#ue4-general

1 messages · Page 96 of 1

whole quarry
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....

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Create the nodes

zenith night
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I don't know blueprints, I've created the 'get player controller' node, what needs pluggin into it?

whole quarry
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This is why you should do sone tutorials

zenith night
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Sure, I am as we speak, though it is frustrating, on a previous unreal release I could cycle between third/first/car cameras, there was no node tweaking needed at all

whole quarry
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GetPlayerController>EnableInput

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Looking at your screenshot... youve no player input setup..

zenith night
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It's the blueprint from the 3rd person template, I checked the templte and it has the same nodes and it works fine in the template

whole quarry
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Because the template project has the control input configurated

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You didnt notice the orange bars under the input events?

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Or the orange square on the Compile button?

zenith night
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Sure I did. makes no difference if I don't know what they require

whole quarry
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Thats why you should start with some basic tutorials

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Cant make a house if you cant make the foundation

zenith night
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I completely get that, though all I want is a character that walks around the scene, I don't need to spend a few weeks learning what's already in the templates. Equally I haven't got time to understand the bluperint I have with dragon flies buzzing around. If I opened the third person template and migrated my scene to it I would have the character walking around, I didn't realise doing it the other way around would be so much more convoluted

whole quarry
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How do you want it to move it?

zenith night
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How'd you mean?

whole quarry
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Well

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How do you want to move the character?

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WASD? AI?

zenith night
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WASD

whole quarry
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So... how are you going to fix that?

zenith night
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I do arch-vis kind of stuff, so fly throughs and walk throughs, need to have both sometimes

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I'm going to migrate the scene to the 3rd person template

worn granite
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I don't need to spend a few weeks learning what's already in the templates.

Spending 30min learning how input actions work would help you understand why this is so much more convoluted.

whole quarry
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So you expect that the "Input moveForward" magically nows that it should listen to the input of the W and S keys?

worn granite
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You could even substitute in literal inputs if you're not going to have the keys rebindable.

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Then you wouldn't actually have a problem

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But 15 minutes of reading is too much

whole quarry
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Ofcourse but skipping the basics is such a bad thing and leads to endless questionares due to lack of knowing the basics of the engine

worn granite
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idk I can sympathize with "I'm in a rush" but not with "I can't be bothered to read docs"

frank escarp
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"im in a rush, but better ask randoms instead of googling it"

nocturne goblet
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Do I need to worry about game distribution? Or will it easily work on "all" PCs?

zenith night
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You're judging me by others, nice!.. I've a number of windows open learning about materials setups/sequencer, if you think I haven't spent at least 15 minutes reading up on character setups you are mistaken, thanks for the sarcasm, I am not worthy

whole quarry
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....

worn granite
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I dunno man, moving an ini file is super hard

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But yeah get offended by what I say rather than stopping to think if I have a point

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I could help you with this specific problem, but you'd just be right back here next deadline

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and the fact you have a deadline means you have a client.

whole quarry
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@nocturne goblet there are different build options for i.e. 32bit and 64bit, in general it should work on all windows platforms (maybe not xp and older tho)

worn granite
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You're getting paid to not read the docs

zenith night
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I don't have a deadline

worn granite
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So then you must have time to learn how to work more efficiently

zenith night
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I'm doing it off my own back tonight, wanted to render something as I'm holiday next week

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No, tomorrow I need to do something more work related

nocturne goblet
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thanks @whole quarry

zenith night
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I get the odd day here and there to learn UE4, of course I'm looking for some shortcuts, it's a massive engine

whole quarry
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Well, to be honest, there are no shortcuts

worn granite
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Anyway, you just gotta let the other project know what inputs are defined

whole quarry
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Many people are here and know alot because they spend years learning and still learn every day more

zenith night
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Of course there are shortcuts to an end result, I did a fly through animation some weeks ago and do you think I knew every single working component of it.. of course not, I am not some 3d noob, I learn every day too and I'm far better on UE4 now than I was 3 months ago.

whole quarry
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😐

worn granite
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Your attitude just struck me as somebody who wanted to just skip through stuff.

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You obviously don't have to know everything there is to know, but this in particular is a basic concept

zenith night
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Anyway, gotta go, thanks @whole quarry and @worn granite for the pep talk

whole quarry
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3 months and you dont know how to setup input...

worn granite
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It'd be like you wanting to animate but don't know how to work with the timeline.

whole quarry
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Well, now i sound mean

worn granite
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Comes with the territory @whole quarry

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We could have worded this in a "sweeter" way

zenith night
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jeez, do I need to spell it out, I don't get every day to do this

worn granite
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I thought you had to go man

zenith night
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Maybe I have gone

worn granite
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I get you don't have every day

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Do you not get my point though?

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Jeez man, hop in a racecar without taking driving lessons

whole quarry
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@worn granite This kind of stuff holds me back more and more to awnser questions in here. I like to help, really do... But this kind of things like skipping and not googling first (many questions are asked 100's of times) is kind of a fun-killer in helping

zenith night
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I get your point, though get irked when people read between the lines on some quickly worded response

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and see, you presume I don't google

whole quarry
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Don't take or make it personal what I wrote there to PlaceholderName

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Its a general thing that happens

worn granite
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Its because of the vast wealth of information on this topic

zenith night
whole quarry
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That amount are my daily open tabs

zenith night
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You are obviously a god

grim ore
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none of those videos seem to be about using the engine

whole quarry
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Thank you I guess?

worn granite
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not ue4 input actions break

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ue4 bind not found

grim ore
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If you want to learn how to drift your car that is cool and a good goal but learning to drive the car first might be a good start.

whole quarry
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No, lets skip to the race track @grim ore 😀

worn granite
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For the record, I would suggest subscribing to @grim ore's youtube channel

whole quarry
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@grim ore has awesome tuts and explanations

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lemme find the link

worn granite
whole quarry
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^

zenith night
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thanks!

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See you tomorrow all

violet cove
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Does anyone know how to export models from ue4 without their LODs?

half mango
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disable them on import?

violet cove
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I want to just export LOD0, but instead I get only the LOD models

half mango
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guys does anyone use blender for their mesh?

whole quarry
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@half mango I do

half mango
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how the hell do you get the objects to work

whole quarry
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What kind of objects?

half mango
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everything

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even the most basic objects

whole quarry
half mango
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do you use seams on even basic objects like a plain box?

whole quarry
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I made those some time ago (but kinda got bored and never made more)

half mango
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see you dont need them right, for basic objects

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i can't even get plain white objects to work

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still the same old lightmap issues after trying absolutely everything

whole quarry
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I never had those lightmap issues

half mango
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i tried absolutely everything even going to the more advanced stuff and learning how to mark seams on each object

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did it for all and still the same problems

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how the hell you manage it without issues man

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:S

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this shit is paranormal

frank void
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everything about UE4 seems paranormal to me

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rofl

half mango
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it really is paranormal

