#ue4-general
1 messages · Page 96 of 1
I don't know blueprints, I've created the 'get player controller' node, what needs pluggin into it?
This is why you should do sone tutorials
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
GetPlayerController>EnableInput
Looking at your screenshot... youve no player input setup..
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
Because the template project has the control input configurated
You didnt notice the orange bars under the input events?
Or the orange square on the Compile button?
Sure I did. makes no difference if I don't know what they require
Thats why you should start with some basic tutorials
Cant make a house if you cant make the foundation
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
How do you want it to move it?
How'd you mean?
WASD
So... how are you going to fix that?
I do arch-vis kind of stuff, so fly throughs and walk throughs, need to have both sometimes
I'm going to migrate the scene to the 3rd person template
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.
So you expect that the "Input moveForward" magically nows that it should listen to the input of the W and S keys?
You could even substitute in literal inputs if you're not going to have the keys rebindable.
Then you wouldn't actually have a problem
But 15 minutes of reading is too much
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
idk I can sympathize with "I'm in a rush" but not with "I can't be bothered to read docs"
"im in a rush, but better ask randoms instead of googling it"
Do I need to worry about game distribution? Or will it easily work on "all" PCs?
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
....
I dunno man, moving an ini file is super hard
But yeah get offended by what I say rather than stopping to think if I have a point
I could help you with this specific problem, but you'd just be right back here next deadline
and the fact you have a deadline means you have a client.
@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)
You're getting paid to not read the docs
I don't have a deadline
So then you must have time to learn how to work more efficiently
I'm doing it off my own back tonight, wanted to render something as I'm holiday next week
No, tomorrow I need to do something more work related
thanks @whole quarry
I get the odd day here and there to learn UE4, of course I'm looking for some shortcuts, it's a massive engine
Well, to be honest, there are no shortcuts
Anyway, you just gotta let the other project know what inputs are defined
Many people are here and know alot because they spend years learning and still learn every day more
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.
😐
Your attitude just struck me as somebody who wanted to just skip through stuff.
You obviously don't have to know everything there is to know, but this in particular is a basic concept
Anyway, gotta go, thanks @whole quarry and @worn granite for the pep talk
3 months and you dont know how to setup input...
It'd be like you wanting to animate but don't know how to work with the timeline.
Well, now i sound mean
Comes with the territory @whole quarry
We could have worded this in a "sweeter" way
jeez, do I need to spell it out, I don't get every day to do this
I thought you had to go man
Maybe I have gone
I get you don't have every day
Do you not get my point though?
Jeez man, hop in a racecar without taking driving lessons
@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
I get your point, though get irked when people read between the lines on some quickly worded response
and see, you presume I don't google
Don't take or make it personal what I wrote there to PlaceholderName
Its a general thing that happens
Its because of the vast wealth of information on this topic
That amount are my daily open tabs
You are obviously a god
none of those videos seem to be about using the engine
Thank you I guess?
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.
No, lets skip to the race track @grim ore 😀
For the record, I would suggest subscribing to @grim ore's youtube channel
^
Does anyone know how to export models from ue4 without their LODs?
What is the Listen for Input Action Node in Unreal Engine 4 Source Files: https://github.com/MWadstein/wtf-hdi-files
disable them on import?
I want to just export LOD0, but instead I get only the LOD models
guys does anyone use blender for their mesh?
@half mango I do
how the hell do you get the objects to work
What kind of objects?
check these 2 videos: https://www.youtube.com/channel/UC0dUcS4QU5b0ON5adjJmhNg
do you use seams on even basic objects like a plain box?
I made those some time ago (but kinda got bored and never made more)
see you dont need them right, for basic objects
i can't even get plain white objects to work
still the same old lightmap issues after trying absolutely everything
I never had those lightmap issues
i tried absolutely everything even going to the more advanced stuff and learning how to mark seams on each object
did it for all and still the same problems
how the hell you manage it without issues man
:S
this shit is paranormal
it really is paranormal
i've had countless ppl help me and nothing works
starts out with problems with my blender model, tri's, ngons blah blah
fix all those
doesnt fix it
i am so close to just packing it in and changing my career choices
the worst part is nearly all of the documentation seems to be blueprint focused
like what the hell
blueprint was a mistake
i don't understand blueprints yet either
blueprint is love and power
can't even get to that part
cause i cant even bake the light and get a result that isn't cancer
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
i know right
BLASPHEME
absolutely arcane
@half mango Have you tried to make just a cube and export that to ue4
Did that had problems too?
