#ue4-general
1 messages ยท Page 100 of 1
Hello Unrealbot, thankyou for introducing me.
Please welcome @sour dove to the community! :beers:
Please welcome @wicked shuttle to the community! :beers:
@Defloc#8984 Yus! Again. (:
Welcome at all new peeps (:
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!^^
Well, SaveGames are just holding data you specify
It won't magically hold information that you don't give it
If you want to save that the player is in a specific level, you'll have to save the level name with the savegame
And when you load it, you just take that level name and call OpenLevel
Other than that, we would need to see your code and get a slightly better explanation of what you want
@quick heath
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..
I get "SteamAPI is disabled" while packaging
seems weird
even a new project with same setup doesn't launch..
completely lost
While packaging that is normal
In dev builds the appID file is generated
if you made a shipping build it's probably missing the SteamAppID file
Inside the editor, steam is deactivated by default
@proper orbit
I remember it working normally on earlier versions
when you launch it as standalone
but now no dice
I tried adding SteamAppID after packaging, still nothing showed up
weird
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"
and I have the subsystem enabled for sure
It always says it's disabled, even when it's working for me
on 4.16 it worked for me, that's the worst part probably
but neither my migrated project, neither a new on 4.17 doesn't want to cooperate
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?
Anyone?
Sounds like you neeed to include the header for this type
I tried to include GameFramework/PlayerController.h but I still get erros :s
Not the same ones though. I starts complaining about my UCLASS() macro (which I haven't changed in any way)
Also, my class is based on the Actor class.
Player is a UPlayer? i dont think that has a function GetControllerId
Yea, I got some errors about that as well while trying to fix this. I'm following this guide: https://wiki.unrealengine.com/Steam,_Using_Online_Subsystem
I'm not sure honestly. I'm experienced with C++, but just started learning UE a few days ago
I've set up Steam OSS correctly and now I'm trying to learn to use their API
ive just finished setting up steamworks integration on our game, what do you need to grab? the steam id string? bunch of numbers?
The example tries to demonstrate how the get the steam id string
yeah UniqueId.ToString will get you that
What about the pointer to incomplete type PlayerController?
do you still get that when you change to PlayerState?
PlayerController->PlayerState->UniqueId
Like this?
change that end but
bit*
hold up ill check the function you are trying to use, i didnt use the interfaces for half my integration, its missing loads
TSharedPtr<const FUniqueNetId> pid = ion->GetIdentityInterface()->GetUniquePlayerId(PlayerController->PlayerState->UniqueId);
(ion = IOnlineSubsystem::Get();)
ah it needs an int, i get you - also put "FName("Steam")" in the get so if steam isnt connected, you wont get OSSNULL
unless you want to fall back to that of course, but youll run into issues if you go straight into steam stuff
I think that's the next thing he shows in the guide
But then how do I fix the incomplete type error?
nevermind that parameter change if you need an ID number, it will only give you the string
not sure about the error, im sure you have the includes in for it
shouldnt even need if its an actor
I have the default includes that comes with inheriting from Actor and then I've included the Online.h
do you still get the error not inside the parameter? comment that line out and see if you can check the UniqueId is valid
TSharedPtr<const FUniqueNetId> pid = PlayerController->PlayerState->UniqueId;
see if that gives an error?
I'm not sure I follow what you're saying. But it doesn't display any of the members
Okay
yeah i think i need to see more code, can you paste bin me or something?
Okay
Please welcome @obsidian flicker to the community! :beers:
๐ท ๐
how can I do the facial animation/emotions? frustrating ๐ฆ
blendshapes?
Please welcome @plush yew to the community! :beers:
is there a way to remove this button? https://i.gyazo.com/fea65ef683591ebba2f6804aa8e008f5.png
i may accidentally click in once in a while, i want it gone
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?
Call them correctly? Hehe, just kidding, but usually you kinda just need to know the general issue
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
If you have a specific problem, feel free to post
fair enough.
how do i go about creating a class which is not inherrited from any unreal class?