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i've had countless ppl help me and nothing works

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starts out with problems with my blender model, tri's, ngons blah blah

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fix all those

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doesnt fix it

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i am so close to just packing it in and changing my career choices

frank void
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the worst part is nearly all of the documentation seems to be blueprint focused

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like what the hell

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blueprint was a mistake

half mango
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i don't understand blueprints yet either

whole quarry
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blueprint is love and power

half mango
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can't even get to that part

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cause i cant even bake the light and get a result that isn't cancer

frank void
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all I wanna do is set up a custom character movement component in cpp and i'm having to delve and scratch around forum threads for anything useful

half mango
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i've watched at least 50 vdieso

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on the same problem

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not exagerrating

frank void
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ughhh

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is this why people use unity

half mango
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probably

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but i am only interested in the UE results

frank void
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i know right

whole quarry
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BLASPHEME

frank void
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absolutely arcane

whole quarry
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@half mango Have you tried to make just a cube and export that to ue4

half mango
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yes

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multiple times

whole quarry
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Did that had problems too?

half mango
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yes

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cube with smart UV?

whole quarry
half mango
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i think i managed to make a couple of basic objects without problems

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but that's useless to me

worn granite
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So is the lighting the issue?

whole quarry
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Check my export settings and compair it to yours

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And try it with that

half mango
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i'm going through sketchup first, i have no other choice but to go through sketchup because of speed

worn granite
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Because if the lighting is the issue, its probably your lightmap UVs

half mango
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it is the lightmaps

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but they are unfixable

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blender lightmaps don't work and generating UV's in UE gives better results but still horrible

worn granite
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Hm. alright. Can't really help you much more with that. Maybe post in #graphics as well?

half mango
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don't worry nobody else can

whole quarry
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God damn it

half mango
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@whole quarry i'm watching these videos now

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thanks for posting

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they won't fix the problem but i'll learn other stuff i guess

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@whole quarry if you don't unwrap manually with seams and stuff then how do you do it?

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to get it to work in ue

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just smartUV?

whole quarry
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Depends on the mesh imho

half mango
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is this your video?

whole quarry
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I think more about how a material can be applied to it rather than thinking how a texture needs to be baked to it

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yes

half mango
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oh nice

whole quarry
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I guess I'll make this weekend a new one >.<

half mango
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oh i have already seen this part 2 one

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just recognized it ;d

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i have tried all this tho

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nothing works

ionic tangle
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Hey guys, does anybody know if you can use POM with WorldSpace materials? I don't know where I would plug it in?

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

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Please welcome @vast anvil to the community! :beers:

vast anvil
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Hi all

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(no need for actual welcoming, I was planning on lurking for a while, but this darn bot called me out! 😄 )

nocturne goblet
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yo

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lol

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you're one among 2 thousand if that makes you happy xD

worn granite
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@vast anvil HEY LOOK EVERYONE!!! A NEW PERSON!

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ONE OF US! ONE OF US! ...

vast anvil
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🙄

sudden agate
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Does someone have tutorials for Stylized Materials in UE?
Preferably a Cel Shading look.

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Foliage would be nice aswell

safe rose
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Man, I'm telling you...I am hitting all the bugs over the last day

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My DefaultInput.ini gets "corrupted" through Perforce. Somehow the encoding gets messed up when I get it from my other PC 😭

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(and i don't even have umlauts)

cinder iron
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perrforce

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git ftw xD

safe rose
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super OP... now my desktop has it

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lol

cinder iron
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at least birb is gone

safe rose
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Aye birds are gone

cinder iron
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lately im runing problem after problem

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first my overlap was named same as an internal function of the engine and was working worngly

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now it doesnt work at all while the delegate seems correct

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in blueprints it does straight away

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wanna cry :C

regal mulch
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Is the function a UFUNCTION?

cinder iron
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yes it is

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does it need any attribute?

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any meta, or anything?

regal mulch
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No

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Post the code into #cpp

worn granite
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UPROPERTY(meta=PlsWork)

cinder iron
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hahhahaha

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yeah it is there @regal mulch you can check my post on answerhub aswell

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

safe rose
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rahah

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he had the same issue

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man, wtf. How come i've never had this issue before today

cinder iron
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oh the solution right there, 👍 nice

safe rose
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Strange part, I always follow the typemap from Epic Docs though

proper crane
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anyone experience with building to html5? Was wondering what the minimum html file is for rendering the viewport.

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

vale halo
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@safe rose Following up on your suggestion yesterday (still far from done), but something like this would make sense right?

safe rose
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Anyway, if anyone ever comes across this message in search. To fix that BS UE4/Perforce "corrupted" DefaultInput.ini. I just deleted it from repo. Instead of just copying over one I had saved previously (since it's obviously corrupted somehow), I created a new DefaultInput.ini in engine, with a "test" InputAction. Sent it up to repo to verify, clients could see it fine. Once that was done, I Copy/Pasted only the InputAction/Axis mappings from inside the original DefaultInput.ini file, into the new "stable" one right under my new "test" Input Action mapping.

So far so good. We'll see if it holds.

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@vale halo Oh yeah, if it's just directed for OnlineSubsystem

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But yeah, exactly what I was thinking basically.

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But also, not sure if possible. If you can add an "additional/custom" section, that takes in text that gets saved on top of that...

vale halo
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Ontop of what? 🤔

safe rose
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What I mean is, if people have custom settings

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That you can't think of

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They can type it into a textbox

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With their own Section Title

vale halo
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Ah, got it 👍

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I could probably get that to work actually, lemme try 😃

safe rose
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Array it

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So basically, they can add to this "custom section"

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Aye

vale halo
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Got it, I'll add it to my TODO list 😃

safe rose
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haha

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Yeah, seems like a quick 5-10 bucks right there

vale halo
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I wish I could throw it on the MP for $0.99, but $4.99 is the lowest I can go 🤔

safe rose
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lol

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Well

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You could put it up on sale

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90% right?