Unreal Engine 4 and Blender: Import and Export FBX In this episode I'm covering the basics to import and export models using FBX export in Blender. I also sh...
i think i managed to make a couple of basic objects without problems
but that's useless to me
So is the lighting the issue?
i'm going through sketchup first, i have no other choice but to go through sketchup because of speed
Because if the lighting is the issue, its probably your lightmap UVs
it is the lightmaps
but they are unfixable
blender lightmaps don't work and generating UV's in UE gives better results but still horrible
Hm. alright. Can't really help you much more with that. Maybe post in #graphics as well?
don't worry nobody else can
God damn it
@whole quarry i'm watching these videos now
thanks for posting
they won't fix the problem but i'll learn other stuff i guess
@whole quarry if you don't unwrap manually with seams and stuff then how do you do it?
to get it to work in ue
just smartUV?
Depends on the mesh imho
is this your video?
I think more about how a material can be applied to it rather than thinking how a texture needs to be baked to it
yes
oh nice
I guess I'll make this weekend a new one >.<
oh i have already seen this part 2 one
just recognized it ;d
i have tried all this tho
nothing works
Hey guys, does anybody know if you can use POM with WorldSpace materials? I don't know where I would plug it in?
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Hi all
(no need for actual welcoming, I was planning on lurking for a while, but this darn bot called me out! 😄 )
🙄
Does someone have tutorials for Stylized Materials in UE?
Preferably a Cel Shading look.
Foliage would be nice aswell
Man, I'm telling you...I am hitting all the bugs over the last day
My DefaultInput.ini gets "corrupted" through Perforce. Somehow the encoding gets messed up when I get it from my other PC 😭
(and i don't even have umlauts)
at least birb is gone
Aye birds are gone
lately im runing problem after problem
first my overlap was named same as an internal function of the engine and was working worngly
now it doesnt work at all while the delegate seems correct
in blueprints it does straight away
wanna cry :C
Is the function a UFUNCTION?
UPROPERTY(meta=PlsWork)
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rahah
he had the same issue
man, wtf. How come i've never had this issue before today
oh the solution right there, 👍 nice
Strange part, I always follow the typemap from Epic Docs though
anyone experience with building to html5? Was wondering what the minimum html file is for rendering the viewport.
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@safe rose Following up on your suggestion yesterday (still far from done), but something like this would make sense right?
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.
@vale halo Oh yeah, if it's just directed for OnlineSubsystem
But yeah, exactly what I was thinking basically.
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...
Ontop of what? 🤔
What I mean is, if people have custom settings
That you can't think of
They can type it into a textbox
With their own Section Title
Got it, I'll add it to my TODO list 😃
I wish I could throw it on the MP for $0.99, but $4.99 is the lowest I can go 🤔
You only get 60 days (or something like that) a year 🤔
Anyway, I'll probably use that technique 😉
Aye, one day when I have more time, I'll look into an MP submission
@vale halo thats nice, even if it is ridiculously simple
having to edit the config constantly is definitely annoying
It can be a bit of a pain, but now I personally have gotten into the plugin creation/submission/dealing with the MP flow 😛
I know
Yep, the only "issue" people could have is that an editor restart is required 🤔
Anyway, it is a really good idea, all credit goes to vic there
honestly i think that one is too simple to be worth more than 5 dollars
Man, I have so many good ideas for the MP
Yep, agreed there
but if you combined it with a more stuff plugin
But 5 bucks is the cheapest we're able to go
basically bundling it with a bigger online plugin
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
But I wouldn't want to compete with UWorks 🤔
another issue is how does it work for different subsystems
each subsystem has different configs
too bad you cant do anything about the ps4 subsystem for example, wich has looooooooooots more crap
i think just making it work for Null and Steam should be ok
Why? All the stuff under an NDA?
