasi scaffold, Sent you a DM with information.

wary wave
#

well I don't know what you're looking for, but I don't think you'll find it here

#

the Ayana bot might have what you want if it's something to do with roles

paper kernel
#

that sounds like a lot of work to change roles to do a simple out-of-workscope question

#

instead of mute&hide

fierce tulip
#

thegamedev network discord has a bot that can do that

#

im just a tiny admin, i know bleep about bots

#

good luck

wraith raptor
#

Hey guys, does anyone know If I should use ES2 oe ES3 preview when building for HTML5?
I mean, which one is the most accurate one to develop in?

glossy flame
#

@quasi scaffold the code is on GitHub too

#

I don't think the bot does the roles though, you just add them through the server administration system itself and the bot just checks if you have permissions

plush yew
#

Please welcome @fringe timber to the community! :beers:

#

Please welcome @tepid palm to the community! :beers:

#

hello

paper kernel
#

๐Ÿ‘‹

pallid compass
#

mfw getting rekt by c++ include

#

rdy to scream

slow orbit
#

Last night I tried doing some more advanced BP tutorials and have been reallly hitting my head against the wall on them.

#

I feel you ๐Ÿ’”

pallid compass
#

seriously ready to scream

#

this makes

#

0 fucking sense

slow orbit
#

You can do it, @pallid compass !

#

Hang in there

pallid compass
#

my god

#

forgot to include

#

two .

#

two dots omg

humble rivet
#

Anyone know if the homing projectile in the projectile movement component is working ?

paper kernel
#

yup it works

pallid compass
#

works fine

plush yew
#

Please welcome @marsh chasm to the community! :beers:

#

Please welcome @austere shadow to the community! :beers:

safe shoal
worn merlin
#

I wish I could do that

plush yew
#

Please welcome @austere fiber to the community! :beers:

pallid compass
#

When you cant figure out why a GPE is not working D:<

pallid compass
#

well i call bullshit on the engine, total mirror of 4 other working versions

#

and 1 simple GPE wont apply

#

god dam so god dam annoying, teach me too update my engine version from git

wraith raptor
#

Does anyone have experience packaging games for HTML5 that could help me out a bit?

safe shoal
#

@pallid compass git merge upstream/EpicsBranch

#

to keep your fork updated

plush yew
#

Please welcome @delicate bay to the community! :beers:

plush yew
#

Please welcome @hybrid peak to the community! :beers:

half mango
#

this software is bullshit

#

for days i am trying to fix this lightmap overlapping error

#

used different ways and it still is broken

pallid compass
#

it means u have overlapping uv's normally

plush yew
#

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

tall pendant
#

might be better suited for #work-in-progress since its substance not unreal ๐Ÿ˜›

steady frigate
#

sorry... i was kind of thinking#graphics but its not UE4 graphics

#

fixing now ๐Ÿ˜„

tall pendant
#

hehe no worries

cosmic ledge
#

Right, got 2 whole weeks off work coming up and quite a bit of downtime, thanks Scottish Summer, I need a project. Something interesting and small. GO!

plush yew
#

Please welcome @solid breach to the community! :beers:

sharp crest
#

I seem to be getting some really low FPS drops from time to time in the latest few days, cant think of anything I did that might has something to do with it.. It's just like every 5 mins the editor goes to 5-10 FPS and then it's okay after a minute

#

I tried being on a empty level and it still happens

weary basalt
#

New GSync monitor?

#

GSync has issues with how the editor throttles rendering when its not being used.

sharp crest
#

Didnt change a monitor in the latest few months

late sundial
#

@humble rivet HAve you watched the WTF Tutorials on projectiles and homing? If not do check em out he's got all sorts of short to the point goodness

#

@cosmic ledge well judging by your icon, make a VR one punch man rock smasher ๐Ÿ˜ƒ

polar hawk
gaunt abyss
#

Their servers are down...

sacred crater
#

everything is down

#

it's back

quartz ether
#

Someone put their eye glasses on the keyboard and cause mayhem.

