#ue4-general

1 messages ยท Page 100 of 1

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

muted verge
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Hello Unrealbot, thankyou for introducing me.

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

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

regal mulch
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@Defloc#8984 Yus! Again. (:

Welcome at all new peeps (:

quick heath
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So maybe this is a dumb question, but i am having problems loading a saved game from one level to another. It tells me that i have the saved game and everything but it doesnt take me to the level (if i open level then it just opens it from the start). If i load the saved game already inside the level it workd with no problems. Any one know how to load a game to take you to a different level? Thank you!^^

regal mulch
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Well, SaveGames are just holding data you specify

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It won't magically hold information that you don't give it

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If you want to save that the player is in a specific level, you'll have to save the level name with the savegame

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And when you load it, you just take that level name and call OpenLevel

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Other than that, we would need to see your code and get a slightly better explanation of what you want

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@quick heath

proper orbit
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anybody knows why steam overlay doesn't show up with 4.17? Using prebuilt engine. Added the needed lines to DefaultEngine ini and enabled steam subsystem plugins, but nothing happens. Launching the packaged game doesn't enable steam overlay either..

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I get "SteamAPI is disabled" while packaging

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seems weird

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even a new project with same setup doesn't launch..

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completely lost

regal mulch
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While packaging that is normal

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In dev builds the appID file is generated

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if you made a shipping build it's probably missing the SteamAppID file

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Inside the editor, steam is deactivated by default

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@proper orbit

proper orbit
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I remember it working normally on earlier versions

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when you launch it as standalone

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but now no dice

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I tried adding SteamAppID after packaging, still nothing showed up

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weird

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even tried some stuff I found on Reddit/Forums from people who have it working and it still doesn't budge with "SteamAPI is disabled"

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and I have the subsystem enabled for sure

sacred crater
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It always says it's disabled, even when it's working for me

proper orbit
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on 4.16 it worked for me, that's the worst part probably

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but neither my migrated project, neither a new on 4.17 doesn't want to cooperate

quick heath
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cedric_eXi thank you!^^

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@regal mulch forgot to @ haha

icy dove
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I'm following a guide to set up and use Steam's OSS. He showed this example which returns the player's SteamID but I get the error: "pointer to incomplete class type is not allowed". Why is this?

icy dove
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Anyone?

cloud cobalt
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Sounds like you neeed to include the header for this type

icy dove
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I tried to include GameFramework/PlayerController.h but I still get erros :s

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Not the same ones though. I starts complaining about my UCLASS() macro (which I haven't changed in any way)

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Also, my class is based on the Actor class.

plush skiff
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Player is a UPlayer? i dont think that has a function GetControllerId

icy dove
plush skiff
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i use pController->PlayerState->UniqueId

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if you are after a UniqueNetId

icy dove
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I'm not sure honestly. I'm experienced with C++, but just started learning UE a few days ago

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I've set up Steam OSS correctly and now I'm trying to learn to use their API

plush skiff
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ive just finished setting up steamworks integration on our game, what do you need to grab? the steam id string? bunch of numbers?

icy dove
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The example tries to demonstrate how the get the steam id string

plush skiff
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yeah UniqueId.ToString will get you that

icy dove
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What about the pointer to incomplete type PlayerController?

plush skiff
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do you still get that when you change to PlayerState?

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PlayerController->PlayerState->UniqueId

icy dove
plush skiff
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change that end but

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bit*

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hold up ill check the function you are trying to use, i didnt use the interfaces for half my integration, its missing loads

icy dove
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TSharedPtr<const FUniqueNetId> pid = ion->GetIdentityInterface()->GetUniquePlayerId(PlayerController->PlayerState->UniqueId);
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(ion = IOnlineSubsystem::Get();)

plush skiff
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ah it needs an int, i get you - also put "FName("Steam")" in the get so if steam isnt connected, you wont get OSSNULL

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unless you want to fall back to that of course, but youll run into issues if you go straight into steam stuff

icy dove
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I think that's the next thing he shows in the guide

plush skiff
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nevermind that parameter change if you need an ID number, it will only give you the string

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not sure about the error, im sure you have the includes in for it

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shouldnt even need if its an actor

icy dove
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I have the default includes that comes with inheriting from Actor and then I've included the Online.h

plush skiff
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do you still get the error not inside the parameter? comment that line out and see if you can check the UniqueId is valid

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TSharedPtr<const FUniqueNetId> pid = PlayerController->PlayerState->UniqueId;

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see if that gives an error?

icy dove
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Okay

plush skiff
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yeah i think i need to see more code, can you paste bin me or something?

icy dove
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It does - still incomplete type

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Sure

plush skiff
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lets move this to programming to

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too*

icy dove
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Okay

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

obsidian flicker
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๐ŸŽท ๐Ÿ‹

plucky reef
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how can I do the facial animation/emotions? frustrating ๐Ÿ˜ฆ

tall pendant
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blendshapes?

plucky reef
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what is that?

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what is the best app for that?

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

fluid tide
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What is this...? -.-

plush yew
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i may accidentally click in once in a while, i want it gone

umbral frigate
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Following Ben Tristem tutorial, he says macros are nearly impossible to fix if you get them wrong because the error messages suck.
So what's common practice to fix this sort of issue? Make your own strict functions to call macros?

glossy flame
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Call them correctly? Hehe, just kidding, but usually you kinda just need to know the general issue

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I agree sometimes the macro error messages can be a tad more mysterious, but I don't think they're anything that can't be figured out when you look at the big picture of what you're doing

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If you have a specific problem, feel free to post

umbral frigate
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fair enough.

paper glacier
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how do i go about creating a class which is not inherrited from any unreal class?

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

cursive dirge
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@plush yew I've never ever clicked that accidentally ๐Ÿ˜ƒ

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not saying it's not possible

plush yew
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report this guy right away? racism

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Please welcome @static perch to the community! :beers:

cursive dirge
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<@&213101288538374145> can deal with it

static perch
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hello!

cursive dirge
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hola ๐Ÿ˜ƒ

plush yew
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just opened discord and first thing i see lol

umbral frigate
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Welcome @stuck turret , you get the daily troll award, lol x)

plush yew
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theres an award? Now i see why we have so many of them here

static perch
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im having a bit of trouble with UE, is there anywhere i can ask for help?

cursive dirge
plush yew
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definitely no place to seek for help ๐Ÿ˜„

static perch
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alright thanks

sacred crater
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What

umbral frigate
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pizza arrived, yay!

plush yew
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TUnrealbot: Please welcome @stupid nigger to the community! ๐Ÿป

sacred crater
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Ooh

ashen brook
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already kicked

sacred crater
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oh

static perch
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oh well i guess this is where i post it then

sacred crater
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but i just ran out of my couch

static perch
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my thing doesnt fit in any other channels

ashen brook
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sorry Cel

static perch
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:L

ashen brook
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๐Ÿ˜ƒ

sacred crater
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couldn't that be like 5s earlier? :p

umbral frigate
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lel

plush yew
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what can you tell about me if i read "ran out of my couch" as "ran out of memory"

static perch
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gg

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my packaging doesnt work lmao

paper glacier
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you guys, help please, how do i go about creating a class which is not inherrited from any unreal class?

