#ue4-general

1 messages ยท Page 101 of 1

cloud cobalt
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They are awful

devout gulch
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new forums looks better

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discuss

polar hawk
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They look awful

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But I can read them better

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yolo

paper kernel
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argh the white

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it burns

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damnit, I think I screwed this up

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tried to use generic fuse character, exported to mixamo

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but the download has only 1 material slot

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and it's not compatible with what I exported

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imma go flip a table

cloud cobalt
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@devout gulch Couldn't find the subscribed threads

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I only ever use that on forums, no time to go through hundreds of topics

polar hawk
plush yew
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Please welcome @steep mulch to the community! :beers:

cursive dirge
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why NodeJS though?

polar hawk
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Because I wanted to work on it for less than a day

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And work on Linux without having to learn linux shit

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And because I already had existing code written for most of it

cursive dirge
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hmmm, can you download the learn page items with it too?

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like content examples?

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I guess not as it didn't show content examples in the GIF

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that's the main issue on linux I think, as people don't get the launcher and therefore have no means to download the official sample content

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

polar hawk
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Aye, Code Plugins and those items return a 403

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I'm not sure why

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I can get their listing and manifest files, but I can't start the actual download. Still looking into it

sacred crater
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Heh, anyone ever figure out how to get a normalized FRotator? -1 to 1 range?

wary wave
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FRotators are normalised

sacred crater
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Yeah but not -1 and 1

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Onlt -180 and 180

fossil ore
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Is there a way to tell an billboard actor to ignore some meshes , but only some?

sacred crater
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Guess I can divide that

wary wave
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yes

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though you can't actually 'normalise' a rotator

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just remap the range

sacred crater
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yeah it's already normalized

wary wave
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well, no, I mean the concept of normalising it makes no sense

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a rotator is an expression of three rotations through arbitrary axes

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those three rotations are expressed in degrees

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you can remap it to use some kind of arbitrary -1 to 1 coordinates, but you can't 'normalise' it

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why -1 to 1?

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(why not use radians?)

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1ฯ€ radians = 180 degrees

sacred crater
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Yeah can use that I suppose

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

hearty abyss
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Cheers

plush skiff
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๐Ÿบ ๐ŸŽŠ

sacred crater
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Yeah my logic failed me there, getting radians does work but not the way I need it to work. >.>

hearty abyss
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wow that looks cool

wary wave
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@sacred crater - what are you actually trying to do?

plush skiff
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thats super cool!

sacred crater
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I got a flying pawn, and it all works fine and I can perfectly calculate speed and velocity and whatnot, problem is gimbalock is kicking in when I need it to move upside down, but the controls such as Yaw and roll and pitch all have to be relative to the camera, so if you're rolling on your side and you want to change yaw as if you were standing straight it would still rotate as if it was yaw, but obviously not yaw when you rotate on 90 roll

wary wave
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ah

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you need quaternions

sacred crater
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Yeah that I know

polar hawk
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FOUR DIMENSIONS

sacred crater
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Just still need to know how to get relative rotation on it because all logic I throw at it won't actually do it

wary wave
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you probably want to ditch rotators entirely

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euler angles aren't suitable if you have full 6 dof

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(they conk out at 5)

sacred crater
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Indeed, was hoping it still would somehow using epic's bp functions that actually convert it to FQuat and then back to FRotator, but seems like I'll need to go in full cpp for that then

wary wave
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yup

devout gulch
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@polar hawk what does it show ?

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and.. how do ou made that faked perspective UI ? ;d

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and question does foliage from materials spawn in deteministic manner ?

polar hawk
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That video I linked? I didn't make it, thats @brisk path

paper kernel
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to be fair, just use directional vectors and convert to rotators if something really REALLY needs it

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and Im gonna get back to flipping tables, 2 animation files have wrong name for some reason

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

wary wave
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I am still very sad, and now my level designers are sad too because the tools I've built don't do what they should ๐Ÿ˜ฆ

hard surge
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nyan NanoNyan

cursive dirge
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@wary wave you know when that issue has been introduced?

wary wave
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looks like over two years ago

cursive dirge
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I've used spline stuff a lot in past but not much after 4.13

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never had such issues

wary wave
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brb

cursive dirge
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I don't get it really, I've always got EXACTLY same position out of it

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I can visualize that by spline component visualizer and spline mesh component that follows it

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I've also had debug draw stuff on those points I've read, and they've been along the spline

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I never had that issue and I did the same tutorial back in the day

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(unless the person having issues is indeed mixing local and world space options)

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but that would put things off way more

north basin
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I am using the Localization in UE4. I have different files with translation in it. Is there a way to import the csv or some other translation file to the Localization dashboard?

wary wave
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@cursive dirge - point functions work

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distance functions do not

cursive dirge
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I use distance along spline myself

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and I know a guy who does the same as well

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no issues whatsoever

wary wave
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get location at distance only works if you want local coords, and you do not modify point tangents

cursive dirge
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I actually just opened my old stuff in 4.17

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still worked

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I modifty tangents

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and get in world space

wary wave
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well in my case it is very clearly not working

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ยฏ_(ใƒ„)_/ยฏ

cursive dirge
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there's something wrong with your code then

wary wave
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there isn't

cursive dirge
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or you do something that they didn't think people would do

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but I've never had any issues with that getter, and I've used it since 4.5 or so

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up to 4.13

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(and just verified it still works with 4.17)

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do you have some repro project that clearly demonstrates is doesn't work?