plush yew
#

hey guys

late sundial
#

hey hey

plush yew
#

I have been trying to upload my project to github

#

and i get this: ```Counting objects: 19238, done.
Delta compression using up to 4 threads.
Compressing objects: 100% (18253/18253), done.
error: RPC failed; curl 55 SSL_write() returned SYSCALL, errno = 10053
fatal: The remote end hung up unexpectedly
Writing objects: 100% (19238/19238), 21.21 GiB | 7.96 MiB/s, done.
Total 19238 (delta 5902), reused 14209 (delta 873)
fatal: The remote end hung up unexpectedly
Everything up-to-date

#

ive googled around, only thing i find is saying to increase the postBuffer

#

and i increased it to like 1gb

#

still does this.

late sundial
#

did you install the git LFS for large files?

plush yew
#

uhm

#

i think so

#

git lfs install
Updated git hooks.
Git LFS initialized.

#

yea

#

is that all i have to do?

late sundial
#

dang, thats about the extent of my git knowledge :S

plush yew
#

Please welcome @placid whale to the community! :beers:

#

@placid whale welcome

placid whale
#

Hey! Thanks! ๐Ÿ‘Œ

plush yew
#

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

cloud berry
#

Hello ,I am Chinese ,my English is not good ,but i like programmer,i like ue4,i want learn more

solid breach
#

TY whoever came to my stream and invited me to this community today. I'm not quite into the development yet just teaching myself how to make some quality assets before I really get going into the game design. Super excited to be here. ๐Ÿ˜ฌ๐Ÿ˜ฌ๐Ÿ˜ฌ

plush yew
cyan burrow
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how do i share this discord server with a friend?

glossy flame
kind pumice
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finally got nvidia's volumetric lighting working

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performs pretty well

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blinds the shit out of you if you look directly at it though, need to figure that out LOL

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

errant brook
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Hey everyone. I know this isn't a graphic design room but I wanted people's opinion on my logo design. Would you all mind choosing one of the options (heads)? Or if you have other ideas that would be great too!

worn granite
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I'd go leftmost one

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That or the one with the swirl

errant brook
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Thank you

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Anyone else who's around?

late sundial
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yeah

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definantly the left one

errant brook
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Can I ask you both why the left one?

real geyser
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Is it hard to mod Ark without the use of C++ coding?

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They apparently only allow blueprinting.

modern root
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@errant brook Honestly I really like all of them in a row like that

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As a logo in general the whole thing looks great (would just centre the mastermind interactive a bit more) and you're as good as gold! in my opinion ๐Ÿ˜›

errant brook
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Thank you, Jack. I kinda liked them all too. I almost thought of an option where I don't have one set head, I change it out based on the game or my mood.

maiden swift
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The first one (far left) has the best silhouette, I think.

errant brook
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Great point.

maiden swift
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That can really help with brand recognition.

errant brook
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Thank you

buoyant echo
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@errant brook I think the reason it's hard to choose, is because all of them have three elements, making them all really stand out. But I'd agree with the Far left, 4th and 5th to the right.

late sundial
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@errant brook Oh oh sry for slow reply, the others feel more comedic and simple, where as the one on the left for me instantly grabs my eyes as psychotic mad scientist awesomeness

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but thats just me ^_^

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Also , the fonts and arangement are perfect for me , would not change those at all

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Anyone know what day of the week is best to release on and why? Or any articles or experience on the subject?

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

late sundial
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Heyo Xy ^_^

lavish light
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Hello

late sundial
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Whats everyone else out there workin on?

obsidian bison
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Well this is annoying...