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lol

vale halo
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You only get 60 days (or something like that) a year 🤔

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Anyway, I'll probably use that technique 😉

safe rose
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Aye, one day when I have more time, I'll look into an MP submission

frank escarp
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@vale halo thats nice, even if it is ridiculously simple

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having to edit the config constantly is definitely annoying

vale halo
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It can be a bit of a pain, but now I personally have gotten into the plugin creation/submission/dealing with the MP flow 😛

safe rose
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I know

vale halo
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Yep, the only "issue" people could have is that an editor restart is required 🤔

safe rose
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That's why I told him

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ez $$$

vale halo
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Anyway, it is a really good idea, all credit goes to vic there

frank escarp
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honestly i think that one is too simple to be worth more than 5 dollars

safe rose
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Man, I have so many good ideas for the MP

vale halo
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Yep, agreed there

frank escarp
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but if you combined it with a more stuff plugin

vale halo
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But 5 bucks is the cheapest we're able to go

frank escarp
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basically bundling it with a bigger online plugin

vale halo
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Yeah, I'm thinking about doing that. There's a few other steam things I'm working on (for personal projects), so I could throw it out as a small steam tool

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But I wouldn't want to compete with UWorks 🤔

frank escarp
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another issue is how does it work for different subsystems

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each subsystem has different configs

vale halo
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Yep

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I'm trying to hunt down other subsystems now

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Barely any info on them tho 😦

frank escarp
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too bad you cant do anything about the ps4 subsystem for example, wich has looooooooooots more crap

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i think just making it work for Null and Steam should be ok

vale halo
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Why? All the stuff under an NDA?

frank escarp
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yup

vale halo
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I'm probably going for NULL|STEAM|FACEBOOK|whatever else I can get my hands on

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(to give people the most value they can get due to the stupid marketplace minimum pricing)

safe rose
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TBH, like I said before

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All this stuff should be default in engine by now

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I shouldn't have to really go outside the engine to do ANYTHING

vale halo
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¯_(ツ)_/¯

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Seems oculus has some docs too 🤔

frank escarp
vale halo
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o.O

frank escarp
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mad skills

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lil more and the guy will end up ripped

rugged gorge
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yo, quick question

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i accidentally disabled UE4's print log, somehow.

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how can I re-enable it?

glossy flame
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Off-topic, but does GitHub's string search just randomly not work half the time for anyone else?

cinder iron
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ugh lemme check

glossy flame
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I search for a log string or something in the GitHub repo search (full string in quotes) and nothing comes up, but VS finds it in 5 seconds

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This has been happening a lot to me lately, it's weird

cinder iron
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ay hold on im checking on little repos

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and it does work

glossy flame
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Yeah, I mean more specifically the UE4 one

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It does seem to work sometimes

cinder iron
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ok on it

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mh...

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it does work for me =/

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any specific input to test?

glossy flame
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Hmm, might actually be a version issue

regal mulch
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@rugged gorge What... you mean the on screen one through blueprints?

glossy flame
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I'm on the 4.16 branch of the repo and a local copy of 4.16.3, but they're not matching up

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Hehe never mind @cinder iron looks like on this specific one I'm in the wrong, but I can swear I've had occurences like this in the past where I could even go to the GitHub version of the file and find a string I couldn't with search

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Or I'm going crazy

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¯_(ツ)_/¯

cinder iron
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o_O

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all i can do is pray for you to have it working next time xD

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

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

sharp crest
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It only happens sometimes, and it's not something with the CPU or RAM

median bronze
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how the hell do you remove the stupid HUD from the shootergame demo? im trying to make a sequence cinimatic with it and nothing i do seems to remove it, changing the bloody gamemode, making a new gamemode and changing it to No HUd.....stills shows up. deleting the assets just crashes the level

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think there be some easy disable UI toggle in the sequence setting to disable a hud when the sequance is playing

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yeah very helpful group

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

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Please welcome @livid monolith to the community! :beers:

livid monolith
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hello

plush yew
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Hi.

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Is anyone here learning UE4 on their free time while in college?

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Also, do I have a hope of getting a job as a UE4 C++ programmer by using it?

glossy flame
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I can tell you you probably don't have a chance of getting a job by not using it

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😉

keen birch
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^

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@plush yew In a seriousness, at large studios, probably not. They seem to care more about "qualifications"

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At indies, though, it just revolves around whether you can do what's needed

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(And for how much)

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So if you can show that you can do it (that's where portfolio comes in), that can likely get you jobs in the indie scene

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And networking. Network like a goddamn hero, or you'll still hsvr a hard time

plush yew
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Are you talking about CompTIA?

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And what certifications can I get for Unreal?

plain gazelle
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How do I invite someone to this server?

polar hawk
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!invite

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gg bot dead

plain gazelle
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!invite

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yup, dead bot is dead.

plush yew
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I figure that learning C++ in Unreal would be a good way to make something remotely useful

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While being a complete noob.

buoyant echo
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Ta-dah @polar hawk

worn granite
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man this bot response time...

plush yew
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Pretty sure there's an option, if you click the name of the server in the upper left

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the dropdown gives an option to invite

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but that's only if the server owner enables it.

buoyant echo
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Lmao!

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

ripe vapor
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hello

shell jetty
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@plush yew gameidea

plush yew
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A racing game where you sail yachts to slow global warming and you have way more limbs than necessary.

shell jetty
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@plush yew invite

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

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

buoyant pine
#

Anyone knows how to tell unity that a border or any component on top of other components in the hierarchy, is clickable through?

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I have a border with a brush ( giving that shine-fade on the elements under it) that is on top of everything else, but now in game it doesn't allow me to click the elements of the widget

tall sage
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I think I do not put the right keywords when I am searching about it. But, is there a way to keep an actor / component from runtime to editor ?

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like, basicaly I am tracing a path in runtime and I want to keep this spline in editor for another usage.

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The only thing i've found was to copy paste the element, but it calls back the constructor and erase the values.

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Ok nevermind, I've found another way: storing in a TArray<FVector> each points.

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Then storing it in json .

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Then storing it in json .

half mango
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how do i move one material to another project?

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the migrate tool isn't working, it just creates a file that does nothing

tall sage
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basicaly, from the explorer it worked for me. @half mango

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a copy from the .uasset works fine.

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But if you have texture and other stuff: you have to make sure that you also copy it at the same time with the right path.

half mango
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thanks, that worked

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and this is a downloaded material

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but it;s different to my usual

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looks like this, rather than the normal nodes

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do u know why?

polar hawk
plush yew
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Please welcome @thorn flower to the community! :beers:

vestal cloak
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@thorn flower welcome

thorn flower
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Thank you! 😄

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

heady bridge
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With todays generation of games, is 4K texture maps becoming the normal? or is that still too high for majority of games?

toxic wagon
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yo I get weird issues when importing psd files

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pingu, depends on surface

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here's how the texture is supposed to look

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when I import a psd

heady bridge
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on the lighter one, the vibrance is at 0, maybe try putting it to 1?