static perch
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what do you mean

plush yew
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just use the simple C++ way

cursive dirge
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you need to hook your custom classes to UObjects at some point though

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if you want to use them in the engine

static perch
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is there any place on the forums that say anything about packaging

cursive dirge
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there are docs for packaging

plush yew
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@cursive dirge why would you need that fi you're trying to createa thread for example?

cursive dirge
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anything else, just use some generic forum section or this discord channel

paper glacier
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i did, but compiling gives me this

...CharacterBase.h(76): error : Unrecognized type 'Shield' - type must be a UCLASS, USTRUCT or UENUM
static perch
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okay thanks

plush yew
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you would simply destroy and create the tread whenever the game instance is created or destroyed

cursive dirge
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@plush yew ? I'm confused

plush yew
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@stable arrow provide code pls?

paper glacier
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1 sec

cursive dirge
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of course you can make your own worker threads etc but you could use UE4 systems for that too

ashen brook
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@paper glacier @plush yew y'all should discuss this in #cpp

plush yew
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the ue4 threading api doesn't use any uobjects

cursive dirge
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@paper glacier did you try to put that as blueprintable?

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you can't expose things like that to editor

paper glacier
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ok, will try that

buoyant echo
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!invite

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!idea

cursive dirge
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!gameidea

plush yew
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A simulation game where you vault over kings in a deathmatch arena and your sidekick is a kitten.

cursive dirge
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invite hasn't worked in a while

buoyant echo
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ty

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

median bronze
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does the conan exiles and ark modkits require the actual game to use? or is it self contained?

fossil ore
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No idea.

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Is there a person in here who got physics working in Sequencer?

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I'm like, ripping my guts to understand why its not working

median bronze
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apparently the law of physics no longer apply. which version are you using? i had issues with keyframing in 4.17 till i figured how to manually lol

fossil ore
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4.17

median bronze
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ah yeah maybe a bug?

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does that mean physically based materials no longer work?

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haha joking

fossil ore
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I really have no clue, when I preview it with SIMULATION ON, gun slowly falls down.

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When shot is over, gunfalls like a rock

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I'll check this in 4.16.3

median bronze
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did they finally have a full option to remove the UI for paragons replay system? if so i might try it out just to play around with it lol

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i like how cloud from the ff7 remake is on the front page of the unreal engine about page lol fun

fossil ore
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I guess that's just a thing.

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UE4.16.3 shows exactly the same issue

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Then how can I real-time preview physics?

median bronze
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dunno

fossil ore
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this is really bothersome

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I cannot keyframe an object that has physics in Sequencer.. otherwise It will not preview physics.... WHTA

median bronze
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yeah i gotta admit unreal is nice but it does have its annoying bugs

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one level i tried to save as another level map nearly froze my computer for some reason yesterday but. trying it with a diffrent map did fine

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oh well. the joys of software lol

fossil ore
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Don't forget about Ortographic mode

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that thing is forgotten

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

abstract heron
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Hey guys, I'm having issues with the level sequencer as well. Essentially, whenever I press render my landscapes disappear after half a second and about halfway through the camera animation my textures lose their quality. I have no LOD on anything and the landscapes have that option turned off or set to 0.

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Any help would be really appreciated and I couldn't find a solution on the fourms.

fossil ore
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I have no knowledge about level sequencer.
I think thats just how UE4 works

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There is always that first moment in UE where textures n meshes gets loaded for the first time.

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Its just my observation. Even short alt tab causes this necessary "refresh"

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@abstract heron

abstract heron
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Damn thats a big bummer. At this point I think im going to just resolve to screen recording. I don't have these issues with I press play - its only when I go to render it out through the sequencer.

fossil ore
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Oh well... Sequencer has more bugs than i anticipated

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

flat shell
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Now, what's even more bizarre is that if I click "Continue" it prompts me with a "Packages Failed to Save" window but it actually DOES save my changes into the map. Could this be a weird 4.17 bug?

random shale
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Is collision works if simulate physics off?

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

fossil ore
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Anyone knows how to import a texture that is not square but a rectangle to UE4?

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Whenever I import a rectangle texture It gets tretched

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

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Hello sirs

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How do I stop a camera from culling my grass?

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Actually I'm not even sure the camera's doing it

pallid compass
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LOD distance prob

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or render distance

ionic stag
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how can I invite someone to this server?

pallid compass
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if u dont cull it ur peformance is gonna pop

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u cant

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same way u got here

plush yew
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This is for a cinematic.

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I'm trying to recreate the XP wallpaper for practice.

pallid compass
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oh erm

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it might be engine config issue i guess

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go to cull distance volume

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that might be what ur after?

plush yew
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Do I just scale the volume to the size of the landscape?

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Guess I'll just read the document.

cinder haven
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yo I need help with something can somehelp

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someone help

hard lodge
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what's the problem about?

median bronze
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yeah sequencer is great but it does have some issues like the camera rotation bug that apparently someone reported a year ago that STILL happens

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when the camera will sometimes randomnly spin when your tryin to make a simple keyframe

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oh well work in progress lol t

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the updates generally are still better then it was when unreal first came out sooo

boreal crown
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Anyones 4.17 randomly freeze crashing?

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As in requiring 'End Task' to close it

plush yew
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@pallid compass The volume didn't solve my problem

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How do I increase render distance?

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What I need is an option for grass to render where the camera is looking.

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

pallid compass
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sorry man no idea then, never had to inf render anything

pallid compass
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curious question, how is stuff like texture quality setting handled?

woven cliff
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@boreal crown alrdy finished a project with it and works fine with me.

valid stratus
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something I've been working on by myself for a couple of years, with some help from the community

plush skiff
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oh hey, ive seen your game on twitter - looking great man. I'll find a few dollars for you this week

safe rose
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@valid stratus Nice, looks cool! Good luck! You should throw this over at #work-in-progress instead though

valid stratus
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oh, sorry, I didn't see that channel ๐Ÿ˜ƒ

drowsy sage
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Hello everyone ๐Ÿ˜ƒ

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I'm new to unreal engine ^_^

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Man it's alot to take in though

median bronze
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anyone feel up to helping t oconvert a blender charector to unreal? id love to use the sintel charector from the open movie project as a base for my little project (im trying to make a non commericla /gameproject) but im not good at converting things https://www.blendswap.com/blends/view/66558 just thought id ask :-p would be cool to get her working in unreal methinks.

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(this is a modded version using cycles hair)

drowsy sage
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Andrew I like it!