yup
I'm probably going for NULL|STEAM|FACEBOOK|whatever else I can get my hands on
(to give people the most value they can get due to the stupid marketplace minimum pricing)
TBH, like I said before
All this stuff should be default in engine by now
I shouldn't have to really go outside the engine to do ANYTHING
https://www.youtube.com/watch?v=Bh1SElKEZR8 john wick intensifies
Okay this is nuts. Was not expecting for anyone to get sub 8:40 so freaking soon. Great all around. Airport and Helipad were a bit bad, but not terrible. Pos...
o.O
yo, quick question
i accidentally disabled UE4's print log, somehow.
how can I re-enable it?
Off-topic, but does GitHub's string search just randomly not work half the time for anyone else?
ugh lemme check
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
This has been happening a lot to me lately, it's weird
Hmm, might actually be a version issue
@rugged gorge What... you mean the on screen one through blueprints?
I'm on the 4.16 branch of the repo and a local copy of 4.16.3, but they're not matching up
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
Or I'm going crazy
¯_(ツ)_/¯
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Really need help here, thanks
https://answers.unrealengine.com/questions/687186/engine-fps-drops-urgent.html
It only happens sometimes, and it's not something with the CPU or RAM
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
think there be some easy disable UI toggle in the sequence setting to disable a hud when the sequance is playing
yeah very helpful group
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hello
Hi.
Is anyone here learning UE4 on their free time while in college?
Also, do I have a hope of getting a job as a UE4 C++ programmer by using it?
^
@plush yew In a seriousness, at large studios, probably not. They seem to care more about "qualifications"
At indies, though, it just revolves around whether you can do what's needed
(And for how much)
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
And networking. Network like a goddamn hero, or you'll still hsvr a hard time
How do I invite someone to this server?
I figure that learning C++ in Unreal would be a good way to make something remotely useful
While being a complete noob.
man this bot response time...
Pretty sure there's an option, if you click the name of the server in the upper left
the dropdown gives an option to invite
but that's only if the server owner enables it.
Lmao!
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hello
@plush yew gameidea
A racing game where you sail yachts to slow global warming and you have way more limbs than necessary.
@plush yew invite
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Anyone knows how to tell unity that a border or any component on top of other components in the hierarchy, is clickable through?
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
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 ?
like, basicaly I am tracing a path in runtime and I want to keep this spline in editor for another usage.
The only thing i've found was to copy paste the element, but it calls back the constructor and erase the values.
Ok nevermind, I've found another way: storing in a TArray<FVector> each points.
Then storing it in json .
Then storing it in json .
how do i move one material to another project?
the migrate tool isn't working, it just creates a file that does nothing
basicaly, from the explorer it worked for me. @half mango
a copy from the .uasset works fine.
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.
thanks, that worked
and this is a downloaded material
but it;s different to my usual
looks like this, rather than the normal nodes
do u know why?
Hot new job offer in #career-chat
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@thorn flower welcome
Thank you! 😄
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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?
yo I get weird issues when importing psd files
pingu, depends on surface
here's how the texture is supposed to look
when I import a psd
on the lighter one, the vibrance is at 0, maybe try putting it to 1?
I'm not familiar with psd, or having a similar issue
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?
So it looks correct if you check SRGB and incorrect if you uncheck SRGB?
Just spent like 2 hours on a problem when it was just a single missing connection
yo
Gamedev be like
Release of Generic Shooter 4.17 for @UnrealEngine delayed, a network issue causing players to scale up 1000x. Codename: Attack on Titan bug
dafuq
lol, love your tweet 😛
Aye, animation data is missing for 1 frame
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
¯_(ツ)_/¯
Guys I launched a patreon https://www.patreon.com/allar
Spawn rotation?
yea it was facing towards 0,0,0 randomly
Not sure why, but I've always been a bit confused if Y or X is axis is forward
Its why I always model things for +x is forward while the engine acts like +y is forward
in blueprints, x is forward
well, in general in actors as well
Its dumb
Because if you export a model thats modeled for +x forward, its always rotated 45 degrees when importing and adding it to a actor
90*
woke up 2 hours early for no apparent reason
Thats horrible!
argh
so, this seems like a little oversight
but server cannot get it's own session reference?