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I'm not familiar with psd, or having a similar issue

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Is there a document or something online, to give a good idea on where to put lower res texture maps and higher res texture maps to keep everything looking good, but not using too much resources?

floral heart
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So it looks correct if you check SRGB and incorrect if you uncheck SRGB?

dawn ore
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Just spent like 2 hours on a problem when it was just a single missing connection

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

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Hey

dawn ore
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yo

polar hawk
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Gamedev be like

wary wave
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dafuq

vale halo
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lol, love your tweet 😛

polar hawk
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Aye, animation data is missing for 1 frame

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Which for whatever reason when the anim bp ends up in a 'no anim to extract pose from' situation, it feaks out and basically scales up your mesh

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¯_(ツ)_/¯

polar hawk
paper kernel
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weew

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Question: why does clients character always spawn sideways?

whole quarry
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Spawn rotation?

paper kernel
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yea it was facing towards 0,0,0 randomly

whole quarry
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Not sure why, but I've always been a bit confused if Y or X is axis is forward

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Its why I always model things for +x is forward while the engine acts like +y is forward

cursive dirge
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in blueprints, x is forward

paper kernel
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eh, seems to be working now

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not sure what was that

cursive dirge
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well, in general in actors as well

whole quarry
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Its dumb

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Because if you export a model thats modeled for +x forward, its always rotated 45 degrees when importing and adding it to a actor

paper kernel
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90*

whole quarry
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Thats what i meant

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Only had 1 coffee

paper kernel
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woke up 2 hours early for no apparent reason

whole quarry
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Thats horrible!

paper kernel
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argh

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so, this seems like a little oversight

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but server cannot get it's own session reference?

plush yew
#

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

plush yew
#

Please welcome @orchid beacon to the community! :beers:

orchid beacon
#

Hi, looking to recruit some members for my team. Best places to look anyone?

sudden agate
plush yew
#

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

dense viper
#

hello !! 😃

whole quarry
#

Welcome

pseudo parrot
#

Hey guys, so i'm using the runUAT.bat file to package our game, how can we trigger a full rebuild using that?

midnight wasp
#

I think you can type -list for information on commands.
-clean will at the very least cause a re-cook of all data, not sure if it'll cause a rebuild also.

pseudo parrot
#

-clean doesn't show up when using -list

midnight wasp
#

amazing

pseudo parrot
#

it does have CleanDDC

#

that should do it right?

#

well force recook anyway

midnight wasp
#

I use this in a batch file when I want to make a Win64 build. Is it similar to what you're using? the -clean is just another param. It's a shame this stuff isn't a little better documented.

call C:\Perforce\UE416\Engine\Build\BatchFiles\RunUAT.bat BuildCookRun -project="project.uproject" -platform=Win64 -config=Shipping -build -clean -cook -stage -package -archive -archivedirectory="\directory"

#

Yeah that should force the recook. That or deleting the Saved folder...

pseudo parrot
#

aight sick, yeah that's pretty much what we have minuse the -clean

#

thanks man 😃

#

i'll give it a whirl, i threw in CleanDDC and CleanTempStorage too

midnight wasp
#

Oo I didn't know about those. I'm only just learning about BuildGraphs this week 😁

plush yew
#

Hello
Please
I need to create a sphere exactly like the default sphere obejct in ue4 but be able to see the material from inside as well. I tried to create one using the BSP, but textures look weird on those.
any tips?

regal mulch
#

@plush yew You usually only have to set the Material to be TwoSided

paper kernel
#

or have a mesh that is two-sided

regal mulch
#

Is there actually a diff in performance? I know it's just a simple sphere

paper kernel
#

two sided material does have more instructions iirc

regal mulch
#

Alright

wary wave
#

anyone used sobol distributions yet?

#

just curious as to how the nodes etc work since there's no docs or examples

plush yew
#

Please welcome @frank hound to the community! :beers:

plush yew
#

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

#

Thanks bot

#

I should have known about this server earlier

wary wave
#

nope, I have absolutly NFI how you're supposed to use the new Sobel BP nodes

pallid compass
#

whats Sobel o_O

wary wave
#

(the only documentation on the feature is these Trello cards)

pallid compass
#

oh dam thats nice

wary wave
#

in theory, it's awesome

#

but I have no idea how it's supposed to work

#

I can't pick a starting random seed and the nodes only half make sense to me

pallid compass
#

wel

#

well

#

at least your not getting rekt by add controller pitch input node

wary wave
#

in fact, I think this is completely freaking broken

#

this will output 0,0 twice

#

which is maybe correct, I don't know

#

but 0,0 doesn't seem very random

#

think I'm getting the hang of it

#

but still not sure how it's supposed to work

worn granite
#

what'd you change?

wary wave
#

so I guess each random value is based on A) The number of cells and B) the previous value

#

so what does the index do?

worn granite
#

wait

#

try it with, say, 9 cells

wary wave
#

I thought index would be the cell index or something, but I have no idea

worn granite
#

1 cell is basically 1 option, right?

wary wave
#

yeah, I think so

worn granite
#

On a 2d grid, that'll be 0,0

#

No need to ramp up the cells unless you're building a mechanic around that

wary wave
#

on a 1x1 grid it will be

worn granite
#

gg morning me

wary wave
#

no, I think you need more cells to break down the distribution

worn granite
#

No I mean increment the cells over a series of calls

#

You can have a fixed cell size

wary wave
#

1 cell means your coords can have 0-1 in any direction (integer)

worn granite
#

I don't have a better understanding though, just trying to reason about it

wary wave
#

the max is 32768 - so you would have 32768x32768 cells

#

the 'value' you get out is this for X or Y:

(1 / cells * random)

#

I mean, it isn't exactly that, but you can see how that would affect your results

#

1 cell means you space is divded into one possible cell, so everything is in that cell

#

if you have Num Cells = 2, then your space has two X coords and two Y coords

#

....so what is index?

worn granite
#

odd that a cell of 1 gives consistent 0,0 in that case

#

but cell of 2 does not give 0,0 , 0,1 , 1,0, and 1,1 only

wary wave
#

a loop with index 0-10 (11 points) with a fixed num cells of 10

#

I think I'm beginning to get it

#

I do not however understand where 0,0 keeps coming from

#

what's happening is that I'm asking for 11 random points in a 10x10 grid

#

but no two points should reside in the same grid square

worn granite
#

maybe the source would help. I'd look myself but I don't have 4.17 and don't feel like digging through github

wary wave
#

source is enormous, hehe

#

okay, so starting value is not hugely important

#

the first two however have a starting index of 0 through to 10

#

the bottom two are 10 through to 20

#

so basically it's converting an int into seeded random coords

#

what I don't get now, is how you're supposed to be able to distribute multiple objects into given cells and not have them overlap

#

I'm guessing you cannot

pallid compass
#

does a flip

y u do dis too me add controller pitch input?!