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(in human readable way)

wary wave
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get location in the above is clearly not getting the right coords to give the output with the cones

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(I'm tiling spline meshes down the length of a spline component)

cursive dirge
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you sure it's not getting messed up by that boolean logic that forces the distance to 0?

wary wave
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it's following the original spline, and ignoring the changes to the tangents

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the select node is just for the final mesh - i.e the while loop that handles the whole thing has completed

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tweak the tangent and the changes do not affect whatever this blueprint is doing

cursive dirge
sacred crater
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I rarely use distance, I always get index point

cursive dirge
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I do the exact same tweak for tangent as you do

sacred crater
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Maybe that's the problem?

cursive dirge
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nah

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distance definitely works for me

wary wave
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point is fine if you want points, but I don't

cursive dirge
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hmmm

wary wave
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that looks like one mesh stretched down a single spline?

cursive dirge
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actually it's using splinemeshes that are small chunks

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between each spline point, there are many small spline meshes

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I can put super small chunks there, like between each 5cm and it still follows the spline perfectly

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it wouldn't do that if the locations were off

wary wave
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so what are you doing differently?

cursive dirge
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nothing different regarding to the tangents

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I'd guess your issue is elsewhere

wary wave
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I can't see how

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it's literally settting the start / end point of a spline mesh to GetLocationAtDistanceAlongSpline

cursive dirge
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oh right

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now I get it

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it's not the same as you have

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or well, it should be if you calculated it correctly

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hmmm

devout gulch
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can I stream foliage indepedently from landscape ?

wary wave
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it's possible that the distances could be incorrect, but the locations should still conform to that spline regardless

devout gulch
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ie paint it on landscape which is on separate level..

wary wave
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@devout gulch - yes

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you may need to use world composition to do it, I'm not sure

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each level will need to foliage info in it

devout gulch
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life saver in theory it should work, but can't check it now

cursive dirge
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I can share this tool I have if it helps, but it's now saved in 4.17.1

wary wave
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that's fine, I have 4.17 installed

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I wouldn't mind trying to work out what's different

cursive dirge
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it's basically just extension of that old roadtool tutorial so it's not very well organized

wary wave
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'cos the locations I'm getting are not on that spline, heh

cursive dirge
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I do have some additional stuff, like fixing the loops via upvectors and automatically figuring out the tangent size and mesh dimensions

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and selector for mesh alignment

wary wave
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I do similar calcs myself

cursive dirge
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also there's only one function ๐Ÿ˜„

wary wave
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in theory those could be wrong, but the points should still be on the spline

cursive dirge
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if I did this now, it would be done way differently

plush skiff
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this might be a strange question @wary wave but if you get Transform and break out the location do you get the same result? im using transform and its working fine

wary wave
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that is a good question

plush skiff
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we do a separate calculation for Roll, but the locations never been weird

cursive dirge
wary wave
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thanks a lot

cursive dirge
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np, hope it helps

fierce tulip
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aww people helping eachother out.. brings a tear to my eye

plush skiff
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if thats no help i can pastebin my construct script, might be something in here that can help (divide the Roll by 60?)

cursive dirge
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@wary wave the tangent setup is partly in function but it's same as you had, I just put it there as I reused it in case I did want fixed sized chunks when not looping the spline

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normally the last chunk would be stretched

wary wave
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yeah, this looks more or less identical

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at least for the bit that counts

cursive dirge
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does it work for you?

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๐Ÿ˜„

wary wave
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about to find out

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your tangents work

cursive dirge
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there's always possibility that you've had some BP corruption that makes it do wonky things

wary wave
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I'm going to try a quick experiment here...

cursive dirge
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I've had my share of those when using BPs

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chasing odd bugs and then redoing the same BP and it works

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anyway, good luck with it, I'm taking the dog out now ๐Ÿ˜ƒ

wary wave
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I'll let you know how I get on xD

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@cursive dirge - our two setups are nearly identical

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the two organisational things that were different is that my calcs were in the event graph (due to editor-function needs) and the spline was not the root component, but neither of those have made a difference

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the other big difference is you precalculate your mesh lengths because you only have one mesh, whereas I have to use a while loop as I have a random selection

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but that shouldn't be it either

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I don't support roll, and we handle mesh scale differently (I have a custom fuction)

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that's it - the rest is more or less the same

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I have NFI

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the bit that matters is literally done the same way

plush skiff
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sounds like my way is the same as his too, boo

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thats our construct script on our spline, maybe something in there to help? not sure.

wary wave
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it's got to be one of the features I have that he doesn't

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one of the editor side functions

cursive dirge
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or related to event graph

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they've limited some of that functionality

wary wave
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nah, I moved your function into the event graph to check

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works fine

cursive dirge
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there's that checkbox on spline component itself for that

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don't remember it's label anymore

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heh

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well, all bets are off then

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have you tried just copy pasting your stuff into new BP?

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it really could be some BP oddity

wary wave
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I'm narrowing it down using yours

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the event graph function has been tagged 'call in editor'

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when I hit mine, the modified tangents on the spline disappear

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yours remain the same

cursive dirge
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heh

wary wave
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it's eerie how similar these BPs are in a lot of places

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I think one of the functions I'm calling must be resetting the tangents maybe

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so I just need to narrow down which you aren't using

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BINGO

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I have a feature you don't - I can change the spline point types

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the native function wipes the tangent values

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

wary wave
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and for some reason the visual in the editor does not get updated

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oh man that's irritating

plush skiff
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nicely spotted

wary wave
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the offending function in question is SetSplinePointType

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@cursive dirge - thanks for that; without another very similar tool to compare it with, that would have been literally impossible to isolate

cursive dirge
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np

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what is SplinePointType? ๐Ÿ˜„

wary wave
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splines can have different types of curve

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trick is, if you call it, it wipes the tangents (even if the type hasn't changed)

fierce wharf
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can i bother you folks with a noob question?

wary wave
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you can try

fierce wharf
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how should i go aobut starting a terrain with only blender and ue4? s

wary wave
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I'd probably skip Blender and work just with UE4's tools

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you should look at the free version of World Machine

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that's probably a better place to start

fierce wharf
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yeah the more i dig the more it seem like the answer is, use something els, or try and make something nice with ue's terrain editor. if i use world machine, will it be optimized well and not have lod or occlusion issues?

wary wave
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LOD / Occlusion is irrelevant

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it is a built in and entirely automated feature of landscapes

fierce wharf
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idk, ive just been told if i make a large landscape in blendr and import as mesh that i would have lod and occlusion issues ยฏ_(ใƒ„)_/ยฏ

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im a total newb and just want to try to make a pretty terrain with a beach and hut and go from tere, and im aving issues ๐Ÿ˜„

plush skiff
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probably that a blender landscape will be coming in as a static mesh, an unreal landscape uses heightmaps and they optimize it purposefully

wary wave
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yes, because if you use a mesh you will have those problems

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if you exported a heightmap from Blender and created a landscape with it, you would not

plush skiff
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yeah youll wanna look at using a heightmap, world machine is great at making some realistic looking ones, not sure of the free versions limitations however

wary wave
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but I'd still use World Machine

fierce wharf
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gotchya, so what if i create a height map from a mesh in blender will i have problems llater with texturing?

plush skiff
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shouldnt do because then you will be working with unreals landscape

wary wave
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yup

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but still, it's a pretty rubbish workflow

fierce wharf
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what is ideal?