Please welcome @stuck turret to the community! :beers:
@plush yew I've never ever clicked that accidentally ๐
not saying it's not possible
report this guy right away? racism
Please welcome @static perch to the community! :beers:
<@&213101288538374145> can deal with it
hello!
hola ๐
just opened discord and first thing i see lol
Welcome @stuck turret , you get the daily troll award, lol x)
theres an award? Now i see why we have so many of them here
im having a bit of trouble with UE, is there anywhere i can ask for help?
just look at the #more-resources channel for list and descriptions
definitely no place to seek for help ๐
alright thanks
What
pizza arrived, yay!
TUnrealbot: Please welcome @stupid nigger to the community! ๐ป
Ooh
already kicked
oh
oh well i guess this is where i post it then
but i just ran out of my couch
my thing doesnt fit in any other channels
sorry Cel
:L
๐
couldn't that be like 5s earlier? :p
lel
what can you tell about me if i read "ran out of my couch" as "ran out of memory"
you guys, help please, how do i go about creating a class which is not inherrited from any unreal class?
what do you mean
@paper glacier http://www.cplusplus.com/doc/tutorial/classes/
just use the simple C++ way
you need to hook your custom classes to UObjects at some point though
if you want to use them in the engine
is there any place on the forums that say anything about packaging
there are docs for packaging
@cursive dirge why would you need that fi you're trying to createa thread for example?
anything else, just use some generic forum section or this discord channel
i did, but compiling gives me this
...CharacterBase.h(76): error : Unrecognized type 'Shield' - type must be a UCLASS, USTRUCT or UENUM
okay thanks
you would simply destroy and create the tread whenever the game instance is created or destroyed
@plush yew ? I'm confused
@stable arrow provide code pls?
1 sec
of course you can make your own worker threads etc but you could use UE4 systems for that too
the ue4 threading api doesn't use any uobjects
@paper glacier did you try to put that as blueprintable?
you can't expose things like that to editor
ok, will try that
!gameidea
A simulation game where you vault over kings in a deathmatch arena and your sidekick is a kitten.
ty
Please welcome @plush yew to the community! :beers:
does the conan exiles and ark modkits require the actual game to use? or is it self contained?
No idea.
Is there a person in here who got physics working in Sequencer?
I'm like, ripping my guts to understand why its not working
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
4.17
ah yeah maybe a bug?
does that mean physically based materials no longer work?
haha joking
I really have no clue, when I preview it with SIMULATION ON, gun slowly falls down.
When shot is over, gunfalls like a rock
I'll check this in 4.16.3
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
i like how cloud from the ff7 remake is on the front page of the unreal engine about page lol fun
I guess that's just a thing.
UE4.16.3 shows exactly the same issue
Then how can I real-time preview physics?
dunno
this is really bothersome
I cannot keyframe an object that has physics in Sequencer.. otherwise It will not preview physics.... WHTA
yeah i gotta admit unreal is nice but it does have its annoying bugs
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
oh well. the joys of software lol
Please welcome @abstract heron to the community! :beers:
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.
Any help would be really appreciated and I couldn't find a solution on the fourms.
I have no knowledge about level sequencer.
I think thats just how UE4 works
There is always that first moment in UE where textures n meshes gets loaded for the first time.
Its just my observation. Even short alt tab causes this necessary "refresh"
@abstract heron
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.
Oh well... Sequencer has more bugs than i anticipated
Please welcome @slate pilot to the community! :beers:
Hey guys, wondering if anyone here has run into this issue before?
The Asset 'map_name.umap' failed to save."
https://answers.unrealengine.com/questions/698219/the-asset-map-nameumap-failed-to-save.html
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?
Is collision works if simulate physics off?
Please welcome @oblique fjord to the community! :beers:
Anyone knows how to import a texture that is not square but a rectangle to UE4?
Whenever I import a rectangle texture It gets tretched
Please welcome @dusty quail to the community! :beers:
Hello sirs
How do I stop a camera from culling my grass?
Actually I'm not even sure the camera's doing it
how can I invite someone to this server?
oh erm
it might be engine config issue i guess
Guide to placing and working with Volumes to augment the behavior and setup of your levels.
go to cull distance volume
that might be what ur after?
Do I just scale the volume to the size of the landscape?
Guess I'll just read the document.
what's the problem about?
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
when the camera will sometimes randomnly spin when your tryin to make a simple keyframe
oh well work in progress lol t
the updates generally are still better then it was when unreal first came out sooo
@pallid compass The volume didn't solve my problem
How do I increase render distance?