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Hi, looking to recruit some members for my team. Best places to look anyone?
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hello !! 😃
Welcome
Hey guys, so i'm using the runUAT.bat file to package our game, how can we trigger a full rebuild using that?
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.
-clean doesn't show up when using -list
amazing
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...
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
Oo I didn't know about those. I'm only just learning about BuildGraphs this week 😁
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?
@plush yew You usually only have to set the Material to be TwoSided
or have a mesh that is two-sided
Is there actually a diff in performance? I know it's just a simple sphere
two sided material does have more instructions iirc
Alright
anyone used sobol distributions yet?
just curious as to how the nodes etc work since there's no docs or examples
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Thanks bot
I should have known about this server earlier
nope, I have absolutly NFI how you're supposed to use the new Sobel BP nodes
whats Sobel o_O
We have added several nodes to generate point locations using the Sobol quasi-random sequence.
The Sobol sequence can generate points with a large number of independent dimensions. The Random Sobol Float Blueprint nodes gives the value for a...
Rendering
(the only documentation on the feature is these Trello cards)
oh dam thats nice
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
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
what'd you change?
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?
I thought index would be the cell index or something, but I have no idea
1 cell is basically 1 option, right?
yeah, I think so
On a 2d grid, that'll be 0,0
No need to ramp up the cells unless you're building a mechanic around that
on a 1x1 grid it will be
gg morning me
no, I think you need more cells to break down the distribution
No I mean increment the cells over a series of calls
You can have a fixed cell size
1 cell means your coords can have 0-1 in any direction (integer)
I don't have a better understanding though, just trying to reason about it
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?
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
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
maybe the source would help. I'd look myself but I don't have 4.17 and don't feel like digging through github
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
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?
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god i hate rotators so bloody much
Indeed. what's worse then rotators is flying in space heading toward the sun and running out of fuel. that, is horrible.
other work but invide dont now
check the welcome page
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Anyone know more about the jitter in spring arm camera lag setting?
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?
why not edit the original blueprint?
it's a static mesh :/
errr
can i swap the points out for a blueprint then, to make it easier to work with
and preserve the 150 spawn point locations
it should have been a blueprint to start with
agreed
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:
is there a branch of UE4 with better paper 2D stuff?
no
aw
yep dont want to move the static meshes, they are strategically placed markers on varying terrain
How does interp speed work?
also, anyone know why the epic games launcher consumes so much ram and cpu doing almost nothing
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Game dev patreons be like https://pbs.twimg.com/media/DG941-7VwAEh12H.jpg
omfg
nice job allar
10/10
your fame is worth $2/mo (so far)
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After you sculpt the terrain the engine stutters for a few seconds. Is it only me or its a common issue ?
A good one
Good features
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
The most expensive one is a good bet. It makes a conversation piece.
can't spend too much, a few grand maybe
For a few grand, its going to be pretty hard to get a rig thats not capable
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
As long as you don't Quadro it
i was thinking an m2, 1080 and threadripper
then loads of cheap ram and cheap storage
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👋
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So I just installed the UE4 Editor via the AUR and it crashes my computer a few seconds after running it.
Here's the output of UE4Editor when I run it
That log looks half empty
Nothing about a crash
Though it creates some OpenGL stuff
Your whole PC crashs?
Might be GPU?
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
:/
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
TLDR: Blueprints made learning languages a lot less intimidating for me.
I'm trying to run GenerateProjectFIles.sh to see if it'll help
👍 @dawn ore
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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...?
Does anyone have an idea of a shooter that could become very successful?
Nice try Ubisoft
so funny
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
I think a Generic shooter could be successful
And in any case, the market research people responsible for Lawbreakers and Battleborn would be the wrong people to ask.
Shooters made with it, maybe not. glares at a certain toy shooter in library
^hmm?
"Elaborate!"
-Dalek
You don't have to feel bad about it, it wasn't your pack's fault
I'm not arguing that shit shooters are made with my product
continues being vague, knowing it'll frustrate you
I put Generic Shooter on Steam Greenlight to help prevent shit shooter flips
But people gonna do what people gonna do
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
omfg
It means I can issue takedown notices for exact flips
oh?