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Right on the front page of Google (when searching the title ofc) is a link to a free download of my marketplace asset lmao ๐Ÿ˜ 

late sundial
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what the honest, daaaang man thats , I'm sorry

obsidian bison
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Already messaged Unreal's piracy email but the fact that it's right on the front page is really... yeah it sucks lol

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5 pages of people stealing the asset

late sundial
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What kinda jerks steel from individuals. I dont validate or condone it but I can kinda see how someone can validate steel from a big giant company but to pirate single peoples hard work. Thats just frikin heartless

obsidian bison
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And it's 30$ lmao

late sundial
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jeeezus >< honestly

obsidian bison
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A little heartbreaking but oh well, I really feel like they need to find a way of catching these sort of people or putting big cease and desists on these sorts of sites

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Not a professional on legalities however

late sundial
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Aye, hey hey, time to hit up the UE4 community lead and ask for a someone to setup a guidline and steps to follow to help with anti piracy efforts

obsidian bison
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They have a page for all their contacts but sadly I doubt much will happen lol

late sundial
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If they had a protocol setup I think that could go along way with the community being able to help with anti piracy. And yeah, fingers crossed. Still, makes yah wanna get through the internet and light some peoples computers on fire

obsidian bison
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Oh yeah for sure

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If only we could somehow hide some sort of metadata into files to catch piracy

late sundial
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poop

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wrong link

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oh waite, no thats the correct link

obsidian bison
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Taking a look

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I'm building lighting anyway so no time waste for me lol

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@late sundial ERROR: UBT ERROR: Failed to produce item: D:\ChimKBFM\KBFM\Intermediate\Plugins\WindowsNoEditor\NativizedAssets\Binaries\Win32\UE4-NativizedAssets.lib ?

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Looks like the errors might be directed at localization or something, from the warnings/errors

plush yew
obsidian bison
plush yew
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thanks mate

obsidian bison
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npnp

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

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

obsidian bison
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Hmm looks like a landscape tile, try painting over it if you can

plush yew
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Nothing a restart couldn't fix idk what it was

obsidian bison
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Odd

whole quarry
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Try googling it, that question has been asked multiple times on the awnserhub

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

heady bridge
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@rare violet Welcome

rare violet
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Thanks

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

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Please welcome @gritty chasm to the community! :beers:

humble rivet
modern root
humble rivet
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got both fixed was an issue with wrong event being played.

sullen sonnet
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so how does 1 share their amazing work for swag purposes ?

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

humble rivet
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How do I convert this http://imgur.com/a/I1ql8 to shoot at any target within the triggerbox ? ? As it is now only shooting when the player character gets in the trigger box.

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

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Please welcome @hallow finch to the community! :beers:

jade moon
paper kernel
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array of WHAT

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and slowly things start to break again

sacred crater
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It's probably object type

hallow finch
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hello, I'm new to the discord and by reading the instructions I'm not sure in what channel I should ask my question: I'm looking for information for modifying weapons effects in FPS-like game. Like the bounching radious of the rocket launcher and such kind of effects, can anyone help me?

paper kernel
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it shouldn't be object type tho

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@hallow finch

hallow finch
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thank you

half mango
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UE is making me depressed cus i am such a noob

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๐Ÿ˜ข

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this lightmap errors

sterile cairn
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What is the best way to add a blendspace to an already established set of animations? I've tried the "Apply Additive" and the "Layered Blend Per Bone", but the prior turns it into a freakshow and the latter overrides animations set further up in the pipeline.

timid wigeon
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Does anyone know why any of my objects inherited from AActor and APawn fail to call BeginPlay()? Super::BeginPlay() is there as well as my own code following it. As well as this, the Tick function for any of these objects will only call when Allow Tick Before Begin Play is set to true. The Event BeginPlay also fails to call in their blueprints.

paper kernel
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@sterile cairn did you use branch point in layered blend?

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obviously it overrides the base animation if it starts from root and blend weight is 1

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but if you move the start higher in the skeleton tree the base animation applies to everything from root to that point

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then starts blending at given weight

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@timid wigeon im not sure, but BP wants to call parent tick and beginplay first by default, dunno do you need to do that manually in c++?