What I need is an option for grass to render where the camera is looking.
Please welcome @silk briar to the community! :beers:
sorry man no idea then, never had to inf render anything
curious question, how is stuff like texture quality setting handled?
@boreal crown alrdy finished a project with it and works fine with me.
I've just launched my first public UE4 project on Kickstarter, check it out here: https://www.kickstarter.com/projects/1546006902/insight (sorry if not allowed)
something I've been working on by myself for a couple of years, with some help from the community
oh hey, ive seen your game on twitter - looking great man. I'll find a few dollars for you this week
@valid stratus Nice, looks cool! Good luck! You should throw this over at #work-in-progress instead though
oh, sorry, I didn't see that channel ๐
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.
(this is a modded version using cycles hair)
yay
Please welcome @sullen shoal to the community! :beers:
Please welcome @sly oak to the community! :beers:
Please welcome @keen plank to the community! :beers:
Please welcome @summer crag to the community! :beers:
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
Hello everyone, i have this issue with Beam emitter lag, any suggestions ?
define 'lag'?
Please welcome @autumn sinew to the community! :beers:
Hey ๐
Hello
Why is it hard to create 2D sprite rotation to be locked based on camera position?
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
here are some SS if someone could help me with this i would be very thankful
@plush yew, MyMeshComp->SetMobility(EComponentMobility::Movable)
In BeginPlay() function?
Ok thanks a lot @errant lintel
I have general skeleton rigging question: should forearm Z point toward front or down?
usually it's towards bend direction, but wrist being balljoint confuses me
Please welcome @rigid hollow to the community! :beers:
no 4.17 crash for me but lightbaking seems to take a lot longer
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?
So, essentially procedural level generation? Yeah, that's definitely possible ๐
Please welcome @acoustic folio to the community! :beers:
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. ๐
Please welcome @plush yew to the community! :beers:
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.
Can I somehow enable a Plugin that isn't updated yet?
No
Please welcome @iron moat to the community! :beers:
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
Voice your opinion on the poll: Are you interested in the PREMIUM CRAFT PACK? CHECK HERE: https://goo.gl/M8Wk7q
anyone a blueprint expert and want to jump on voice chat with me?
what ya need?
I have a few questions about replication as well as passing info between blueprints
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.
I think so
Those both sound like introductory questions
lol
Docs/Tutorial are pre-prepared and likely iterated upon. They'll be a better place to start than an impromptu voice chat
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
Ah
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
Actor should be fine for server -> client replication, but you can't really use it the other way around.
So you'd do PC->Server_AddItemToInventory, and not Actor->Server_AddItemToInventory(PC)
Why not?
Yeah I see why you're asking this to be voice haha
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?
thats what it happens
the character movement component uploads its movement inputs to the server
the server then does them. As long as client and server are in sync, then it is fine
if it differs, the server will have the final world, and the client will rubberband
Hm
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
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.
Please welcome @vague scroll to the community! :beers:
Timeline is probably a good tool for that @plush yew
you will have to do the pivot offset math
Please welcome @supple flower to the community! :beers:
@buoyant echo I was banned along with our friend from that server lmao
Please welcome @solar saffron to the community! :beers:
good mods
what I don't get is why I'm banned
Please welcome @midnight spear to the community! :beers:
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
fresh install of 4.17.1, trying to create a new blank C++ project:
https://snag.gy/2PfpRc.jpg
what the heck?
what does that even mean?
apparently not, not that VS has tried to update itself :/
(and not that I've been compiling things fine up until now!)
eh, it's been out for a year, how can I possibly not have it D: ?
Well, back in 4.14 (I think?) 4.12 it broke everything, so everybody kinda avoided it until the hotfix
I don't have it on my VS2015 install either (though I use VS2017 now)
dam why is it so hard to find uk modellers for this company project >->
uk massively lacks game industry stuff
@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:
I failed to mention that when you shoot, you use an orb. The final score is based on the distance traveled and collected orbs, which means you lose score poi...