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world machine then import to ue4? or ue4 terrain/landscape tools?

vestal cloak
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Ok i have three materials, 2 I made in ue and 1 i made in blender. I have a model with three meshes inside it. When i combine all the meshes during import i can't put the 2 ue materials on the two smaller objects.

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Its a truck, the body and chassis are one mesh and the headlights are another and the blinkers are the third mesh. I want to import them combined but , in ue i made headlight and blinker materials. I want these materials to go on the lights and the native texture that i made for the chassis to go on the latter.

wary wave
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World Machine, then into UE4

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common professional workflow

fierce wharf
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thnx preciate it

vestal cloak
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Sorry if my explanation is not that great.

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3 models in one need to add seperate materials to each-in ue

fierce wharf
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did you un wrap and make a uv mapped texture?

vestal cloak
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For the main cab part yes

whole quarry
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you can assign selected faces to their own material

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then the mesh have multiple materials in ue4

vestal cloak
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When you assign you are talking about blender correct? (Thats what i use)

whole quarry
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yes

vestal cloak
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Ok i think i know what you mean. I will give it a go, thanks!

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

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

hearty abyss
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Hey @plush yew and @noble bane

noble bane
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Hello

hearty abyss
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Welcome

polar hawk
sacred crater
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o.o

fierce wharf
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are these legit ok to use if i, god willing, actually release something?

paper briar
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ue4 killed my gpu

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i was running some pre intense lighting

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then boom

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crash

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and it never breathed again

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rip

hearty abyss
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ouch

short dagger
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warranty time?

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

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

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Please welcome @uncut roost to the community! :beers:

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Please welcome @reef shale to the community! :beers:

plush yew
#

Please welcome @bitter jasper to the community! :beers:

safe rose
quick heath
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@safe rose sorry then

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

past island
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Welcome!

muted fulcrum
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Thanks ๐Ÿ˜ƒ

cursive dirge
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@fierce wharf always be cautious for the free stuff in the internet

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ESPECIALLY if they are linked to youtube video

past island
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Is there a good way to collaborate on projects, seems like 4gig projects are not an ideal thing to be working on through say github?

cursive dirge
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nor does github want that big projects

past island
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yeah

cursive dirge
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I did have one UE4 project on git that was like 8GB though ๐Ÿ˜„

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I mean, on github

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static lights are evil

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they bloat the repo really quickly

past island
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If i want to work with someone remotely, do i have to do something like vpn and stuff? I assume others have wanted to work together on stuff remotely

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trying to setup a good workflow

cursive dirge
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you could sign up with VSTS

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it's free for small teams

past island
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What is VSTS?

cursive dirge
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they have git with git LFS

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visual studio team services

past island
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Ok, is that what most of the UE4 People are using these days for collaborative projects?

cursive dirge
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their web interface is bit clunky if you compare to other sites but it works

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perforce for professional projects probably

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git for projects that are mainly code

past island
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Ok

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where does perforce hide their pricing

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๐Ÿ˜„

cursive dirge
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it's free for small teams

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but the thing is that you need to host it yourself somewhere

past island
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That is good news

cursive dirge
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they don't provide hosting

past island
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hmm ok that makes more sense

cursive dirge
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and there's no free online hosters for perforce as far as I'm aware of

past island
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Thanks for the help Olento

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

median bronze
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is it me or do we have too many diffrent channels to keep up with? lol

paper kernel
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just mute the ones you don't need

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and hide

cursive dirge
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^

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doesn't help on mobile client though

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as you can't hide the extra channels there

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you can still mute them there

median bronze
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but what if they have something interesting i dont want to mute?

fierce wharf
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Is there anything I can do to confirm that the uploaded indeed created the materials @cursive dirge

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Ide hate to inadvertently pirate something as petty as this and then it bite me in the ass. But at the same time, it would certainly help my 1 man crew

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With a budget of 0 doll hairs

cursive dirge
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@fierce wharf not unless the person who shared them explicitly told the source of the materials and you can verify it

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usually with such links, you will not get them

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I wouldn't touch such content at all

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there's plenty of legit free stuff around

fierce wharf
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Kool thnx, he did drop his name but that could be bogus and I can't imagine how you'd prove that

cursive dirge
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also, there's freebies on marketplaces, like free pack from gametextures on ue4 marketplace etc

thorn topaz
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Anyone familiar with accessing data tables from c++?

surreal viper
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i have used them from time to time, do you have a question or something?

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

obtuse orchid
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Whats generally the best source control option out of the 3 available

glossy flame
#

For working with binary assets, P4 is generally best. Git LFS exists, but doesn't seem to work quite as well as P4

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At the same time though, speed might not be your primary concern

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'Best' is a hard question to answer...you can have objective comparisons in most categories, but balancing those comparisons is up to the person deciding

safe rose
#

Perforce for life

glossy flame
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I like Git for its workflow personally, but as I usually do things solo, workflow isn't as important to me

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Perforce is speed for sure :p

safe rose
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Not just about speed

obtuse orchid
#

How can you setup 1 workspace with perforce and share it with multiple people

safe rose
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?

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@obtuse orchid repeat

obtuse orchid
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Basically how do you setup 1 project for multi user with perforce

safe rose
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You used "workspace"

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It's a perforce term ๐Ÿ˜ƒ

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@obtuse orchid Anyway, there;s a few good tuts out there

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^ this is pretty simple to follow

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Obviously don't worry about source stuff

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Once you have a server up

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/repo

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/depot

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All you need to do, is submit your project up

obtuse orchid
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I think the issue we had was that we had to use the same root folder

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Or can he change the destination

safe rose
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?