If I can be like
Huh, didn't know that'd hold water
what with MP rights
Then I can't do anything
brutal
That's smart, actually
Hold on, making Generic Blue Shooter.
If they do an art swap but nothing else, yeah, I'm powerless
¯_(ツ)_/¯
You could turn everything blue
gg
I didn't think you could do that though because you're also selling it on the marketplace
anyway
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
Shitposting in #ue4-general while still UE4 relevant be like:
Please welcome @green ether to the community! :beers:
@green ether welcome!
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
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So no-one has any idea about the supposed new LPV stuff?
there's supposedly new LPV stuff?
I thought LPV support basically died along with Lionhead Studios
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
There's been some sneaky improvements to LPV here and there, apparently
I have very UNREAListic standards about 3D
that only such a powerful engine could achieve, is literally the new Definition of Epic
Please welcome @meager dove to the community! :beers:
is there something to trigger from possess event?
guess I could do custom dispatch for it 🤔
hi, i did somthing in the editor/project menu, and now my game looks like this
help!!!!
i had directional light. i deleted it. built lighting. then added it again. still same prob.
Question: on a scale of 1 to "bad idea", how reliable is delegate loop?
try adding atmospheric fog
@pallid compass what do you mean by lighting stuff specifically
do i have to reinstall the engine
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@hot carbon https://issues.unrealengine.com/issue/UE-18641 This is marked fixed, but the comment that is says where the fix is has nothing to do with the error.
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think my eyes are about to roll in too the back of my head
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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.
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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.
You can also use flat reflection plane in some cases
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Was at Dublin Comic Con today, barely missed a newbie dev course but alas it was for Unity.
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
That third thing is unsupported nowadays, and 80% of resources are in C# in my experience
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.
they are now deprecating the pseudo javascript in unity
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
thanks
@umbral frigate You can try CodeLite
🍻 looking into it
@umbral frigate https://www.youtube.com/watch?v=61yGNLZ2w68
This short tutorial shows how you can create CodeLite project files for your UE4 project so that you can use CodeLite on Windows and Mac platforms. Wow, yout...
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?
I get this message @plain gazelle , although I'm updating VS 2015 in the background: http://i.imgur.com/ZOX7Iv4.png
Watch the video, but I don't know how to get past this, the video assuems you have the project generated already.
Cool, I got this 😃
@umbral frigate You can search here or file a bug, https://answers.unrealengine.com/index.html
Does anyone here use liquid cooling?
me
Does it use more power than a fan?
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?
I once put my phone on a block of ice (with a cloth between it) so it wouldnt overheat.
Actually more like your thoughts on this
answer is no
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
no worries man
omg 😂
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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?
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)
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
omg
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I can't get mesh distance fields working anymore, even in a brand new project. Did they remove compatibility for lousy intel chipsets?
Please welcome @pseudo remnant to the community! :beers:
o.O
Is there a way to check whether a certain material was hit with a line trace? (not a phys material, a render material)?
I think C++ lets you grab anything, but it's not in blueprint.
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
@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?
you can use face index from hit result to get material
@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
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"?
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@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.
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?
In the directory you want to create a new folder, just right click > New Folder and name it.
Same error on the right click menu
What directory are you trying to create a folder in?
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.
Okay thanks a lot.
Np
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yawns
can i use visual studio 2015 in urneal engine 4.16 or do i need VS17
because UE supports VS.
UE supports Eclipse too...
anyways, do i need VS17 for UE4.16
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...
😆
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.
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
im bout to install UE again, which version of UE should i install 4.16.3 or 4.17
It's just more involved
Visual Studio is fine I just prefer Eclipse like alot of people
You should use the latest release, I think that's still 4.16.3
We have used Zbrush and Blender to design. We have used Wwise to make sound.
Thought it was still in preview
Wwise is best sound editor.
For POE we have Client: C++ and LUA and our Server: C++ and Python
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
@calm tree what is POE
His game
nice!!!
Pirates Online Elite the guy who runs it use to be a dev for Disney POTCO.
and he is currently a dev for NVIDIA
@tender dome While you're at the tool selection, you should probably take a look at version control
I built the website for POTCO Disney
Right now their site has paths screwed up.