#

Someone cre to explain the core of how add controller pitch input syncs with server?

plush yew
#

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

pallid compass
#

god i hate rotators so bloody much

scenic chasm
#

Indeed. what's worse then rotators is flying in space heading toward the sun and running out of fuel. that, is horrible.

pallid compass
#

just pain the way u cant use set rotation

#

for multiplayer

plain gazelle
#

!invite

#

So I guess that just doesn't work?

shell jetty
#

other work but invide dont now

fierce tulip
#

check the welcome page

plush yew
#

Please welcome @mental kestrel to the community! :beers:

plush yew
#

Please welcome @bright wave to the community! :beers:

pallid compass
#

Anyone know more about the jitter in spring arm camera lag setting?

oblique fern
#

in the editor there are over 150 spawn points on the map. how could i add a child to each one (another spawn option blueprint), without having to do 150 manual additions?

wary wave
#

why not edit the original blueprint?

oblique fern
#

it's a static mesh :/

wary wave
#

errr

oblique fern
#

can i swap the points out for a blueprint then, to make it easier to work with

#

and preserve the 150 spawn point locations

wary wave
#

it should have been a blueprint to start with

oblique fern
#

agreed

wary wave
#

you can replace all instances of a given mesh with something else just by right clicking

#

but it's going to replace every single one

#

so if there are meshes you don't want to replace, prepare yourself for a long, bad time D:

toxic wagon
#

is there a branch of UE4 with better paper 2D stuff?

wary wave
#

no

toxic wagon
#

aw

oblique fern
#

yep dont want to move the static meshes, they are strategically placed markers on varying terrain

pallid compass
#

How does interp speed work?

toxic wagon
#

also, anyone know why the epic games launcher consumes so much ram and cpu doing almost nothing

plush yew
#

Please welcome @broken plume to the community! :beers:

polar hawk
pallid compass
#

omfg

worn granite
#

nice job allar

pallid compass
#

10/10

worn granite
#

your fame is worth $2/mo (so far)

plush yew
#

Please welcome @frigid needle to the community! :beers:

#

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

cursive dirge
#

those 2 must be relatives

#

mom and dad

real bolt
#

After you sculpt the terrain the engine stutters for a few seconds. Is it only me or its a common issue ?

severe mirage
#

Which kind of shooter could become very successful?

#

Dubious of which one to make

polar hawk
#

A good one

severe mirage
#

you dont say

#

with what features I mean

floral heart
#

Good features

half mango
#

any advice on what PC guys?

#

i think im gonna get like 96gb of ram

#

and maybe a ryzen or thread

#

not sure what graphics i'd need

floral heart
#

The most expensive one is a good bet. It makes a conversation piece.

half mango
#

can't spend too much, a few grand maybe

polar hawk
#

For a few grand, its going to be pretty hard to get a rig thats not capable

half mango
#

yeah i guess

#

just wana make the most of it

floral heart
#

True, you can afford the most expensive anything that's not a Xeon or Phi.

#

Well, I suppose there's always a 20TB RAID of 960 Pro SSDs

polar hawk
#

As long as you don't Quadro it

half mango
#

i was thinking an m2, 1080 and threadripper

#

then loads of cheap ram and cheap storage

plush yew
#

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

#

Please welcome @earnest wraith to the community! :beers:

earnest wraith
#

👋

plush yew
#

Please welcome @slender zinc to the community! :beers:

slender zinc
#

So I just installed the UE4 Editor via the AUR and it crashes my computer a few seconds after running it.

regal mulch
#

That log looks half empty

#

Nothing about a crash

#

Though it creates some OpenGL stuff

#

Your whole PC crashs?

#

Might be GPU?

slender zinc
#

everything crashes, I can move my mouse but I can't use caps lock, num lock, or scroll lock

#

The window only shows up halfway and I've tried using both herbstluftwm and cinnamon

#

by halfway I mean that the window border shows up but nothing shows inside

#

at that point, I have to force my pc to reboot

#

but that last line that was incomplete was before I shut down my PC

#

I'm going to try running it after allowing execute permissions for everything in /opt/unreal-engine

#

exact same

#

:/

vast pine
#

Check the Linux logs?

#

Gnome-system-log?

#

If it's on your network and you have a ssh client and you lockup the gpu the subsystem is likely still running and you'll be able to ssh over or ftp etc to know it's just the video dying

dawn ore
#

TLDR: Blueprints made learning languages a lot less intimidating for me.

slender zinc
vast pine
#

👍 @dawn ore

plush yew
#

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

wild kestrel
#

xd

plush yew
#

Please welcome @pearl siren to the community! :beers:

keen birch
#

Does anyone know if there's any solid news about LPV since that last "rumor"?

#

Apparently, according to the same thread, something changed in UE4.17, but then not really...?

severe mirage
#

Does anyone have an idea of a shooter that could become very successful?

glossy flame
#

Nice try Ubisoft

plush yew
#

4d carrots shooting dildos

#

there you go your welcome

severe mirage
#

so funny

polar hawk
#

You're not going to get an answer that will satisfy you with that question

#

Generally we aren't market research people, and the question is far too broad for a simple answer

#

The execution is also very important, not just the idea

worn granite
#

I think a Generic shooter could be successful

polar hawk
#

:O

#

I should get right on that

floral heart
#

And in any case, the market research people responsible for Lawbreakers and Battleborn would be the wrong people to ask.

worn granite
#

Shooters made with it, maybe not. glares at a certain toy shooter in library

polar hawk
#

^hmm?

floral heart
#

"Elaborate!"
-Dalek

worn granite
#

You don't have to feel bad about it, it wasn't your pack's fault

polar hawk
#

I'm not arguing that shit shooters are made with my product

worn granite
#

continues being vague, knowing it'll frustrate you

polar hawk
#

I put Generic Shooter on Steam Greenlight to help prevent shit shooter flips

#

But people gonna do what people gonna do

worn granite
#

Just cause its there doesn't mean anything

#

I mean, you must be aware of UnitZ or w/e

#

seeing as you care about flips

pallid compass
#

omfg

polar hawk
#

It means I can issue takedown notices for exact flips

worn granite
#

oh?

polar hawk
#

If I can be like

worn granite
#

Huh, didn't know that'd hold water

polar hawk
#

This screenshot literally matches my game

#

However if they do an art swap

worn granite
#

what with MP rights

polar hawk
#

Then I can't do anything

pallid compass
#

brutal

worn granite
#

That's smart, actually

floral heart
#

Hold on, making Generic Blue Shooter.

polar hawk
#

If they do an art swap but nothing else, yeah, I'm powerless

#

¯_(ツ)_/¯

#

You could turn everything blue

#

gg

worn granite
#

I didn't think you could do that though because you're also selling it on the marketplace

#

anyway

polar hawk
#

Sort of a gray area, because Generic Shooter: The Game is technically a different product than Generic Shooter

#

Which is why its called Generic Shooter: The Game

#

Although, I also don't go out of my way to actively enforce it

#

Like at all

#

I've only had to issue one takedown because someone literally submitted Generic Shooter as Generic Shooter

polar hawk
#

Shitposting in #ue4-general while still UE4 relevant be like:

plush yew
#

Please welcome @green ether to the community! :beers:

vestal cloak
#

@green ether welcome!

upper heart
#

does anyone know if there is a way to print out the meshes being currently rendered? A new dropdown in Statistics for current view would be really useful

plush yew
#

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

polar hawk
plush yew
#

Please welcome @neon flame to the community! :beers:

plush yew
#

Please welcome @queen isle to the community! :beers:

plush yew
#

Please welcome @plain grove to the community! :beers:

keen birch
#

So no-one has any idea about the supposed new LPV stuff?

cursive dirge
#

there's supposedly new LPV stuff?