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You mean in workspace?

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When you create a new one?

obtuse orchid
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ie: i use C: and he uses D:

safe rose
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that doesn't matter

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Just, createa new workspace wherever you want

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And get Latest

meager bridge
#

Anyone like Dungeon ni Deai?

safe rose
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@meager bridge what is that?

meager bridge
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Anime

safe rose
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hmm, never heard of it, but what does that have to do with UE4?

meager bridge
#

With a gorgeous style

surreal viper
safe rose
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Ah

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It's that show

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Is It Wrong to Try to Pick Up Girls in a Dungeon?

meager bridge
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And i want to make a game of it

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AJA

safe rose
meager bridge
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Rlly?

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Srry

safe rose
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Okay, are you making this into a UE4 related topic now?

livid haven
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@meager bridge As ever, do not make fan games.

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You want to make something inspired by it, sure.

meager bridge
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It's for practice

vale root
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So, we still can't rename our threads right? As in the forum update was totally pointless and backwards?

safe rose
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@meager bridge You can make a game based on it

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It's not like it's anything "new"

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Basically a dungeon crawler

meager bridge
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Not exactly

safe rose
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Multi-leveled dungeon crawler

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@vale root lolo. who knwos, forums are messed up badly. I wouldn't mind renaming my threads though

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@meager bridge Not exactly?

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I've watched both series

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How is it not a dungeon crawler?

meager bridge
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And i

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It's a dungeon crawler

safe rose
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k

meager bridge
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Buuut

safe rose
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But?

surreal viper
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is it possible to reparent a data asset like asset? there is no option for that in the file menu where there is the one for normal blueprints ๐Ÿ˜ฆ I just want to remove a Blueprint Parent from the inheritance chain... and I don't feel like remaking all the assets manually

safe rose
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Fan Service

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?

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Yes, I agree

meager bridge
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I have an idea to make it better

safe rose
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Then do it

meager bridge
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I'm starting right now

safe rose
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@surreal viper Are you using the Asset Management framework?

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@meager bridge Nice, good luck! Post in #work-in-progress your well... WIP stuff

surreal viper
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I don't think so, I have no idea what that is

meager bridge
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Sure

safe rose
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@surreal viper Anyway, when you said "Data Asset Like Asset" , what did you mean?

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UDataAsset?

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Or something else?

surreal viper
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I checked how udataasset work, and did the same for my own class based on UObject (so basically it has a factory)

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now I have UObject -> MyCppClass -> MyBPClass, and that has instances, and I want to remove the mybpclass

safe rose
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MyBPClass is derived from MyCppClass ?

surreal viper
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yepyep

safe rose
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So delete it?

surreal viper
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won't that ruin all my instances?

safe rose
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Yup

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You will get a message telling you what reference(s) will be broken

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If you want to check beforehand, just right click and reference viewer

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But if you're asking me if it affects MyCppClass (the parent), then no

surreal viper
#

yeah, I have that part
only problem is that I can't really do anything
all the assets are there obviously

#

but I need them, that's the point
replace reference does not work with the parent cpp class

safe rose
#

Did you ask that question?

#

No, okay, I thought I was confused a bit

surreal viper
#

I want to reparent the existing assets

safe rose
#

To what?

#

the cpp class?

surreal viper
#

yeah

safe rose
#

So

#

Just wondering, why?

surreal viper
#

the BP class itself was a stupid way to add a BP only enum to my assets which is handled as int in c++ level

#

and I came up with better design and I can remove that now

#

theoratically I could just leave the empty BP class there

#

but I hate junk

safe rose
#

Well, it's not like it's costing you anything

#

And, it's good practice to have BP children of cpp classes sometimes anyway

surreal viper
#

yes, but not in this case, it's just a data asset

#

and UObject based BP-s used not to work in general

#

but I admit, I could just leave it be, it's not entirly ractional

#

but I really hate that it's there

#

it makes me feel bad

#

so I'm working on a more or less automate way to copy the data to new assets ๐Ÿ˜„

plush yew
#

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

faint cliff
#

Hi!

#

Has anyone used a camera crane in Sequencer?

#

I've animated it's Crane Yaw value and it works in editor, but in a packaged build doesn't seems to be taken into account, the camera remains static

plush yew
#

Please welcome @desert dew to the community! :beers:

plush yew
#

Hi, i'm new to UE4. I used a tutorial to apply a video texture to a cube but the projection came out warped and mirrored. The UVs of the cube were unwrapped optimally in C4D. How can I fix the video texture projection?

#

Please welcome @median shell to the community! :beers:

plush yew
#

Please welcome @light glade to the community! :beers:

pallid compass
#

when u spend all day studying the gameplay ability system, MAN ITS SO GUD

plush yew
#

Please welcome @sleek mango to the community! :beers:

slate orbit
#

has anyone else experienced this problem or know whats up with it: so im making a low-graphics quality paper2d game with a lot of ai, after ive spawned in about a thousand of them the game gets laggy (obviously) but when I was testing this the cpu was running at about 30% and the gpu was running at around 50% power, and the game was getting about 20 fps. Why is the hardware not pushing to get higher frames?

plush yew
#

Please welcome @buoyant island to the community! :beers:

fierce wharf
#

can anyone help me figure this blender issue out? when i 'difference' cut with boolean, its not filling in the cut with faces and edges ๐Ÿ˜ฆ

static perch
#

@fierce wharf i dont understnad what you mean

fierce wharf
static perch
#

it's difference, its not supposed to lol

#

i dont think so anyways

fierce wharf
#

im folowing a tutorial, its supposed to

static perch
#

hmm

#

ask in the level design channel

surreal bridge
#

Anyone else ever have trouble with the forum? They appear to have redesigned it and now when I try to send a private message or post a new thread it says something about a 200 parse error, and then takes me to a new page that says this action could not be completed.

static perch
#

the answerhub or the forum lol

fierce wharf
static perch
#

oh

#

just delete the verts then

#

ask in #level-design they should know about third party modelling programs

kind pumice
#

Question! For my projectiles to hit and fracture a DM, I had to add CollisionComp->SetCollisionResponseToChannel(ECC_Destructible, ECR_Block);

#

which works for the first projectile to hit it

#

but after it fractures, no further projectiles can hit the unfractured parts of the mesh

#

they pass right through it

#

is there a setting for "Update collision mesh after fractured" or something like that?

cloud cobalt
#

Does anyone know if the translation editor can be made to detect updates to source strings ?

weary basalt
#

@cloud cobalt ask @livid haven

livid haven
#

Clarify?