Which is what we are rebuilding too make our company website.
@cloud cobalt what??
ooh! i use git. and prob. not a big deal, no team, just me!!
Pretty much a good idea to have every file in the project on Git then
Or sources on Git, content on Subversion
Git being not that great with binaries
ill keep that in mind
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
For milk
does it differ from starter contents
no
Yeah, starter content are sample assets
Templates are game templates that can include the starter content
I'd take them all, it's good to have some base to work with
well imma go eat
@cloud cobalt do i install "editor symbols for debugging" too
What do you mean ? Debug symbols ?
Yeah, you probably should
I mean it's not mandatory but if you're planning to write C++, sure
Why not make your own debugger...
Please welcome @edgy flame to the community! :beers:
Yeah why not buy an aircraft carrier to live on while creating your game. Makes sense too
im low on space, so may be after its done "calculating required storage", if its fesiable, i might install it too.
Well it is like one of those things do it right by not being a skid
Unreal Engine is just suppose to be your game engine
Nothing else.
Which it is
Debugging info and other things are suppose to be made from scratch if you are a good game dev
sigh
Debugging infos are symbols for the UE executables
That's literally not something you can re-create
Oh that debugging
Yeah, the ones we were talking about right now
How is it even possible to not make debug info yourself for your game
trhe game itself running or not is debug info
Should I make a MP pack for debugging and just put the print string node in it?
:p
Confused people. Morning job done. On to breakfast.
as if i didnt wake up confused just before this
No shit
... Manipulate means something it ain't meant to do...
Not customize it.
LMAO
That is how cheats are made...
You manipulate the codes in a game roblox for example runs lua
so you will need to manipulate Lua coding to do different task then what the game was designed for.
I manipulate UE4 to do things it was not designed to do.
Okay.
How do I make stuff like this with the bsp tool? https://gyazo.com/fb47c2ad37cab8478dde24a82ae51d0f
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.
Please welcome @rare elk to the community! :beers:
the contentexample not being fully compatible with the 4.17 version is quite sad :/
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Question: any idea how cold I generate a cross shape for masking in material?
is there way to specify which assets should packaged for server ? and which to ignore ?
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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.
Anyone knows If its possible to control each mesh outlines? (Blendables , http://www.michalorzelek.com/blog/tutorial-creating-outline-effect-around-objects/ )
that city looks incredible
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
It has San Francisco style road layout
But my stuff falls right through the roads and buildings... 🙁
very nice man, it reminded me of city skyline
you need to add collison to them but i'm not sure of a easy way to do it on such a large scale
that orphan pin is really useful
?
new 4.17 feature
What does it do?
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
Hmm interesting
I want the complex collision that I can view but I have no idea how to activate it in 4.16.2
See? I do this but my character still falls through
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
& that sounds like an awesome feature 😮
Wish I had that when I was cleaning up my template a while back lol
Thoughts on making a radar? im thinking of doing it as a component?
i should i do it all in HUD or what
Component in your HUD? 😉
Have a component in the char that handles mangement of radar targets then pass it too the HUD
how compatible is ue4 with vr like the oculus rift and touch?
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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:
wow, I broke something
I deleted 1(one) UMG widget, it took about 20sec and printed that out
Please welcome @sage brook to the community! :beers:
Is ther a mesh collider in ue4?
I want to use the complex collider but it wont let me
anyone know what causes overlapping like this, when you adding widgets via a forloop
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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.
There are no good articles about the vs
Its all about what you seek in the engine and need from the engine
Opinions are personal anyways
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
Please welcome @ebon tartan to the community! :beers:
hm
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
Please welcome @warm heath to the community! :beers:
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
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
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
god dam i need mark for some advice
is there a tiff plugin for UE4?
Please welcome @untold tinsel to the community! :beers:
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.
ok, cool; seems like a good spot to hold me over until I need something custom
yes it's a great resource. I use it all the time
so what's the incentive for people to make animations for it?
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.
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any tips for generally binding input / events / hotbar slots together?
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hello guys, i want to know if its possible to open .unr files in the ut4 editor?