#

I thought LPV support basically died along with Lionhead Studios

fiery harbor
#

yeah I think it's pretty dead

#

but I think recently there was some improvement announced for arch viz stuff with LPV

#

probably not that relevant for games though

keen birch
#

There's been some sneaky improvements to LPV here and there, apparently

heady locust
#

I have very UNREAListic standards about 3D

#

that only such a powerful engine could achieve, is literally the new Definition of Epic

plush yew
#

Please welcome @meager dove to the community! :beers:

paper kernel
#

is there something to trigger from possess event?

#

guess I could do custom dispatch for it 🤔

tender dome
#

hi, i did somthing in the editor/project menu, and now my game looks like this

#

help!!!!

pallid compass
#

Spamming is not going too help

#

delete all ur lighting stuff

#

and readd it

tender dome
#

i had directional light. i deleted it. built lighting. then added it again. still same prob.

paper kernel
#

Question: on a scale of 1 to "bad idea", how reliable is delegate loop?

pallid compass
#

try adding atmospheric fog

tender dome
#

@pallid compass what do you mean by lighting stuff specifically

tender dome
#

do i have to reinstall the engine

keen birch
#

(Or rather, how it works and whether I'd want it)

pallid compass
#

rdy to throw my self off bridge

#

.>

plush yew
#

Please welcome @west marten to the community! :beers:

plain gazelle
plush yew
#

Please welcome @livid token to the community! :beers:

pallid compass
#

think my eyes are about to roll in too the back of my head

plush yew
#

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

fossil ore
#

Question. Is it possible to make reflection to be visible all the time? When camera doesn't see element that is meant to be in reflection It doesn't show it.

plush yew
#

Please welcome @weak hemlock to the community! :beers:

plush yew
#

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

plush yew
#

Please welcome @acoustic geyser to the community! :beers:

floral heart
#

By default, shiny materials rely on screenspace reflections, which only work with things on screen, ergo screenspace. Other methods of reflection require capturing an image from a different point of view, which is costly.

south ridge
#

You can also use flat reflection plane in some cases

plush yew
#

Please welcome @nocturne gale to the community! :beers:

dawn ore
#

Was at Dublin Comic Con today, barely missed a newbie dev course but alas it was for Unity.

plush yew
#

I can't

#

Unity

#

I tried it back in 2014.

#

2015, I really wanted to make a game

#

It's just so awful that whenever I looked up a tutorial

#

I had to be faced with a 50/50 chance it wasn't in the language I wanted to use.

#

C#? Javascript.

#

And then that third thing that nobody uses

keen birch
#

That third thing is unsupported nowadays, and 80% of resources are in C# in my experience

umbral frigate
#

Is Visual Studio the go to for C++ or any of you working with it would recommend some IDE? I'm starting Udemy's Unreal and Visual Studio course.

frank escarp
#

they are now deprecating the pseudo javascript in unity

glossy flame
#

Don't know if I can definitively advocate for one for C++, but for UE4 I would say yeah

#

Intellisense doesn't work great, but setting up other IDEs to support UE4 just seems to be a pain

#

I've always liked it over CLion and others anyways, so maybe I'm biased ¯_(ツ)_/¯

#

@umbral frigate

#

If you are coming into it with a certain IDE preference it may be worth trying to get that set up, but if you're just going in blind I would go for VS

umbral frigate
#

thanks

plain gazelle
#

@umbral frigate You can try CodeLite

umbral frigate
#

🍻 looking into it

plain gazelle
opal hornet
#

hey guys. really simple question: Ever since I updated to UE4.17, I can no longer have the engine play the Editor sounds. I checked the settings under Misc and they are still enabled. Any idea why this may be?

umbral frigate
plain gazelle
#

Watch the video, but I don't know how to get past this, the video assuems you have the project generated already.

umbral frigate
#

Cool, I got this 😃

plain gazelle
plush yew
#

Does anyone here use liquid cooling?

pallid compass
#

me

plush yew
#

Does it use more power than a fan?

pallid compass
#

Yes

#

I really would not worry about power draw though

plush yew
#

What's the worst that could happen if I have a laptop rendering a movie and put it in the freezer until it's done?

glossy flame
#

Condensation

#

Electronics don't really like water :p

polar hawk
#

Precipitation

#

Transpiration

#

Condensation

#

Precipitation

#

repeat

pallid compass
#

it breaks

#

hey allar question for you

fierce tulip
#

I once put my phone on a block of ice (with a cloth between it) so it wouldnt overheat.

pallid compass
#

Actually more like your thoughts on this

polar hawk
#

answer is no

pallid compass
#

dam 😦

#

So i spent 9 hours today faffing about with the ability system, i wanted my taget to be from Cursor Hit over, u cant rpc in the ability system bp's, no matter what i tried it all got rejected by the server as mis match or the server does not have a cursor so it was like nope
so i decided to try sending the TargetData struct(data struct that had the info of Cursor hit inside it) through a payload struct called by 2 key inside the pawn works fine.. like what.. same data just from within another struct.

#

2 key press*

#

wondering your thoughts on it

#

Just wondering your thoughts on it @polar hawk

polar hawk
#

I haven't touched the ability system

#

I have no idea

pallid compass
#

no worries man

polar hawk
#

Definitely not worried

#

Until I have to use that system

pallid compass
#

omg 😂

plush yew
#

Please welcome @vapid karma to the community! :beers:

ruby chasm
#

Not sure where to post this:

I'm trying to render out a Matinee sequence using a CineCameraActor but it always renders through the eyes of my player Camera instead. How do I set the default at render time to the CineCamera?

fossil ore
#

How hard is to make like custom FX material overlapping mesh material?

#

Like whatever custom material I use... I want to be on the top of the material mesh (not replacing it)

polar hawk
#

I got this weird visual 'bug' and freaked out that something bad is happening:

#

Turns out.... its the bottom of the tip of of an editor camera mesh

weary basalt
#

lol

#

Damn those reflections causing your heart to jump lol

pallid compass
#

omg

plush yew
#

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

plush yew
#

Please welcome @fleet bough to the community! :beers:

floral heart
#

I can't get mesh distance fields working anymore, even in a brand new project. Did they remove compatibility for lousy intel chipsets?

plush yew
#

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

floral heart
#

o.O

ruby chasm
#

Is there a way to check whether a certain material was hit with a line trace? (not a phys material, a render material)?

floral heart
#

I think C++ lets you grab anything, but it's not in blueprint.

south ridge
#

Yes, there's a way

#

I can't point you, but the trace fetches UV coordinates of the hit point by reading the mesh

#

You can read the material of the triangle too, if it doesn't do that already

ruby chasm
#

@south ridge I'm trying to reference a 'Landscape' inside of a BP. When my linetrace hits the landscape (condition) then it spawns an emitter (impact) at the hit location but I'm not able to reference the Landscape in any way. Ideas?

hushed wren
#

you can use face index from hit result to get material

ruby chasm
#

@hushed wren I'm still new to UE4, I'm not sure I understand. If the face index from the hit result gets me the material, how do I then use that information in a condition?
Line Trace > Hit > Face Index > Material > If X material is a hit actor > Spawn emitter at hit location

hushed wren
#

use "get hit component" to get the component you hit and "get face index" to get the index, tehn feed both into "get material from collision face index"

#

what do you mean by "is a hit actor"?

plush yew
#

Please welcome @tight forum to the community! :beers:

#

Please welcome @main rune to the community! :beers:

ruby chasm
#

@hushed wren I just meant that it recognized a specific material as being hit as part of a condition. So IF a certain material is found by the line trace, spawn emitter.