That looks like that tutorial but with art
Yeah, it's fairly simple but I just needed a couple of simple/mechanically storng games to add onto my portfolio lol
I really like the camera movement though, I was wondering how he did that
Like it's very smooth, compared to the regular one
DEATH TO CAMERA LAG SPRING ARM
i hate that thing in engine
any frame jumps of 3+ and u get camera shaking
well, thats kind of the whole point of the spring arm
to be a "soft-ish" attachment
if you want direct position, set its position manually or just parent it
personally i never use it XD
from any frame jumps
its an issue thats been in since like 4.6
or some something
I guess I could test it with lag
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
Yeah but you can fix it if you cared to
Please welcome @kindred trellis to the community! :beers:
all im using is a flying AChar
with constant input
clamping the Max controller rotation
its the choppy frames
is what recently made it stand out
Anyway
If its what I think it is
Its probably just using a simplified method here
"
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."
yeah IDK did you read the link ?
IIRC one of those implementations works better even with inconsistent framerate
I dont know much about game physics
but no sure why it should matter for a spring arm
@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
Age of Empires 4 :o
It's time to battle through history once more in the latest entry of the landmark Age of Empires franchise. Learn more: http://wndw.ms/0QSUbC
no :v
The vampires came out. They bit people. News is covering it up.
Please welcome @plush yew to the community! :beers:
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
Please welcome @wild talon to the community! :beers:
Please welcome @eternal orchid to the community! :beers:
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?
@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:
In this step we will create a brand new level which we will use to build out our sample area in.
And it's literally the first button under the first menu of the first window.
Hey careful with that talk man, it'll get you banned from some servers.
(not this one though)
Yeah, but I bothered to step through the entire process, begrudgingly, rather than just berate them.
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.
Anyway, carry on
Oh, that was it.
oh ok I was just kinda joking and didn't wanna derail seriously
I don't think it's really a derail. It's relevant to helping people out and how to seek help.
Hm. Well it was definitely not 100% serious and meant to blow some - well I wouldn't really say frustration - off.
๐คท Even so, there's merit to the subject. ๐
As far as actually assisting people- your approach definitely is superior to dumping the doc link
Maybe even better than the hand hold
Aye. And I fully admit doing it with a condescending tone, too.
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.
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
Someone already did, several years ago.
How to properly ask technical questions, and demonstrate that you've done your research and are willing to learn on your own.
Probably loses some of the effect
TL;DR: If youโre a developer and youโre about to ask another developer a technical question (on a forum, via email, on a chat channel, or in person), youโd better be ready to answer the question โWhat have you tried?โ
Eh
(They immediately qualify that with: "This of course isnโt specific to software developers")
Its text :(
@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
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?
sorry im new to this ยฏ_(ใ)_/ยฏ
Being new is fine, not knowing stuff is fine.
And now you know where to look things up.
It's all good.
Is blender good for making moddles or is there something better?
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.
alright, thanks for the info
And specialized tools for different things: ZBrush is commonly used for more organic, "sculpting".
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
If you're talking about the art of level design itself...
no im talking about making the actuall map
Cheaper student licenses are available for some of these pieces of software, but they're still in the hundreds of US dollars price range.
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
But I am not LD, so maybe ask #level-design
ok lol
I feel kinda duped, Im taking a class called "Programming" but all its for is using stuff like... Alice
"800%" lol
Dumb question but how can I invite someone
Thanks
Ha
Still using Alice lol
I took a class that used Alice a couple of years ago. Glad I'm not alone
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.
@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.
??
Whats happening?
You know what a psk is right?
Just looked it up. Aparently its how UE stores models?
Yea
So
My model
The mesh scale is 100.000
But the rig
is 1.000
So can't export it
As a psk
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?
i tried
damn
oh wiate, are you trying to get form blender to UE4?
heheh I wont
Everyones got a story and reasons
Yea
dang\
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
?
dang, was digging through some old notes trying to see if I could find anything, but I'm sorry, no leads
Anyone wanna be on my development team?
I'm making disappointment. Solid, purified, concentrated disappointment.
xD
Art lyfe. Pre-art lyfe, actually.
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
Evening
Heyo!
So my guess is that Unreal Slackers basically surplanted the FreeNode IRC channel?