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I'll have a go ad converting it to unreal.

median bronze
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yay

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

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

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

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Please welcome @summer crag to the community! :beers:

wary wave
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Morning - anyone ever set up something like a vaulting system before? Looking to do it entirely dynamically and wondered if anyone had any advice on best practices, things to look out for etc

knotty saddle
wary wave
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define 'lag'?

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

fossil ore
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delay

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Emitter from what I've seen has a delay for no reason.

autumn sinew
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Hey ๐Ÿ˜ƒ

fossil ore
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Hello

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Why is it hard to create 2D sprite rotation to be locked based on camera position?

plush yew
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Hi guys
I am learning how to make games in UE4 and i got some problem.
I wrote in C++ code for door to open -60.f but when i start game it doesn't open and i should set up StaticMeshComponent0 on Movable but don't know how

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here are some SS if someone could help me with this i would be very thankful

errant lintel
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@plush yew, MyMeshComp->SetMobility(EComponentMobility::Movable)

plush yew
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In BeginPlay() function?

errant lintel
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yes or PostInitializeComponents()

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go to #cpp for C++ support ๐Ÿ˜ƒ

plush yew
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Ok thanks a lot @errant lintel

paper kernel
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I have general skeleton rigging question: should forearm Z point toward front or down?

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usually it's towards bend direction, but wrist being balljoint confuses me

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

weary hull
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no 4.17 crash for me but lightbaking seems to take a lot longer

inner elk
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I have a question of if Unreal can do something.....I want to make a game and the rooms/levels are going to be small. I want it so that if you go from one level to another the next level could be random out of a list of choices. So I want to have the layouts of the whole thing be set but going from room to room would be random based off what types of room could be next. ....Is that possible?

glossy flame
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So, essentially procedural level generation? Yeah, that's definitely possible ๐Ÿ˜ƒ

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

inner elk
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Thank you, @glossy flame, I am still super new to this and just don't know what can or can't be done. Once I figure it out I don't have problems looking it up and figuring out how to do it. ๐Ÿ˜„

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

fossil ore
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I need a help. I want to create a mesh that will behave like old games sprite (Duke Nukem 3D, props).

I want mesh to rotate with camera.

sudden agate
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Can I somehow enable a Plugin that isn't updated yet?

wary wave
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No

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

ancient spade
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Hey Guys!
Would you mind letting me know if you're interested in my model pack?
If the votes are enough I'll extend the pack even more.
(Price to be determined)
VOTE HERE: https://goo.gl/Q2Y4us
LINK TO THE PREVIEW: https://sketchfab.com/phoenix-storms/models

plush yew
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anyone a blueprint expert and want to jump on voice chat with me?

ancient spade
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what ya need?

plush yew
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I have a few questions about replication as well as passing info between blueprints

ancient spade
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oh, I've never worked using replication

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is that the multiplayer/online stuff?

worn granite
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I don't know that just telling you how to do things is going to be more effective than you reading docs or following a tutorial.

plush yew
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I think so

worn granite
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Those both sound like introductory questions

ancient spade
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lol

worn granite
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Docs/Tutorial are pre-prepared and likely iterated upon. They'll be a better place to start than an impromptu voice chat

plush yew
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I know how to do each - I'm trying to ask what you think is the best way to structure a score and inventory system - I've found a premade inventory system that's using an actor basically as a global variable which I've seen before and it seems to work but I'm not sure if there are any draw backs to doing so - My current plan is to use that to store each players inventory and I'm planning on doing the changes server side inside of the player class - does that sound like the proper place to do it or should I have the player class go up to the playerstate then make the changes

worn granite
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Ah

plush yew
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I questions like that - super specific, I know how to do the things I want to do I just don't want to over convolute the process by putting them in the incorrect spot - or start investing in this actor inventory system if I'm going to want to rip it out later

worn granite
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Actor should be fine for server -> client replication, but you can't really use it the other way around.

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So you'd do PC->Server_AddItemToInventory, and not Actor->Server_AddItemToInventory(PC)

plush yew
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Why not?

worn granite
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Yeah I see why you're asking this to be voice haha

plush yew
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Cmonnnn ๐Ÿ˜ƒ

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pretty please?

worn granite
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I think maybe its covered in here too

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brb

plush yew
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That graph of what's client side and what's serverside is actually super helpful - So when it comes to something like playermovement how anal should I be about making it so the client can't interfere - Lets say hypothetically playermovement wasn't replicated - Would I want the server to recieve an event from the client that they are holding W then have the server move the character?

frank escarp
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thats what it happens

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the character movement component uploads its movement inputs to the server

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the server then does them. As long as client and server are in sync, then it is fine

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if it differs, the server will have the final world, and the client will rubberband

plush yew
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Hm

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Like for instance the way I brute forced setting up player scores is I have the playerstate build an array from the game state player array and setup the score values - then I have the hudclass grab the info and construct a score board

frank escarp
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that is the typical way

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i mean just look at ShooterGame for an example

plush yew
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Anyone know a way to rotate and actor around an offset origin without using a Rotating movement Component. While my current way of calculating the movement rate based on delta time, and then setting the rotation to zero a frame later works, it feels like there should be a better way.

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

paper kernel
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Timeline is probably a good tool for that @plush yew

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you will have to do the pivot offset math

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

worn granite
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@buoyant echo I was banned along with our friend from that server lmao

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

buoyant echo
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I saw

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I'm questioning it right now

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It's stupid af

worn granite
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good mods

buoyant echo
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Nah just the one fucker

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Kitty and positivity didn't care

worn granite
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what I don't get is why I'm banned

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

surreal viper
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tip of the day: if the editor stops in an assert which would just exit, you can still move the execution token in visual studio to the end of the function and pray

wary wave
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what the heck?

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what does that even mean?

worn granite
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do you have update 3?

wary wave
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apparently not, not that VS has tried to update itself :/

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(and not that I've been compiling things fine up until now!)

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eh, it's been out for a year, how can I possibly not have it D: ?

glossy flame
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Well, back in 4.14 (I think?) 4.12 it broke everything, so everybody kinda avoided it until the hotfix

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I don't have it on my VS2015 install either (though I use VS2017 now)

pallid compass
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dam why is it so hard to find uk modellers for this company project >->

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uk massively lacks game industry stuff

lunar palm
#

@worn granite I actually missed your reply from last Saturday about the Endless Runner game. I actually finished the Endless Runner Tutorial on YouTube recently and was trying to get a little advanced and make something like this:

worn granite
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That looks like that tutorial but with art

lunar palm
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Yeah, it's fairly simple but I just needed a couple of simple/mechanically storng games to add onto my portfolio lol

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I really like the camera movement though, I was wondering how he did that

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Like it's very smooth, compared to the regular one

worn granite
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Looks like camera lag on the springarm

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You can do rotation and location lag

pallid compass
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DEATH TO CAMERA LAG SPRING ARM

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i hate that thing in engine

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any frame jumps of 3+ and u get camera shaking

frank escarp
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well, thats kind of the whole point of the spring arm

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to be a "soft-ish" attachment

pallid compass
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i get

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KAD

frank escarp
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if you want direct position, set its position manually or just parent it

pallid compass
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MAD

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shutter

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shaking

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issues

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with it

frank escarp
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personally i never use it XD

pallid compass
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from any frame jumps

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its an issue thats been in since like 4.6

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or some something

worn granite
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I've never noticed that

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at all

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I use spring arm all the time

pallid compass
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u got ur frames capped and stable?