#

Could this work with your method above?

#

Here's how it normally works.

main rune
#

Hey there, not sure where to really post this as I'm new to the engine, but a tutorial I'm following is trying to teach em how to use/create blueprints. My problem is part of the tutorial says to click the green "add new" drop-down menu, and then select "New Folder", but no matter what directory I try to do it in, it says "cannot create new folders in /classes_game/RPG"

Any help?

ruby chasm
#

In the directory you want to create a new folder, just right click > New Folder and name it.

main rune
#

Same error on the right click menu

ruby chasm
#

What directory are you trying to create a folder in?

main rune
#

Well the tutorial follows on from a previous section that has me in the /C++ Classes/RPG directory with the "hello world" actor I created in the last tut.

#

I've tried going to the parent C++ Classes/ directory, can't create it there either.

ruby chasm
#

Ah, I'm not sure. I only use Blueprint. Try the #cpp channel, they may know better.

main rune
#

Okay thanks a lot.

ruby chasm
#

Np

plush yew
#

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

calm tree
#

yawns

tender dome
#

can i use visual studio 2015 in urneal engine 4.16 or do i need VS17

calm tree
#

Wait what why you using Visual Studio...

#

You would be better using Eclipse.

tender dome
#

because UE supports VS.

calm tree
#

UE supports Eclipse too...

tender dome
#

anyways, do i need VS17 for UE4.16

calm tree
#

Prob both... Mean code blocks i would look at in Unreal

#

There use to be a guy in this discord.

#

That would be able to tell you right off the back.

#

But they kicked him forgot why...

tender dome
#

😆

calm tree
#

He was suppose to be banned for a few days...

#

But have not seen him back prob cause their mods forgot to unban lol.

#

I do that in my discord you get banned I forget about you.

cloud cobalt
#

The simplest way is to use Visual 2017. It's free, it works well, it has a really good debugger. Other IDE can work too

tender dome
#

im bout to install UE again, which version of UE should i install 4.16.3 or 4.17

cloud cobalt
#

It's just more involved

calm tree
#

Visual Studio is fine I just prefer Eclipse like alot of people

cloud cobalt
#

You should use the latest release, I think that's still 4.16.3

calm tree
#

I work for Pirates online Elite.

#

We use Unreal Engine 4

cloud cobalt
#

Oh well, 4.17 is released

#

So you can use that too 😃

calm tree
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We have used Zbrush and Blender to design. We have used Wwise to make sound.

cloud cobalt
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Thought it was still in preview

calm tree
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Wwise is best sound editor.

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For POE we have Client: C++ and LUA and our Server: C++ and Python

tender dome
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im afraid, 4.14 fucked me up so.... i think im gonna use 4.16.3 and maybe wait for 17.3 to come out

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@calm tree what is POE

cloud cobalt
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His game

tender dome
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nice!!!

calm tree
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Pirates Online Elite the guy who runs it use to be a dev for Disney POTCO.

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and he is currently a dev for NVIDIA

cloud cobalt
#

@tender dome While you're at the tool selection, you should probably take a look at version control

calm tree
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I built the website for POTCO Disney

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Right now their site has paths screwed up.

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Which is what we are rebuilding too make our company website.

tender dome
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@cloud cobalt what??

cloud cobalt
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Git, Perforce, Subversion, etc

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One of those is really important to use

tender dome
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ooh! i use git. and prob. not a big deal, no team, just me!!

cloud cobalt
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Pretty much a good idea to have every file in the project on Git then

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Or sources on Git, content on Subversion

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Git being not that great with binaries

tender dome
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ill keep that in mind

calm tree
#

For POE we also have for the in-game logic, POE uses C++
For sound and graphics, POE uses DirectX (Direct3D 9 Revision 43 + DirectSound)
Furthermore, sound and music is being parsed from the Wwise file system. The files in the Wwise system are WAV files. Music inside Wwise is stored as MP3.
Also, in-game model and graphics data are being stored inside 7-Zip files declared as PKG files. 7-ZIP 9.17 Beta is being used.
The UI is displayed using Adobe Flash (ActionScript 3) and loaded via Python 2.8

cloud cobalt
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@calm tree You can stop now... Use #lounge to discuss non-Unreal stuff please

tender dome
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XD

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what are those "template and feature packs" for

calm tree
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For milk

cloud cobalt
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Game templates, so that you can start with a RTS type game

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etc

calm tree
#

Unreal Engine 4

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is 4CHAN

tender dome
#

does it differ from starter contents

calm tree
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no

cloud cobalt
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Yeah, starter content are sample assets

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Templates are game templates that can include the starter content

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I'd take them all, it's good to have some base to work with

calm tree
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well imma go eat

tender dome
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@cloud cobalt do i install "editor symbols for debugging" too

cloud cobalt
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What do you mean ? Debug symbols ?

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Yeah, you probably should

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I mean it's not mandatory but if you're planning to write C++, sure

regal mulch
#

It's also good to get any debug information if shit crashes

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Just install it

calm tree
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Why not make your own debugger...

plush yew
#

Please welcome @edgy flame to the community! :beers:

cloud cobalt
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Yeah why not buy an aircraft carrier to live on while creating your game. Makes sense too

tender dome
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im low on space, so may be after its done "calculating required storage", if its fesiable, i might install it too.

calm tree
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Well it is like one of those things do it right by not being a skid

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Unreal Engine is just suppose to be your game engine

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Nothing else.

cloud cobalt
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Which it is

calm tree
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Debugging info and other things are suppose to be made from scratch if you are a good game dev

cloud cobalt
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sigh

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Debugging infos are symbols for the UE executables

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That's literally not something you can re-create

calm tree
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Oh that debugging

cloud cobalt
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Yeah, the ones we were talking about right now

regal mulch
#

How is it even possible to not make debug info yourself for your game

timber pewter
#

trhe game itself running or not is debug info

regal mulch
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Should I make a MP pack for debugging and just put the print string node in it?

calm tree
#

....

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What....

timber pewter
#

:p

regal mulch
#

Confused people. Morning job done. On to breakfast.

timber pewter
#

as if i didnt wake up confused just before this

calm tree
#

,ej

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meh

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I prefer to manipulate Unreal Engine 4 to do things I want it to.

cloud cobalt
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No shit

calm tree
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... Manipulate means something it ain't meant to do...