#

If you change a source string, the existing translation is invalidated.

#

Not sure if by translation editor you mean loc dashboard or the actual translation editor which is... something.

#

Better off using POEdit (3rd party) and using the import and export functionality.

fluid viper
#

morning.. importing an fbx with animated FOV works in matinee, but in the sequencer only the transform works.. any clues on how to get this to work?

#

fbx is animated cam from 3dsmax

cloud cobalt
#

@livid haven Yeah the dashboard !

fluid viper
plush yew
#

Hi.

#

What 3d packages do you use?

#

@Jonathan de Blok#0779

#

He is no longer in the house

#

I guess I am not taking a look at it.

livid haven
#

You have to run the gather step, @cloud cobalt

cloud cobalt
#

Yeah I'm doing that. But changes in a LOCTEXT data doesn't appear in the "untranslated" field in the editor

#

Or even "needs reveiw"

#

Same for Blueprint texts

livid haven
#

Hmmm. Ping me tomorrow? 3 AM here.

cloud cobalt
#

Wow, sorry !

fluid viper
#

both 4.16 and 4.17 dont do the FOV bit

#

using 3dsmax, classic simple cam. I'm pretty sure it's not in the export bit since matinee does pick it up and so does houdini and when I re-import back into 3dsmax the fov anim is there as well.

#

I think the issue is that the cineCamActor uses focal length instead of FOV, it's fov propery is read only. It's a trivial conversion but it's not done during import I guess

#

and matinee uses the old CameraActor instead of the cineCameraActor

spare topaz
#

does UE dislike enum:boolean maps inside structs?

fluid viper
#

@plush yew sorry, got sidetracked after posting it.. i'm still here ๐Ÿ˜ƒ

spare topaz
#

oh, does Map not support replication?

weary basalt
#

TMap and TSet do not support replication no.

spare topaz
#

damn, would be nice if they supported. Thanks for info

wary wave
#

you can't replicate them because they're more like databases

#

you can however write your own functions to manage them over a network

sudden agate
#

A TSet is basically a TArray with only unique Entries...

plush yew
#

Please welcome @gusty knot to the community! :beers:

devout gulch
#

TSet is hased

#

hashed*

#

beyond storing data it have nothing in common with TArray

glossy relic
#

What happens when a piece of Marketplace content is updated, when I've created a new project using it?

ornate hamlet
#

Say, has anyone here had problems with the UE4 auto save. It simply doesn't want to save. So I started setting the timer to 1 minute. I waited a minute, but one minute passed and it still hasn't saved. What's going on here?

plush yew
#

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

hearty abyss
#

Welcome @tight radish

plush yew
#

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

fierce tulip
wary wave
#

probably not

fierce tulip
#

someone is promoting ^ those links on a variety of social media thats ue/ue4 related

wary wave
#

looks like they do this a lot

fierce tulip
plush yew
#

I bought 2 ue4 shirts on amazon from china for $10 each @fierce tulip

#

it's too bad there are no ue4 shirts on the epic website >.>

wary wave
#

not much at present

#

(the other problem is that their shipping costs more than the items...)

lunar mural
#

Is there a help channel?

weary basalt
#

Choose the channel that best encompasses what you wish to ask and go right ahead.

lunar mural
#

How do you manually build an unreal project?

#

I tried to build it from the unreal project file but it gives me an error and asks to build it manually

weary basalt
#

Are you using an C++ project?

#

You need to rebuild the project binaries in Visual Studio

whole quarry
#

There is a ue4 wiki doc on how to package tho

wary wave
#

oh FFS - you can't get the location of a component in construction script if it has been adjusted in the viewport

#

if anyone has any clever suggestions I'm wide open -_-

#

bah, just gonna give an actor reference

paper kernel
#

I kinda want UE4 t-shirt

#

and beanie

plush yew
#

Hi everyone. Does someone know which operations (Blueprint, Placing Actors/Meshes, Importing/Migrating Assets, etc.) I can do while the engine is compiling it's shaders? The whole engine reactions slowly or stutters while it's compiling everything but I also want to work while it is compiling.... I don't want to wait until ~10.000 shaders are ready =/

wicked tiger
#

@fierce tulip Thanks for calling that out to me!

craggy nymph
#

@plush yew, afaik you can do whatever you want while shaders are compiling. It's just that your CPU is busy pretty much 100 %. If you want to, you can set the affinity of the shader compile processes (there are multiple) in the windows task manager to free up a CPU core /thread.

light thunder
#

Is general an appropriate place to share a GoFundMe link for a VR simulator?

wary wave
#

I wouldn't think GoFundMe links are appropriate here at all

plush yew
#

Please welcome @gleaming thistle to the community! :beers:

gleaming thistle
#

heyo

plush skiff
#

hey, welcome ๐Ÿ˜ƒ

plush yew
#

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

toxic vale
#

Where does compiling Questions to go?

surreal viper
#

as good here as anywhere else I think

#

this channel or programming, but i would rather use this :/

toxic vale
#

aight cus i've started getting Assertion failed: Offset >= 0 [File:D:\Build++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 148] all of a sudden in my project, and i'm not sure whats causing it, as it works fine in editor and use to work fine packadged

plush skiff
#

do you have a crash output? might help to see more of the call stack

toxic vale
#

Sec!