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its like

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super subtle

worn granite
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I mean

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My games run good I guess

pallid compass
#

but if you look for it with frame changes

#

u can see it

worn granite
#

I guess I could test it with lag

pallid compass
#

thats the issue

#

its something to do with the spring arm using delta time

#

or delta frame

#

or some crap i cant remember

#

to move, but if you get like 3+ fps changes

#

u get weird shaking when you have consisant motion

worn granite
#

Yeah but you can fix it if you cared to

plush yew
#

Please welcome @kindred trellis to the community! :beers:

pallid compass
#

pls tell me fix fam

#

its annoying af

worn granite
#

You'd get that with anything that uses velocity

#

(well acceleration)

pallid compass
#

all im using is a flying AChar

#

with constant input

#

clamping the Max controller rotation

worn granite
#

its the choppy frames

pallid compass
#

is what recently made it stand out

worn granite
#

Anyway

#

If its what I think it is

#

Its probably just using a simplified method here

pallid compass
#

"
3
After some investigation I think its related to the way EPIC calculates the position of the spring/camera. The method's math is based on your framerate and works well if it is stable (which is a bad assumption as framerate always drops somewhere even for a fraction of a second). If the frame rate fluctuates too much the positioning of the camera can be incorrect for a frame or two hence the stuttering. If you set a histogram based on the framerate you will notice that there is a direct correlation to 'strong' fps fluctuation and this stuttering effect although I noticed sometimes only a ~3fps fluctuation is enough to cause the problem."

worn granite
#

yeah IDK did you read the link ?

pallid compass
#

no idea what that link is

#

i took a look

#

but no idea what i was looking at

worn granite
#

IIRC one of those implementations works better even with inconsistent framerate

pallid compass
#

I dont know much about game physics

#

but no sure why it should matter for a spring arm

lunar palm
#

@pallid compass Seems like it does the same to me, just followed a tutorial on it and it seems to shake whenever I move right/left

#

I'm doing a third person though and followed a side scroller smooth camera movement so

#

Maybe I'm wrong

#

I can provide a gif actually

#

A little difficult to stop recording because I forgot how ShareX works lol

#

@worn granite Also was it something like this that you were talking about? Camera rotation/locataion lag

sacred crater
#

Age of Empires 4 :o

fossil ore
#

no :v

floral heart
#

The vampires came out. They bit people. News is covering it up.

plush yew
#

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

torpid charm
#

can anyone tell me about mixamo.com and what they are about to change

#

I lost touch to the game creator stuff in the last months it seams

plush yew
#

Please welcome @wild talon to the community! :beers:

plush yew
#

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

eternal orchid
#

hello!

#

Im new to using unreal engine, but am working on a puzzle horror title in first person. First of all, how do you make a map?

livid haven
#

@eternal orchid You've got to make an effort on your own. That's super trivial information, no one's going to hold your hand through every trivial step. There are hundreds of YouTube videos about it. Basic familiarity with applications would suggest that you should look under the File menu to create a new file. If you were trying to make a new asset, that would lead you astray, but you should at least try first.

#

This is the first page of the official Unreal Docs. I do not know where the information you're looking for is ahead of time, but I'm going to step through finding it:

#

I'd look at this page and think "level editor, seems basic, maybe one of these sections? In this order"

#

So I open "Get Started with UE4"

#

Boom. Immediately. The first thing.

#

Shows a quick overview of what this article will go over:

#

And it's literally the first button under the first menu of the first window.

worn granite
#

Hey careful with that talk man, it'll get you banned from some servers.

#

(not this one though)

livid haven
#

Yeah, but I bothered to step through the entire process, begrudgingly, rather than just berate them.

worn granite
#

Nah that's condescending

#

see where you use a contrasting color as if I can't read? kappa

livid haven
#

It is, but learning to try is an important step in being a developer. You have to be able to even begin to try to solve your own problems.

#

Even a "stupid" question is acceptable, if it's clear that you tried.

worn granite
#

Anyway, carry on

livid haven
#

Oh, that was it.

worn granite
#

oh ok I was just kinda joking and didn't wanna derail seriously

livid haven
#

I don't think it's really a derail. It's relevant to helping people out and how to seek help.

worn granite
#

Hm. Well it was definitely not 100% serious and meant to blow some - well I wouldn't really say frustration - off.

livid haven
#

๐Ÿคท Even so, there's merit to the subject. ๐Ÿ˜›

worn granite
#

As far as actually assisting people- your approach definitely is superior to dumping the doc link

#

Maybe even better than the hand hold

livid haven
#

Aye. And I fully admit doing it with a condescending tone, too.

worn granite
#

Its one I happen to agree with, even if I'm usually too lazy

#

Or if I'm too direct

livid haven
#

I also need to stop trying when it's not worth trying. Someone's got to be an absolute prick for me to stop actually trying to be helpful.

worn granite
#

I dunno

#

Feel like if you could polish that spiel and centralize it somehow, it'd be beneficial

#

But you can't tailor it then

livid haven
#

Someone already did, several years ago.

worn granite
#

Probably loses some of the effect

livid haven
#

TL;DR: If youโ€™re a developer and youโ€™re about to ask another developer a technical question (on a forum, via email, on a chat channel, or in person), youโ€™d better be ready to answer the question โ€œWhat have you tried?โ€

worn granite
#

Eh

livid haven
#

(They immediately qualify that with: "This of course isnโ€™t specific to software developers")

worn granite
#

Its text :(

eternal orchid
#

@livid haven Im not asking for hand holding, I just wanted to know If there where different ways to make em, so I just asked here to save a little time

worn granite
#

Well it still applies

#

Because "What is the most effective way to make maps" is entirely different to "how do you make a map?"

#

And we get a lot of how do you make a map?

eternal orchid
#

sorry im new to this ยฏ_(ใƒ„)_/ยฏ

livid haven
#

Being new is fine, not knowing stuff is fine.

#

And now you know where to look things up.

#

It's all good.

eternal orchid
#

Is blender good for making moddles or is there something better?

livid haven
#

Blender is merely a free (and open source? not sure) option.

#

There are much more expensive professional tools typically used by professional studios: Maya and 3DS Max.

eternal orchid
#

alright, thanks for the info

livid haven
#

And specialized tools for different things: ZBrush is commonly used for more organic, "sculpting".

worn granite
#

To answer your first question: If you're making more specialized versions of the same maps - have the base version of the map be a sublevel and look into level streaming. If you're making a lot of similar maps, you can Save As.