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now I have a question: my InputAction says OverrideParentBinding, but it only works if something gets called, how do this without calling anything

sterile cairn
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@paper kernel I'm looking to use a blendspace to have the character turn its head naturally, so that the neck turns as well. I've got animations that are blending together that range from the entire body down to just the face. I just can't find a way to add the blendspace on top of what I have without overlapping.

paper kernel
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ooh head turning

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I think there's a special anim node just for that

whole quarry
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Bone blending

paper kernel
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IK would be next thing to look into

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afaik it shouldn't interfere with facial animations

whole quarry
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Nah just go full Exorcist

paper kernel
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๐Ÿ˜„

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yea, need to clamp that rotation

sacred crater
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Anyone know how well UE itself(not compiled games) supports multithreading and multicores? Better to invest in very good single thread or better to invesst in very good mult thread/core?

wary wave
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Editor uses 50+ threads

sacred crater
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So better to go for the Intel Core i7-7820X than the INTEL I7 7740X?

wary wave
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I couldn't say

sacred crater
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I don't really care about the price tag, just want to know the best one for VS/UE. But thanks for that info :)

languid shard
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well considering you are aiming for the latest gen of i7 in both cases

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and that UE4 uses multithreading and cores to the max

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get the best you can afford :p

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I have the 7820HK on my workstation and its maxed out when baking stuff

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or building with VS

sacred crater
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Yeah I don't compile things that often, but I'd like it to go faster, but VS is something I def want to go faster

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

buoyant pine
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anyone knows the reason?

paper kernel
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I hear ryzen aint bad either for workstations

half mango
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anyone know why i have all these messed up lighting?

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the weird muddy shadows

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i watched tutorials to fix light maps but it still says they are overlapping..

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it's just in shadowd areas really, no direct light

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everything is messed up

steep flicker
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Hey, show the uv map used for lightning. Also what happened to me sometimes was that I had the "generate lightmap" checkbox ticked when I imported the mesh and i ended up not using the one i made in Blender.

half mango
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i've tried both

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i made them in blender

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by using smart UV, then making another map

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and adding a light map to that one

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to each object

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exported, imported without generate UV and it's still messed up

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which uv map do u want to see?

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it's all different objects

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seems like the problem is something different, if i auto generate UV in UE i get the same results as when i do them myself in blender

sacred crater
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@buoyant pine show me texture settings

steep flicker
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From the mesh where it says overlapping. The lightmap res you increased already and also baked on higher quality?

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It could be just low res/quali

half mango
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yeah i tried building on production too

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tried different lightmap res as well

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even 400~

buoyant pine
half mango
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one sec

buoyant pine
sacred crater
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Texture group : 2d pixels (something like it)
Filter to nearest

half mango
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@steep flicker you want a screenshot of the UV channel 1 of onf oe the mesh?

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coordinate index is also set to 1

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it seems to look fine in the editor

steep flicker
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It looks like it's overlapping

half mango
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hmm

steep flicker
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left side

half mango
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to the auto UV is failing you think?

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the blender one too

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blender ends up with very similar results

sacred crater
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@buoyant pine

buoyant pine
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I'm testing

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I'll give an answer asap

sacred crater
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Just wasn't sure you saw it and it was getting spammed away :p

steep flicker
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In Blender you can check what face is what part of the uv. Maybe check it there again. If UE says it's overlapping, it probably is ๐Ÿ˜ƒ Also if you switch to Lightmap Density View Mode in the viewport it may give you a hint too for the meshes.

buoyant pine
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I can't find that property tho

sacred crater
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filter is above import settings

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group is at the top somewhere

half mango
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here's blender version, that's not overlapping right?

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this one was messed up too though

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nah even the ones that aren't overlapping are messed up

buoyant pine
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@sacred crater remains jagged QQ

half mango
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with horrible shadows

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this is broken

sacred crater
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Hmm

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Ping me in pm and bug me about it in 2 hours

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I'll be in a project that has the settings that make it smooth

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

sterile cairn
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@paper kernel Yeah, there is lookAt, but it has the same issues as the blendspace wherein it completely stops any animation on that bone. I'm able to get it working with transform bone and doing an additive, but it doesn't look at good. ๐Ÿ˜ฆ

paper kernel
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to be fair, you can play any combination of any animations on each individual bone if you want to

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but if you want to character to look somewhere, it's gonna override the base animation at some level

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closest to original would be 2 bone ik setup with blendweight of 0.5 using head and neck bones