#

Assertion failed: Offset >= 0 [File:D:\Build++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 148]

KERNELBASE.dll!0x0000000074B4A9F2
AutismoDrift.exe!0x0000000000A421DB
AutismoDrift.exe!0x0000000000A421DB

#

(If thats the output you ment) as its all information i'm given by it.

plush skiff
#

ah nah was hoping for a function call stack, no worries though.

toxic vale
#

Lemme check if logs gives any

plush skiff
#

you crash on startup of a packaged build for this?

toxic vale
#

Yu

plush skiff
#

is the package under debug game? logs could help, any project logs too if theres any return there

verbal lily
#

Not sure where to put this, but are Matinee's still being supported by Epic for animating objects, but not for their cinematics? (i.e. if you want to use it to make a moving platform) Or is there a better way to make one?

#

(also sorry for randomly barging in ^^)

plush skiff
#

no worries, just looking over the log. i believe matinee is still used for things like moving objects and stuff yeah

toxic vale
#

These Last compiles that given crashes has been compiled over teamviewer aswell.. maybe i should add that :p

plush skiff
#

if you feel more comfortable in it on a smaller scale its not deprecated or anything, so feel free

#

yeah that narrows down some steps

#

whats the platform target? just win64/32?

toxic vale
#

win32 rn

verbal lily
#

Oh okay, thanks Craig! ๐Ÿ˜ƒ

plush skiff
#

any changes in a win64 build?

toxic vale
#

uhm, can try will take me a tiny bit of time

plush skiff
#

are the specs of the other computers running the build quite low?

#

or the the same specs as yours at least

toxic vale
#

na, the PC running the game is Very top-end

#

and i do have testers with different specs

#

and they are all experiencing it

plush skiff
#

you might have better luck with a win64 build, give it a go

#

looks like it could be memory

toxic wagon
#

Has anyone done anything with animation retargetting?

toxic vale
#

My 64 bit dont even want to compile, due to fmod :p

#

think i got 32 bit fmod, derp

plush skiff
#

ah boo

toxic vale
#

My bet is its just teamviewer messing it up tho

#

as last update i did, added litarilly just 1 car, and a end game mode, which either of those should of caused it

#

and cars are not pre-loaded

plush skiff
#

yeah memory looks good actually. im stumped. we had some weird issues a while back with no cause in only shipping builds, had to step back to see what fixed it, while a different issue might be worth doing the same test

toxic vale
#

Lets be all honest tho, The engine dosen't like the project name, and therefor throwing a fit, Despite autismodrift being a perfect name!

#

Seems like a legit reason ๐Ÿ˜„

#

anyhow i'll be back in here on sat day when i'm at home if issue contiues when compiling without teamviewer,

toxic wagon
#

Gah there's this one menu I can't find

plush skiff
#

no worries, good luck

toxic wagon
#

and the wiki won't tell me how to find it

toxic vale
#

What menu :p

toxic wagon
#

"You can specify Bone Translation Retargeting through the Skeleton Tree view."

#

well, which one, there's the Main Skeleton's animation tree, the retarget skeleton's, the animation's skeleton,

#

and I've checked all of them and they don't have that

toxic vale
#

Never seen that menu either, Did that come in last update?

toxic wagon
#

no

#

it's for animation retargetting

toxic vale
#

Ah, I've not seen it sadly stiffy,

toxic wagon
#

maybe source's retargetting will work

valid stratus
#

are there any plans for a browser UE4 player, similar to what Unity has? I know there's the html5 thing but that needs particular browsers, just curious

plush yew
#

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

#

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

plush yew
#

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

#

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

plush yew
#

Please welcome @vagrant pasture to the community! :beers:

#

Is it okay if I started with a ThirdPersonTemplate, created a C++ file from within Editor (so now it's C++), and I want to convert to the latest engine version?

#

Please welcome @autumn ferry to the community! :beers:

autumn ferry
#

@plush yew Just open it in the latest version and it will convert and re-compile? (Remember backup)

#

Anyone feel Temporal AA in UE4 is a bit blurry? Look for some feedback on a solution I'm working on. (Example https://imgsli.com/MDY5Ng)

plush yew
#

Thanks I guess. I didn't know since I converted a template to C++ if it would act just like a github C++

fierce wharf
#

when modeling should i try to keep all my faces tri or quad?

buoyant echo
#

What type of wording would one use to look up how a game does certain mechanics? I'm trying to google about silent hill's "psychological behavior" approach to games, but all google is spitting out is stuff about the game's 'otherworld' and how the 'different dimensions theory' works..

pallid compass
#

@fierce wharf quads always

plush yew
#

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

fierce wharf
#

ok so after i complete a model, should i try and knife my faces to tris to increase performance? im reading that ue4 converts all quads to tris because hats how ue4 shades. so would it benefit me to do it myself befor import?

#

man, you guys should considder trimming inactive members, the server runs so slow i cant read what im typing in browser discord

safe rose
#

@fierce wharf lol. Has nothing to do with the server. Just your PC.

#

Mine's working just fine.

#

@fierce wharf Anyway, Usually, you keep your models in quads, because like you stated, game engines typically convert them automatically.

#

Quads are much more manageable in DCCs than tris

#

So, will you see any performance difference if you import tris vs quads? I doubt it

fierce wharf
#

if theres enough geometry i shouldnt get anykind of unexpected result tho right? like this?

safe rose
#

As long as your normals are fine and you don't have any n-gons.

fierce wharf
safe rose
#

Right, so that's a totally different issue

#

Have you done any Basic 3D modelling tutorials?

obsidian nimbus
#

you can have blender triangulate all faces, but i doubt it increases performance

fierce wharf
#

yeah thats really why im asking, in the middle of one im doing he stated the only time youd consider tri faces is for when moddeling game assests . so i wanted to asee what and if there would be issues sticking to nothing but quads

obsidian nimbus
#

knife all faces seems like a pain in the bum too me ๐Ÿ˜›

glad saffron
#

@fierce wharf that actually is a problem sometimes, particularly coming from Maya where there is no concept of a "turned edge". We generally triangulate before coing out of maya to unreal. In max it's not a problem.

safe rose
#

@glad saffron ??

#

Why do you triangulate at all?