#

Other than that, map file creation is pretty basic

#

not sure how you get more optimized workflow there

eternal orchid
#

ya see thats a good tip

#

xD

worn granite
#

If you're talking about the art of level design itself...

eternal orchid
#

no im talking about making the actuall map

livid haven
#

Cheaper student licenses are available for some of these pieces of software, but they're still in the hundreds of US dollars price range.

worn granite
#

Most do a blockout with basic shapes (so ugh BSP) and then export that somehow to a 3D DCC tool (what you just asked Sion about) from my understanding

eternal orchid
#

ok lol

#

I feel kinda duped, Im taking a class called "Programming" but all its for is using stuff like... Alice

pallid compass
#

zbrush cost me like 800% Q_Q

#

800$

eternal orchid
#

"800%" lol

worn granite
#

oh no

#

where are you taking this course?

quasi hound
#

Dumb question but how can I invite someone

glossy flame
quasi hound
#

Thanks

vale root
#

Ha

#

Still using Alice lol

#

I took a class that used Alice a couple of years ago. Glad I'm not alone

steady prawn
#

Hello, anyone knows where I can receive support with C ++ code, when I build a plugin, I have many errors and I have 4 Plugins outdated and 2 I have created them but I can not find solutions in the forums.

late sundial
#

@steady prawn Here is what I did to update a plugin

  • First create a new C++ Blank Project Template in the new version of the engine.

  • Then close it.

  • Then copy the out of date plugin into the new plugin directory located in the new C++ Blank Project Template.

  • During startup select to rebuild the plugin.

  • Once launched rebuild the project in visual studio (this might not be necessary)

  • Then in the UE4 editor recompile and play the game and see if the plugin works.

  • If so then copy the plugin files back over to the new UE4 project that you needed the plugin to work in.

plush yew
#

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

#

i need help

late sundial
#

lol

#

dont we all\

plush yew
#

No

#

It's

late sundial
#

??

plush yew
#

This

#

shit

#

Im working on

#

And

#

The model

#

/mesh

late sundial
#

Whats happening?

plush yew
#

You know what a psk is right?

late sundial
#

dang

#

nope

plush yew
#

damn

#

its for unreal

late sundial
#

Just looked it up. Aparently its how UE stores models?

plush yew
#

Yea

#

So

#

My model

#

The mesh scale is 100.000

#

But the rig

#

is 1.000

#

So can't export it

#

As a psk

late sundial
#

Ohhhhhhhhh yeah, we went through some fun fun with that sort of stuff regarding a rigg that had scale already on it with a mesh that had scale already on it, was very nightmareish. Can you export and FBX then pipe it through another program?

plush yew
#

i tried

late sundial
#

damn

plush yew
#

but only blender does psk

#

That's the mesh and rig

late sundial
#

oh wiate, are you trying to get form blender to UE4?

plush yew
#

yea

#

but

#

It's to UE2

#

xD

late sundial
#

Oooooooo

#

lol

plush yew
#

Don't judge

#

xD

late sundial
#

heheh I wont

plush yew
#

Ik it's old but

#

Im remastering a old game

late sundial
#

Everyones got a story and reasons

plush yew
#

Yea

late sundial
#

well dang

#

I take it UE2 doesn't do FBX's?

plush yew
#

No

#

๐Ÿ˜ฆ

late sundial
#

dang\

plush yew
#

Fuck my life

#

Im screwed

#

๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ

#

๐Ÿ˜ฆ

#

๐Ÿ˜ฆ ๐Ÿ˜ฆ ๐Ÿ˜ฆ

late sundial
#

Well sheet. Best places I have gotten answeres from is the unrealengine Reddit and the UE answeres

#

I usual post up those two places and waite a couple days and 90% of the time I luck out

plush yew
#

Damn

#

So what would be the problem

#

How come the model scales that way

late sundial
#

Ohhhhh

#

lemme check somthing

plush yew
#

?

late sundial
#

dang, was digging through some old notes trying to see if I could find anything, but I'm sorry, no leads

plush yew
#

Ok

#

I need to figure this out

#

I might have a idea or 2

#

Might work

#

Might not

eternal orchid
#

Anyone wanna be on my development team?

plush yew
#

wat u making?

#

im making a really good star wars mod

#

basically remastering

floral heart
#

I'm making disappointment. Solid, purified, concentrated disappointment.

plush yew
#

xD

floral heart
#

Art lyfe. Pre-art lyfe, actually.

plush yew
#

You can come work with me if you want

#

I have some people who are in the busines who texture and make art

#

I also make art sometimes

autumn swan
#

Evening

plush yew
#

Heyo!

autumn swan
#

So my guess is that Unreal Slackers basically surplanted the FreeNode IRC channel?

#

Seems pretty dead in there

worn granite
#

ยฏ_(ใƒ„)_/ยฏ

plush yew
#

Yea idk either

#

Who knows what a psk file is?

worn granite
#

Without knowing how inactive that is, can't say if this is better. I've heard quite a few say its slow in here

#

Why are you remastering a game in ue2?

#

Not trying to be judgemental just curious

autumn swan
#

PSK is a format from ME3EXPLORER

plush yew
#

Cause the community for it is dead

autumn swan
#

think it contains skeletal data

plush yew
#

Republic Commando is the game

#

And it was really good

#

But they canceled 2

worn granite
#

You're remastering the game because the community is dead?

#

lol jk

plush yew
#

Yea

#

xD

worn granite
#

why ue_2_ though

#

that's my main curiousity

plush yew
#

Not everyone can run high def stuff

#

Like UE4

#

So UE2 would be the perfect fit

worn granite
#

ue4 can run on a laptop with no dedicated gfx card

plush yew
#

Plus it's easy to work with

worn granite
#

not comfortably.

#

but it can

plush yew
#

Still

worn granite
#

Hi everyone! Iโ€™m Jay from High Horse Entertainment, a two-man team based out of Los Angeles. Our first project, Disc Jam, is an arcade action sport in which timing and reflexes are critical to succes, soย maintaining a high frame rate is largely important for the game experience.ย Here's how we hit 60 FPS on Intel Process Graphics with Unreal Engine 4.

#

But yeah that's a good reason

#

I guess

plush yew
#

I mean why do all that

worn granite
#

You wanna reach the original audience

floral heart
#

...by using the mobile renderer preview mode.

plush yew
#

Yea

#

People are all ready doing a remasterd UE4 version

worn granite
#

I dunno apparently you gotta do all that for a mesh ( just teasing)

plush yew
#

Which takes no effort

worn granite
#

Yeah alright.

plush yew
#

It dosen't tbh

#

It has premade stuff

#

Like FPS, Third person etc...

worn granite
#

No, I'm saying "yeah alright" accepting your answer

plush yew
#

Ok

#

But i can't get em into the game

#

Idk why

#

Same thing with static meshes

#

I could use more people who are willing to put effort into the work

#

But UE2 is old

#

and the original people who work with it moved to UE4

worn granite
#

Yeah, and you got people like me who don't mind the easy route

#

we're a lot of help aren't we

plush yew
#

xD

#

I mean

#

You all are more advanced then me

#

Way more

#

I can't reach u guys

#

at this point

worn granite
#

But I'm not able to tell you how to make the mesh work

plush yew
#

I mean

#

I can figure it out

#

I mean it depends on what you major in

#

I have modelers

#

Mappers etc..