Seems pretty dead in there
ยฏ_(ใ)_/ยฏ
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
PSK is a format from ME3EXPLORER
Cause the community for it is dead
think it contains skeletal data
ue4 can run on a laptop with no dedicated gfx card
Plus it's easy to work with
Still
Hi everyone! Iโm 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
I mean why do all that
You wanna reach the original audience
...by using the mobile renderer preview mode.
I dunno apparently you gotta do all that for a mesh ( just teasing)
Which takes no effort
Yeah alright.
No, I'm saying "yeah alright" accepting your answer
Ok
Whe even made new models etc...
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
Yeah, and you got people like me who don't mind the easy route
we're a lot of help aren't we
xD
I mean
You all are more advanced then me
Way more
I can't reach u guys
at this point
But I'm not able to tell you how to make the mesh work
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
Really wish modifying an engine shader source didn't force the damn engine to compile 4300+ shaders...
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
xD
Im trying to find out how to fix this mesh or atleast get it into the game
I have anidea
UE2 lacks almost everything that makes UE4 easier. It might even be harder than UE1.
Yea fr
UE2 no thanks
btw I only work in Blueprint Kappa
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
- Once. Then GFWL died.
UE2 has easier touch-bend foliage ๐
All you vets cramping my "break into games work" style
that's the one thing
Especially with all ther tutorials out there
XD
I mean
Where am i getting these funds
Imma get swated
If i try to make the peeps
idk but you seem very sure of ue2 being a sure thing for ue4 pros
so idk
wait a sec, this isn't #lounge
"General Unreal discussions"
I think we've found the loophole.
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
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
Ah yeah. Developing with ue4 is a bit more involved
taking live in the process
have you considered Unity?
Yea
Im on a trash pot rn
I can try unity agian
but
idk
I wanna finish the project first
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
We have the UI, Plot etc...
I'll just go ahead an exit in that case
XD
Please welcome @lapis coral to the community! :beers:
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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
HLODS
aren't those Level Of Detail
Hierarchical Levels of Details
Please welcome @lapis rover to the community! :beers:
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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
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Cramming the most for loops into the Slate callback for a list entry
Currently at 8
Eww
Though it's for a greater good ๐
that is how wars start!
What greater good does 8 for loops serve lol
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 ๐
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
Cool
Hey can anyone help me how to export sucessfully migrate the entire level into another project without having problems of refrencing
just migrate the main level file to the other content folder, and it should just work
always pick the content folder, not a subfolder
so, mixamo changes are happening today, but this FAQ doesn't really explain what are they doing
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
you need to dive into the packaging logs
Anyone here with alot of dedi server knowledge
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?
Gameinstance
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
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^^
Please welcome @wicked kettle to the community! :beers:
Can I use Git for version control for my UE projects?
It doesn't choke on the assets or anything like that?
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
also, holy sh** shenmue 3 is hiddeous
dem faces LOOOOOOOOOOOOOOOOOL
it was not ready for public showing
its like they got that guy of "mario 64 in UE4"
hehe
sounds about right
seems the original character creator couldnt care less and just added a turbo smooth on the old characters
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=้ณไนไธ้ณๆ
Is there a way to auto import all the translations to the cultures in the Localization Dashboard?
"you want a high poly character? sure I can do that!" clicks turbosmooth iterations 2
Hello! Is it possible to ask people here if some1 wants to join an existing ue4 game project? ๐
use the #career-chat channel for that ๐
Thanks ๐
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.
tip of ledge
spooky
Testing Blueprints with the third person template, the shadow is from that.
Honestly just looks like a low res baked shadow, maybe it just isn't high res enough from that?
Please welcome @elfin drift to the community! :beers:
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 ?
Please welcome @broken crescent to the community! :beers:
๐ญ
@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
hey guys quick design question
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.
I might end up designing something that is impractical for rigging
in the future for the project
what might be best?
@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 ?
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
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Can anyone explain why after a crash all my folders with in UE4 Content browser are empty ?
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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 ๐
Here's a screenshot. The art isn't finished though.
And here's a link if you want to try it: https://drive.google.com/open?id=0B0ZBHObNE30tU3MxTTZFeDM4U28
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๐
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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 ?