#

There's no reason to do it in Maya either

fierce wharf
#

ue4 turns them all to triangles, will that cause unwanted looks or performance drops. <specificaly what i want to know , just wanted to mclear that up a bhit

plush yew
#

Please welcome @ionic lintel to the community! :beers:

obsidian nimbus
#

I never heared anything like that

safe rose
#

@fierce wharf Your answer = no

#

BUT

#

Which I think is where you got that one pic from

#

But, DCC's exporters and Game Engine's Importers are pretty damn good

#

I've never seen any of my art ever go in wrong unless I messed up terribly inside the DCC itself

hard ice
#

LiveStream about Composure is happening on Youtube now

safe rose
#

Hmm Composure

pallid compass
#

@fierce wharf no it will not cause unwated look or peformance drop

fierce wharf
#

u tell me no, and provide a link that sais yes... here are several ways you can ensure your mesh is triangulated.

Model the mesh with only tris - best solution, provides the most control over the end result.

Triangulate the mesh in the 3D app - good solution, allows cleanup and modification before export.

Allow the FBX exporter to triangulate the mesh - okay solution, allows no cleanup but can work for simple meshes.

Allow the importer to triangulate the mesh - okay solution, allows no cleanup but can work for simple meshes.

It will always be best to manually triangulate the mesh in the 3D application, controlling the direction and placement of edges. Automatic triangulation can lead to undesirable results.

#

straight from their own guides, thanx

ionic sedge
#

The only time it's useful to triangulate in a 3d software is when you want the exact same triangulation result for several things, for example triangulating before exporting to Substance Painter, creating textures there, then applying that to your mesh in UE4. If the didn't have the same triangles weird things can happen.

#

But it doesn't matter for performance. It will happen automatically when importing into UE4 anyway.

glad saffron
#

We see flipped edge orientation problems at times with something modeled in max but rigged in maya. We triangulate out of maya to fix this. There is no performance ramification either way as it's a preprocess import step on Unreal's end.

fierce wharf
#

you folks have been most helpful, i appreciate it

#

one last thing, so i should definitely triangulate and fix irregularities before uv mapping and texturing?

ionic sedge
#

If it's another software it can be a good idea, but if you're doing it in Blender it doesn't matter.

plush yew
#

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

#

Please welcome @empty thicket to the community! :beers:

#

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

#

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

#

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

#

!gameidea

#

A role-playing game where you hinder birds to survive during World War I.

#

k

icy wind
#

lmao

ionic sedge
#

!gameidea

plush yew
#

A role-playing game where you raise rodents of unusual size for the future of humankind in an abandoned mansion and a ghostly cat is constantly distracting you.

next badger
#

I'm not a commoner there, but how long ago Unreal Forums lost their dark theme?

grim ore
#

2 days?

teal tulip
#

@next badger since they changed the whole forums to vBulletin 5

next badger
#

@grim ore is it temporary? i just...it's too bright

teal tulip
#

Is not a theme change but whole forums change

next badger
#

@teal tulip i'm aware

teal tulip
#

Then why ask about the theme himself ?

#

They don't have the themes since new forums version don't have it or they didn't found it yet I image

#

aswell there is not way to change theme I see

grim ore
#

no one knows if its permanent or not, epic kinda broke it in the process of moving over so we can hope ๐Ÿ˜ƒ

next badger
#

@grim ore ok, ty

teal tulip
#

Rather thana problem with black theme its a problem with the white one its a bit worst to read than last one

next badger
#

Made that so far.

buoyant echo
#

What type of wording would one use to look up how a game does certain mechanics? I'm trying to google about silent hill's "psychological behavior" approach to games, but all google is spitting out is stuff about the game's 'otherworld' and how the 'different dimensions theory' works..

next badger
#

@buoyant echo I'm not sure what psychological behavior means in the terms of Silent Hill

buoyant echo
#

Got the gif version, woops.

#

@next badger

next badger
buoyant echo
#

thank you so much.

opal hornet
#

quick question: how do you decide if an equipment item is to be a skeletal mesh or static mesh? For example, Infinity Blade weapons are SM, but why?

#

I understand why armor may be SMs, but why things like weapons?

safe rose
#

@opal hornet You decide it simply by this... Does it have a bone or not

#

Does it need a bone

#

and wtf did I just do

#

with my discord

#

it's super small now

opal hornet
#

I guess a derivative question would be: how do you decide if it needs a bone or not?

safe rose
#

I guess it went to native resolution

#

But I don't know how I did it

opal hornet
#

if its physics involved?

safe rose
#

@opal hornet Physics...

#

Animations

#

Anything really

#

Does a sword need to be a SK? nah

next badger
#

@opal hornet iirc Infinity Blade weapons using SM for Socket locations

safe rose
#

But, does it have cool little animations attached to it

#

Maybe so then

opal hornet
#

But something like a whip or mace would be SM

#

got it

safe rose
#

That's not his question

opal hornet
#

thank you ๐Ÿ˜ƒ

safe rose
#

No problem

opal hornet
#

it was partially Victor

thick ridge
#

@buoyant echo I like the psychological game...really cool

#

A game that learns from player choice. Sounds like a monster to program ๐Ÿ˜œ

plush yew
#

!gameidea

#

A puzzle game where you destroy cubes for mysterious reasons and you do it all with one button.

#

nice beginner game

next badger
vestal cloak
#

how do I convert an imported static mesh to a pawn

next badger
#

@vestal cloak You can't afaik, You need to make a pawn blueprint, then add this mesh to it.

vestal cloak
#

nevermind I fixed it

ionic sedge
#

I noticed t.maxfps is 120 by default, shouldn't it use the monitor refresh rate in the engine at least?

twilit hill
#

there is no easy way around this unless you actually pack a game

#

it was possible once by editing alot of ini files, but i dont think that works anymore

#

maybe its cause some observative services are invoked when playing/previewing from or in the editor

plush yew
#

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

opal hornet
#

WELCOME

next badger
#

I wonder if it's default like that...

weary basalt
#

How did you get an Dark theme?