#

But we don't have any pro UE2 user or anyone who is advanced in the engine

#

I mean

#

Since you all work with UE4. UE2 shouldn't be a problem tbh

autumn swan
#

Really wish modifying an engine shader source didn't force the damn engine to compile 4300+ shaders...

plush yew
#

Imma try to reshade the game

#

I have a reshader

#

SweetFx

worn granite
#

Since you all work with UE4. UE2 shouldn't be a problem tbh I mean

#

You wanna pay my ue4 rate for me to work in ue2?

#

It shouldn't be a problem tbh

plush yew
#

XD

#

I mean UE2 is like a downgraded verison of UE4

worn granite
#

Hey my contract is up at the end of this year man

#

Just sayin

plush yew
#

xD

#

Im trying to find out how to fix this mesh or atleast get it into the game

#

I have anidea

floral heart
#

UE2 lacks almost everything that makes UE4 easier. It might even be harder than UE1.

worn granite
#

Nah not a problem

#

tbh

plush yew
#

Yea fr

autumn swan
#

UE2 no thanks

plush yew
#

xD

#

UE2 isn't that bad

worn granite
#

btw I only work in Blueprint Kappa

plush yew
#

It's good for beginners

#

Has anyone played Bioshock?

#

1 or 2

autumn swan
#

There is nothing that makes UE2 easier for a beginner then in UE4, I would in fact STRONGLY argue in the opposite direction. UE4 is the easiest version of Unreal Engine there has been period

floral heart
#
  1. Once. Then GFWL died.
spice urchin
#

UE2 has easier touch-bend foliage ๐Ÿ˜›

worn granite
#

All you vets cramping my "break into games work" style

spice urchin
#

that's the one thing

autumn swan
#

Especially with all ther tutorials out there

worn granite
#

cmon

#

I'm willing to dig

#

@plush yew is willing to pay

#

its alright

#

tbh

plush yew
#

XD

#

I mean

#

Where am i getting these funds

#

Imma get swated

#

If i try to make the peeps

worn granite
#

idk but you seem very sure of ue2 being a sure thing for ue4 pros

#

so idk

floral heart
#

"General Unreal discussions"
I think we've found the loophole.

worn granite
#

Anyway I hope you can find somebody - that's a tough spot since you're insisting on ue2

#

Don't know how many people wanna work w/ it

#

ue4 is really shiny

plush yew
#

Yea i wish i could run it

#

I really do

#

But im on a potato rn

#

so if i run UE4

#

My pc will blow

worn granite
#

Ah yeah. Developing with ue4 is a bit more involved

plush yew
#

taking live in the process

worn granite
#

have you considered Unity?

plush yew
#

Yea

#

Im on a trash pot rn

#

I can try unity agian

#

but

#

idk

#

I wanna finish the project first

worn granite
#

That's a bad attitude for progress IMO

#

Unless you're already midway through

#

(doesn't sound like it, if you're trying to import meshes)

#

But Unity people are more easily found than ue2 people I'd think

plush yew
#

I mean

#

Im midway

#

It's just were try to get animations and stuff

#

and static meshes

worn granite
#

huh

#

ok

plush yew
#

We have the UI, Plot etc...

worn granite
#

I'll just go ahead an exit in that case

plush yew
#

XD

plush yew
#

Please welcome @lapis coral to the community! :beers:

plush yew
#

Please welcome @spark pike to the community! :beers:

ashen brook
#

Anyone here messed a lot with HLODs? I'm about ready to toss them, but maybe I'm doing it wrong

#

An 8gb lod build for a simple test level is just wrong

plush yew
#

HLODS

#

aren't those Level Of Detail

#

Hierarchical Levels of Details

#

Please welcome @lapis rover to the community! :beers:

plush yew
#

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

wary wave
#

I've been using HLOD without much issue

#

our levels are about 2km x 2km and fairly densely packed - we don't get huge gains out of it because a lot of our content is instanced, but the build times are also not that bad

plush yew
#

Please welcome @unreal wigeon to the community! :beers:

#

Please welcome @south bear to the community! :beers:

wary wave
#

huh, the way includes are handled has changed

#

well that caught me out, haha

worthy ether
#

good morning everyone

#

whatcha all working at on this beautiful day?

cloud cobalt
#

Cramming the most for loops into the Slate callback for a list entry

#

Currently at 8

weary basalt
#

Eww

cloud cobalt
#

Though it's for a greater good ๐Ÿ˜ƒ

worthy ether
#

that is how wars start!

weary basalt
#

What greater good does 8 for loops serve lol

cloud cobalt
#

Well it's a game with lots and lots of data, and I'm making a trading menu that needs to find all kinds of deals depending on what the player's already buying and selling. Needs to find lots of stuff ๐Ÿ˜ƒ

worthy ether
#

oh man I love tradebroker systems in game

#

take my energy for loops

#

im working on getting our social/chat system up and running today

cloud cobalt
#

Cool

coarse tangle
#

Hey can anyone help me how to export sucessfully migrate the entire level into another project without having problems of refrencing

wary wave
#

just migrate the main level file to the other content folder, and it should just work

#

always pick the content folder, not a subfolder

coarse tangle
#

what if i want to move into subfolder is there anyway

#

??

wary wave
#

move it before or after you migrate it

#

(and fix up redirectors)

paper kernel
#

so, mixamo changes are happening today, but this FAQ doesn't really explain what are they doing

scenic stirrup
#

hey guys anyone know why my game is giving me this error when i'm trying to package it?:

PackagingResults:Error: Error Unknown Error

What could this be. I don't find any erros in my game file. Everything compiles just fine.