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Not customize it.

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LMAO

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That is how cheats are made...

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You manipulate the codes in a game roblox for example runs lua

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so you will need to manipulate Lua coding to do different task then what the game was designed for.

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I manipulate UE4 to do things it was not designed to do.

cloud cobalt
#

Okay.

acoustic geyser
#

And also, pretty much the same question, how do I turn my doors 45 degrees so it's still on the grid? They are doors with a rounded top, like castle doors.

plush yew
#

Please welcome @rare elk to the community! :beers:

tender dome
#

its going 24.91 gb with symbol debugging

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@cloud cobalt \

hallow finch
#

the contentexample not being fully compatible with the 4.17 version is quite sad :/

plush yew
#

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

plush yew
#

Please welcome @mystic wave to the community! :beers:

paper kernel
#

Question: any idea how cold I generate a cross shape for masking in material?

devout gulch
#

is there way to specify which assets should packaged for server ? and which to ignore ?

plush yew
#

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

harsh tiger
#

Hello everyone, I've just watched this video https://www.youtube.com/watch?v=3om6yJiYMcg and i was wondering. When he keeps the floor tiles flat in the blueprint, if i was to make them tiles on a slight angle it would create an infinite runner uphill effect? or will the tiles not attach properly

Now that our player controls are done, we'll start creating a system to procedurally spawn a running course with randomly placed obstacles.

▶ Play video
fossil ore
harsh tiger
#

that city looks incredible

vestal cloak
#

See the city? I want to make a mesh collider for it so all the buildings and streets dont allow my vehicles and fps character. To fall through or walk through anything. How do I do it?

#

Oh thanks! I made it in city engine

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It has San Francisco style road layout

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But my stuff falls right through the roads and buildings... 🙁

harsh tiger
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very nice man, it reminded me of city skyline

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you need to add collison to them but i'm not sure of a easy way to do it on such a large scale

sacred crater
#

that orphan pin is really useful

vestal cloak
#

?

sacred crater
#

new 4.17 feature

vestal cloak
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What does it do?

sacred crater
#

When you change a node or a struct and you remove a pin then the pin remains but marked as red so you aren't left confused what again changed or what variable got lost

vestal cloak
#

Hmm interesting

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I want the complex collision that I can view but I have no idea how to activate it in 4.16.2

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See? I do this but my character still falls through

vale halo
#

Is there a way to load gifs at runtime? It seems the current way to use gifs in ue4 is gif -> flipbook -> forgot what the material thing was

paper kernel
#

Widget component class is none, yet I see the widget

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so this is what we do today

vale halo
#

& that sounds like an awesome feature 😮

#

Wish I had that when I was cleaning up my template a while back lol

pallid compass
#

Thoughts on making a radar? im thinking of doing it as a component?

#

i should i do it all in HUD or what

vale halo
#

Component in your HUD? 😉

pallid compass
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Have a component in the char that handles mangement of radar targets then pass it too the HUD

lost ember
#

how compatible is ue4 with vr like the oculus rift and touch?

plush yew
#

Please welcome @ripe sluice to the community! :beers:

weary hull
#

rift works right from the editor

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havnt tried touch yet

plush yew
#

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

#

Hi I was having some issue with lighting in my maps and I was wondering if anyone could help me out, I'm a bit new to unreal engine

#

That's super dark on the side where it isn't facing the sun and I was wondering if that's normal and if not how to fix it

#

Please welcome @raw mist to the community! :beers:

paper kernel
#

wow, I broke something

#

I deleted 1(one) UMG widget, it took about 20sec and printed that out

plush yew
#

Please welcome @sage brook to the community! :beers:

vestal cloak
#

Is ther a mesh collider in ue4?

#

I want to use the complex collider but it wont let me

pallid compass
#

anyone know what causes overlapping like this, when you adding widgets via a forloop

plush yew
#

Please welcome @willow cargo to the community! :beers:

plush yew
#

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

versed rain
#

guys anyone know about a good article of unreal vs unity? i've been learning unreal but i would like to understand better why is that the best opiton or in which cases it is the best opiton.

whole quarry
#

There are no good articles about the vs

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Its all about what you seek in the engine and need from the engine

#

Opinions are personal anyways

willow cargo
#

i have tried out both unreal aand unity and personally i prefered it for its blueprint system but others may like unity for their programming language

plush yew
#

Please welcome @ebon tartan to the community! :beers:

versed rain
#

hm

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as a programmer i am always more inclined to work with code rather than editor but on these last days i've learnt where blueprints should be and where code should be and as such... kind of liking it

#

i know that unreal is more powerful but i'm always more inclined t ocreate tabletops and isometric games and stuff...

#

unity programming (i know it is c#) is easier than c++ or at least more forgiving

#

unreal you really need to know the api for uproperty and all the rest..

#

i don't know ehehe

#

unreal editor seems more powerful overall

#

Hearthstone and Elders Scroll Legends is on top of Unity it seems

#

but i guess that either engine is good for those

#

from what i understand you can't setup everything with c# on unity right? while in ureal you can

plush yew
#

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

warm heath
#

hello

#

i have been googling for days now, but i cant find a solution. i hope this place is the right one. if not, please tell me

#

i would like to precompute a 32bit float texture and use that one in a shader/material to save a lot of performance cost

#

unfortunately it looks like unreal does not support 32bit float textures at all, is this correct?

#

it looks like only 16 bit float textures are supported and only for cubemaps

#

😭

#

i have been using 32bit float textures already over a decade ago when shader model 3 was a thing, so i am more than surprised i cant get it to work in UE4

vestal cloak
#

I have yet another problem🤦‍♂️

#

Why is it when I play my game a random camera actor pops up and i cant use my FPS character

warm heath
#

are you using default player spawn points?

#

if so, they wont be used if they are colliding with something

#

and then you wont posses your character

pallid compass
#

god dam i need mark for some advice

toxic wagon
#

is there a tiff plugin for UE4?

plush yew
#

Please welcome @untold tinsel to the community! :beers:

north fractal
#

hey guys, does anyone use Mixamo animations? It sure seems like all of their free animations can be used with no strings attached, but I feel like I'm missing some fine print. I don't see how that site makes money, since I can't find prices on anything.

thick ridge
#

I use Mixamo animations

#

There is no cost to using the animations at this time

north fractal
#

ok, cool; seems like a good spot to hold me over until I need something custom

thick ridge
#

yes it's a great resource. I use it all the time

north fractal
#

so what's the incentive for people to make animations for it?

thick ridge
#

I have no idea. Maybe they have a long range business plan that involves charging in the future. It could be they want people hooked in first.

plush yew
#

Please welcome @agile ingot to the community! :beers:

pallid compass
#

any tips for generally binding input / events / hotbar slots together?

plush yew
#

Please welcome @cinder flax to the community! :beers:

cinder flax
#

hello guys, i want to know if its possible to open .unr files in the ut4 editor?