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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
Please welcome @wispy wraith to the community! :beers:
Hey everyone ๐
I am
I wanted to find a community for UE4 other than the forums for a while now
Just to help out and also I have a few questions every once in a while
Yep, not sure why I am here over the forums actually
I have a question about using the RunOnServer function though
A problem I am running into is trying to set a binding in a UI
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
So I was thinking about it, I know that widgets don't exist on the server
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?
Like is that how that should be layed out?
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.
Please welcome @balmy pike to the community! :beers:
RunOnServer and Switch Has Authority is redundant
This is basically how every single one of my inputs is set up right now, I figured that was the best way
Okay
Because it will always be on the server
right?
exactly
So as you were saying, what is the best way to do that?
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
You said I should do run on servers on the playercontroller? and then do the functions through the playercontroller?
exactly
Should I store variables that I want to be replicated to other clients on the playercharacter though?
Like a shared inventory?
I know for anti-cheat purposes you should check everything on the server first
so that's why i was doing it through playercharacter
I want the server to do the line trace rather than the client
Thats the usual way
Do you have a minute for the voice chat?
not really
Ah okay
Would it be better to do all the functions on the playercontroller and just store the variables in the playercharacter?
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
what exactly do you want to store?
Well I started doing the Input>FunctionOnServer(playercharacter)>function thing because I was trying to update MoveForward and MoveRight variables for animation replication
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
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
So right now I'm storing all variables like inventory and animation in the playercharacter
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
you really should store the inventory and stuff on your PC
Is there any reason why animation usually goes on playercharacter?
I tried holding animation variables in playerstate as well and updating those, and it would work but it was extremely delayed
the playerstate is used to hold player specific date that everyone needs to know
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 you sure that this doesn't happen on a dedicated server?
I am using it on a dedicated server
..........
๐
@regal mulch is this the right way to do anti-cheat though?
Like running a playercharacterreference into the runonserver
You could just get the character on the serverside
Despite that it's anti cheat to only use server values and not let the client pass information
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
is that wrong?
like if I used playercharacterreference in the function on server, my understanding is that it would not know what playercharacter to reference
Run on server moves to the server instance of the actor
Given that it's client owned
Doing that on the playercontroller moves from client to server version
On both sides, the character reference that is already in the controller refers to the same character
I think it's get controlled character or so
Okay, so even though it's ran on the server, it uses the variables of the actor that called it
will see if I get my animations out of mixamo before they shut down the asset system
been stuck at processing for 2 hours now
thought theyre just letting it be, are they shutting it down? or just most likley what theyre gona do
shutting*
I couldn't tell from the FAQ'
they say that your personal asset folder will be emptied
hhmm... time go get stuff off i guess x.X
to*
yay for not being able to spell today x.X
and they are ending support for some plugins
all the ones i need already dont have support anymore so doesnt help i guess x.X
Please welcome @royal girder to the community! :beers:
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Hi GAIS !
thought I would ask here also
but I have a foliage instance that I need to move with the underlying geomertry... how would I do this
it randomly breaks apart if I select the underlying geo and foliage instance
Heyo!
Hi i added a start up movie but then i lauch the game it is not shown at all. how do i fix this?
@polar hawk What was your old password? Also i may need your credit card details (dont forget the number on the back)
๐
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?
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
Please welcome @rare spear to the community! :beers:
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?
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)
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.
Did I understand this correctly, GameState and GameMode are paired together? meaning one per one?
Your GameState is defined in your GameMode so that makes sense
@Worreh#7201 Every client has an GameState as well as the Server. The GameMode only exists on the Server.
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Thanks, MathewW
DevilsD, I'm just trying to figure out if I need to have different GameStates and PlayerStates for every gamemode I make.
@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
So it is basically "do however you want" type of deal?
sure, so long as you know whats going on i guess
is there any way to change how mipmaps are generated? or better yet a way to create your own mipmaps
You can adjust the filter used to generate mipmaps
Please welcome @mental dagger to the community! :beers:
hey
For my next trick, il rash the editor w ith out any help from the audiance
rash?
I think he meant crash lol
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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
are the forums down?
Please welcome @verbal nova to the community! :beers:
fml opening unreal engine always opens Occulus and SteamVR
disable the plugins
riiip
@vestal cloak i dont understand what you mean
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
yay
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hai @twin pumice ni hao
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hi @plush yew dig the name
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Inb4 'new forums'