#

i get this ith almost all of my projects. Even when i just download a fresh project which i bought out of the marketplace, and try to package it straight out of the fresh download, i get this error

#

The only projects that seem to package are when i for instance start a 3rd person blueprint, and package it straight away

#

then 0 problems

wary wave
#

you need to dive into the packaging logs

obtuse orchid
#

Anyone here with alot of dedi server knowledge

quick heath
#

Where would you recommend to put all the info to the savegame? (i donยดt mean the savegame blueprint) Is the Game mode a good plays to make all those save calls?

paper kernel
#

Gameinstance

quick heath
#

i was using game instance for variables across levels

#

also is good for save calls?

paper kernel
#

pretty much any class can access it

#

saves the trouble, you can call save directly from UI or individual actors

#
  • you can write savefile while map is changing
#

no need to wait for that before switching map

quick heath
#

ill give it a try, thank you so much! @paper kernel I am pretty new to save games and it is what is causing me the most trouble^^

plush yew
#

Please welcome @wicked kettle to the community! :beers:

icy dove
#

Can I use Git for version control for my UE projects?

ashen brook
#

yes

#

but locking and LFS are not fully supported by the engine plugin

icy dove
#

It doesn't choke on the assets or anything like that?

plush yew
#

am i the only one

#

who when they see unreal files named like

#

"Werld" instead of "World"

#

that you think the person working on it has some issues

fierce tulip
#

also, holy sh** shenmue 3 is hiddeous

frank escarp
#

dem faces LOOOOOOOOOOOOOOOOOL

#

it was not ready for public showing

#

its like they got that guy of "mario 64 in UE4"

fierce tulip
#

hehe

#

sounds about right

#

seems the original character creator couldnt care less and just added a turbo smooth on the old characters

north basin
#

I'm implementing the localization in the UE4 project. And I have multiple files with the translations. The keys/references are the english sentances and each file has respective translation for it.
Like:
Audio=้ŸณไนไธŽ้Ÿณๆ•ˆ

Is there a way to auto import all the translations to the cultures in the Localization Dashboard?

fierce tulip
#

"you want a high poly character? sure I can do that!" clicks turbosmooth iterations 2

wicked kettle
#

Hello! Is it possible to ask people here if some1 wants to join an existing ue4 game project? ๐Ÿ˜„

fierce tulip
wicked kettle
#

Thanks ๐Ÿ˜„

plush yew
#

How can I stop UE4 from rendering the character shadow in the wrong location? When the character is standing on a ledge, the shadow is hovering off of it.

frank escarp
#

spooky

plush yew
#

Testing Blueprints with the third person template, the shadow is from that.

grim sinew
#

Honestly just looks like a low res baked shadow, maybe it just isn't high res enough from that?

plush yew
#

Please welcome @elfin drift to the community! :beers:

elfin drift
#

Hi people.. im new in UE4. Im doing a tennis game, is amazing this engine.

But now i found a problem, i dont know how to do the tennis ball and i cant found any tutorials. The tennis ball have different effects (spin,lob,slice,dropshot,and normal).. so, how i can do this ?

plush yew
#

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

elfin drift
#

๐Ÿ˜ญ

vast anvil
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@elfin drift You may be able to do the ball with the builtin physics, enabling CCD and heavy substepping... but you may need to do custom physics - something like several steps to spheretrace the ball along its arc, with your own response when you detect a collision

warm mountain
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hey guys quick design question

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i'm doing up a char design atm which I'm having some difficulty, I could skip this character and focus on the more immediate characters that will be worked on. My worry however is that if I don't settle for a coherent logic of design for the set of characters as a whole.

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I might end up designing something that is impractical for rigging

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in the future for the project

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what might be best?

elfin drift
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@vast anvil Hmm, i understand.. The ball arc and direction depends of the hitting ball position (X,Y) and the skill character values (for example Nadal print more spin to the ball than Federer).. Im new in this world of engines, any tutorial to start with this ?

warm mountain
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should I settle all the designs early on together or just do the easy ones first? I'm just worried choosing the latter may create consistency problems design wise

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

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

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Please welcome @lunar mural to the community! :beers:

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Please welcome @fickle lily to the community! :beers:

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Please welcome @lusty niche to the community! :beers:

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

unique dove
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Can anyone explain why after a crash all my folders with in UE4 Content browser are empty ?

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

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

acoustic geyser
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Hi everyone. I'm a level design student in Sweden and I'm currently working on a CTF map for Unreal Tournament. I'd appreciate it very much if someone have time to give me feedback on the layout ๐Ÿ˜ƒ

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Here's a screenshot. The art isn't finished though.

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

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

golden sun
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๐Ÿ‘‹

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

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Please welcome @vale fossil to the community! :beers:

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Please welcome @iron olive to the community! :beers:

somber condor
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guys I have a couple of Cable actors in my level and attached their end to an Actor but when I play/simulate they insanely start to swing . any1 knows how to make these components a bit more stable ?

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

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Please welcome @storm burrow to the community! :beers:

storm burrow
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t thanks

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hi guys

vast anvil
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@elfin drift not sure on a specifc tutorial, but two things that may give you some hints in that directions: 1.vehicle wheelz 2. bullets
If I was you, I'd do a quick test with the inbuilt physics, firing balls at a moving bat, and if it can't be tweaked to work well enough (for tennis, I doubt it) then start grumpily/cheerfully coding away at a custom ball model

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

wispy wraith
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Hey everyone ๐Ÿ˜„

vast anvil
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@wispy wraith G'Day

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@wispy wraith working on something interesting?

wispy wraith
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I am

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I wanted to find a community for UE4 other than the forums for a while now

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Just to help out and also I have a few questions every once in a while

vast anvil
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Yep, not sure why I am here over the forums actually

wispy wraith
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I have a question about using the RunOnServer function though

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A problem I am running into is trying to set a binding in a UI

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I run the "additemtoinventory" function with a runonserver property and it ends up adding it to the inventory array, but it is not updating the UI with the picture of it

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So I was thinking about it, I know that widgets don't exist on the server

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Would it be possible to Multicast the function, and then use an RPC to add the item to the inventory array (on server for security), but then use the remote part of the RPC to add the item to the widget?

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Like is that how that should be layed out?

sudden agate
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You should call your RPCs from the PlayerController, since the PC exists on both Server and Client. If you want to multicast information to every client, you need to use a different object, since the PlayerController of Player1 does not exist on the Machine of Player2.

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

wispy wraith
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I wasn't really sure the most secure way to do inputs and stuff

sudden agate
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RunOnServer and Switch Has Authority is redundant

wispy wraith
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This is basically how every single one of my inputs is set up right now, I figured that was the best way

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Okay

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Because it will always be on the server

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right?

sudden agate
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exactly

wispy wraith
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So as you were saying, what is the best way to do that?

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The reason I'm doing it this way is because I want to 1. be organized and 2. for animation replication I figured updating variables on the playercharacter was best

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You said I should do run on servers on the playercontroller? and then do the functions through the playercontroller?

sudden agate
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exactly

wispy wraith
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Should I store variables that I want to be replicated to other clients on the playercharacter though?

sudden agate
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Like a shared inventory?

wispy wraith
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I know for anti-cheat purposes you should check everything on the server first

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so that's why i was doing it through playercharacter

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I want the server to do the line trace rather than the client

sudden agate
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Thats the usual way

wispy wraith
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Do you have a minute for the voice chat?

sudden agate
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not really

wispy wraith
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Ah okay

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Would it be better to do all the functions on the playercontroller and just store the variables in the playercharacter?

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So like I do a linetrace function in the playercontroller that runsonserver, and for the linetrace I get a reference to the playercharacter for all of the calculations

sudden agate
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what exactly do you want to store?

wispy wraith
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Well I started doing the Input>FunctionOnServer(playercharacter)>function thing because I was trying to update MoveForward and MoveRight variables for animation replication

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I had tried doing a runonserver function on the playercontroller which updated the moveforward and moveright variables, but it wasn't replicating when the function was on the playercontroller

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so then what I started doing was handling inputs with the playercontroller and then just calling functions on the playercharacter that way other clients would be able to access those variables

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So right now I'm storing all variables like inventory and animation in the playercharacter

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Would it be better to only hold animation variables in the playercharacter and everything else in the playercontroller? because the other clients don't need to see what the playercontroller has, only the server does

sudden agate
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you really should store the inventory and stuff on your PC

wispy wraith
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Is there any reason why animation usually goes on playercharacter?

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I tried holding animation variables in playerstate as well and updating those, and it would work but it was extremely delayed

sudden agate
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the playerstate is used to hold player specific date that everyone needs to know

wispy wraith
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Interesting

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Thank you for the help!

rare kraken
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When doing Stat_Game in the editor what are a good amount of ticks queued or and average amount this is a multiplayer arean type game if that helps ????

wispy wraith
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@sudden agate

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This isn't showing the linetrace for duration.. :/

regal mulch
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@wispy wraith you sure that this doesn't happen on a dedicated server?

wispy wraith
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I am using it on a dedicated server

regal mulch
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And you wonder why rhe linetrace is not visible on the client?

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:P

wispy wraith
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..........

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๐Ÿ˜ƒ

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@regal mulch is this the right way to do anti-cheat though?

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Like running a playercharacterreference into the runonserver

regal mulch
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You could just get the character on the serverside

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Despite that it's anti cheat to only use server values and not let the client pass information

wispy wraith
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So my understanding of it is that when you run something on the server it doesn't know what "playercharacter" is unless you specify it with the runonserver

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is that wrong?

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like if I used playercharacterreference in the function on server, my understanding is that it would not know what playercharacter to reference

regal mulch
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Run on server moves to the server instance of the actor

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Given that it's client owned

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Doing that on the playercontroller moves from client to server version

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On both sides, the character reference that is already in the controller refers to the same character

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I think it's get controlled character or so

wispy wraith
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Okay, so even though it's ran on the server, it uses the variables of the actor that called it

paper kernel
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will see if I get my animations out of mixamo before they shut down the asset system

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been stuck at processing for 2 hours now

icy wind
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thought theyre just letting it be, are they shutting it down? or just most likley what theyre gona do

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shutting*

paper kernel
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I couldn't tell from the FAQ'

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they say that your personal asset folder will be emptied

icy wind
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hhmm... time go get stuff off i guess x.X

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to*

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yay for not being able to spell today x.X

paper kernel
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and they are ending support for some plugins

icy wind
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all the ones i need already dont have support anymore so doesnt help i guess x.X

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

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Please welcome @visual star to the community! :beers:

royal girder
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Hi GAIS !

swift spindle
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thought I would ask here also

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but I have a foliage instance that I need to move with the underlying geomertry... how would I do this

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it randomly breaks apart if I select the underlying geo and foliage instance

visual star
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Heyo!

polar hawk
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Changed my UE4 password

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Opened launcher, did not ask for new password

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k

gentle crypt
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Hi i added a start up movie but then i lauch the game it is not shown at all. how do i fix this?

weary basalt
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@polar hawk What was your old password? Also i may need your credit card details (dont forget the number on the back)

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๐Ÿ˜ƒ

lean fog
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Anyone seen a problem with HighResShot in 4.17.1 where it apparently will completely fail to render foliage if it passes about the 1.5k count mark of a single mesh?

humble rivet
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So I have a turret that shoots homing projectiles to actors in a an array, the actors are part of the array when they enter the 'triggerbox' but when they leave the turret still tries to find the actor that has left and shoots a projectile off (which doesn't fly off, but stays stuck at the socket place )
How do I stop it from firing off or searching for the left actor as it gives blueprint errors and the projectile that spawns is annoying to look at..
https://cdn.discordapp.com/attachments/343807951049326604/347168921863847937/spawn_projectile.png
https://cdn.discordapp.com/attachments/343807951049326604/347168878855585793/tracking_actor.png
https://cdn.discordapp.com/attachments/343807951049326604/347144550017531905/bp.png
the blueprint error refers to the last screenshot , selected node

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

grim ore
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it looks like your always getting your first character from your array and setting that as the target, I am guessing that is not the goal?

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I would think you would want to make sure your character array actually has a length >= 1 or else your going to get the item at index 0 when you have nothing in it and it would error (which is probably what is happening)

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so your new current target would be more like (if characters length > 0) then set it to your character at index 0, else set your current target to nothing.

spare topaz
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Did I understand this correctly, GameState and GameMode are paired together? meaning one per one?

grim ore
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Your GameState is defined in your GameMode so that makes sense

weary basalt
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@Worreh#7201 Every client has an GameState as well as the Server. The GameMode only exists on the Server.

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

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Please welcome @tawny temple to the community! :beers:

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Please welcome @copper scaffold to the community! :beers:

spare topaz
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Thanks, MathewW

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DevilsD, I'm just trying to figure out if I need to have different GameStates and PlayerStates for every gamemode I make.

plush skiff
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@spare topaz we use a single game state and player state for our game of 4-5 game modes, we could split the game state up if we wanted but for us its all about seamless travel simplifications

spare topaz
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So it is basically "do however you want" type of deal?

plush skiff
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sure, so long as you know whats going on i guess

toxic wagon
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is there any way to change how mipmaps are generated? or better yet a way to create your own mipmaps

south ridge
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You can adjust the filter used to generate mipmaps

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

static perch
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hey

pallid compass
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For my next trick, il rash the editor w ith out any help from the audiance

static perch
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rash?

weary basalt
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I think he meant crash lol

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

vestal cloak
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Not sure where to put this. Anywho... i have a model in blender(it has three seperate objects) the first object has a material i made but the other two objects need a material that i made in UE, how can i do this but combine all my meshes into one

thorn topaz
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are the forums down?

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

weary wadi
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fml opening unreal engine always opens Occulus and SteamVR

thorn topaz
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disable the plugins

weary wadi
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i disabled them and its still opens FMLLLLLLL

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๐Ÿ˜„

thorn topaz
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riiip

static perch
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@vestal cloak i dont understand what you mean

weary wadi
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omfg i re-enabled Occulus and SteamVR, closed the editor and opened it again, then disabled it and now i think it dosent auto open the VR things

thorn topaz
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yay

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

weary wadi
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hai @twin pumice ni hao

twin pumice
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Thanks.

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ha, Ni hao

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

distant marlin
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hi @plush yew dig the name

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

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

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

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

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

polar hawk
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Inb4 'new forums'