#

Did they add that back already?

next badger
#

@weary basalt nope, it's mine custom CSS

#

it's wip yet

#

if You have Stylish installed i could send you code

eternal orchid
#

!gameidea

plush yew
#

A simulation game where you shock towers to unlock a mysterious door and the sun gives you more power.

eternal orchid
#

that... actually sounds interesting xD

south ridge
#

Hmm

#

This is weird

#

I'm trying to set up a destructible actor, I've enabled world support and placed it to overlap with static mesh

#

And tried out setting chunks to be supported and stuff

#

But it still acts as if it's not being supported

#

As if it doesn't detect overlap with the static mesh

#

Even though there is overlap

next badger
#

fixed issue with huge attached files box

#

was

#

now

scarlet echo
proper quiver
proper quiver
#

ah I figured it out, for some reason alpha over time MUST be from 0 to 1

#

bizarre

safe rose
#

@forummod hmm no tag for them @maiden swift I think they warrant it

#

Especially with forums fubar'd

plush yew
#

Please welcome @short orbit to the community! :beers:

maiden swift
#

@safe rose Pretty sure the mods can't do anything about the software update.

next badger
#

forum is...i'm not sure if t's Epic's fault or it's buggy...

#

I've posted only ONE message. and it's the last one...so both, popup and thread info are wrong

warm mountain
#

hey guys would it be counter productive to use assets from the marketplace that are highly detailed in a large map?

#

say if we have a large map with about 700-1100 different types of meshes

#

with diffuse, normal maps around 1024x1024 and 2048x2048 would it cost performance issues?

next badger
#

@warm mountain game probably won't even run if the whole map will be visible...just IMO

warm mountain
#

I notice some big budget games with a high degree of photorealism do have some pretty blurred textures on their meshes especially in large spaces

#

won't load the whole place all at once

#

its divided into 8 places that are loaded slowly as the player approaches

next badger
#

Camera clamping, LODs, Mip-Maps

warm mountain
#

each place has 50-280 meshes

next badger
#

And level Streaming

warm mountain
#

gotcha

#

I'll read up on those

#

still pretty new to using UE

next badger
#

@warm mountain You could generate Lods in UE4 btw...can't say anything on quality tho

#

@warm mountain also, Instanced Meshes (those are like 80% of performance boost)

warm mountain
#

gotcha

#

most of my assets are 1kx1k maps and those that are closeups or large objects are 2kx2k

next badger
#

well, it's fine, ue4 could manage textures...

warm mountain
#

oh Alex is LOD and Instance Meshes a manual process where we set the shape and quality manually based on distance?

next badger
#

LODs are impost instances of the same object with differet resolution that are switched based on visible screen area, so yes...
Instance Meshes are quite different beast, those are EXACT copies of the mesh (those could be transformed) but everything is done directly on GPU

warm mountain
#

oh thats very cool!

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oh last question

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I've heard a lot of bad things regarding hard edges

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on meshes

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but I do see a lot of meshes in some big games that are simply just that, a cube having 6 sides. Is the issue more with archvis than gaming?

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or did they do the softing of the edges using really close edge loops?

next badger
#

Um. There's nothing wrong with hard edges. If You mean smothing groups. The problem they adress probably is vertex count multiplication, but it' not much an issue actually.

#

If you have hard edge, each polygon that shares this edge will be composed from different vertices, even if those are same for this edge

warm mountain
#

i see

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so on occasions it might produce lighting issues?

next badger
#

nope, it's purely GPU math thing

warm mountain
#

ah thats good to know

next badger
#

UE4 still will store mesh as is, it's for the GPU will be the difference...i'm not relly aware how ue4 treating mesh data unfortunately

warm mountain
#

gotcha

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I was a bit curious maybe i hadn't been looking hard enough

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was peering into the asset store and found nearly every pack using softedges

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at least the ones that got reviews

next badger
#

@warm mountain maybe we're talking in different terms?

warm mountain
#

perhaps I can't say I'm well verse in the lingo. When I mean hard edges it means if there is a cube, there are just 6 faces. But if the edges are smoothed there might be around 36-48 faces along the edge

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I just tend to notice a lot of assets in the store sold low poly assets with smoothed edges but I don't see too much of that in some big budget games and I still see a number of hard edge objects like crates and bookshelfs

next badger
#

@warm mountain oh, that's just tesselaton

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or subdivision

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no wise man would use that in game

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it's reduction of the poligons count what makes GameArt production hard...many assets on MP are for archiVIZ

warm mountain
#

I see

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I suppose there must be quite a demand of it since its tedious

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I was guessing a lot of those models with for arch vis too

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as I never seen games with insanely high quality models like those

plush yew
#

Please welcome @vestal plank to the community! :beers:

next badger
#

@warm mountain You probably should look at Infinity Blade assets on the market, they are free and they are definitely AAA assets

warm mountain
#

gotcha

warm mountain
#

that would be a pretty good reference

next badger
#

@warm mountain also, if You're new to UE4, look at Learn Tab in launcher, there're many examples there, as for HUGE level is "A Boy and His Kite" demo

warm mountain
#

alrighty Alex thanks for the help!

next badger
#

@warm mountain np, good luck ๐Ÿ˜ƒ

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nap time for me

warm mountain
#

nya!

crimson sigil
#

does a lower detail version of the kite demo assets exist somewhere?

#

or rather it seems like UE4 crashes if I so much as try loading any of the assets

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like even a single small-ish rock

crimson sigil
#

well I got some things viewable, but ultimately my computer just ain't up to snuff ๐Ÿคท

wary wave
#

the assets take a very long time to open because they're high res

plush yew
#

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

crimson sigil
#

yeah, in some cases it was taking weirdly long. I assume it was generating mip map or LoD stuff or something like that. Maybe just memory trubs.

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like my computer isn't so bad it "should" struggle with opening the inspector on a 4k x 4k texture

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cpu is showing its age though I think

livid haven
#

@crimson sigil Epic rigs are monstrosities. Methinks those assets were never made with any intention of being opened on anything but a monstrosity.

#

To work on Fortnite, I have 32 GB, so I can handle editor + vs + server + client.

crimson sigil
#

yeah.... reminds me of the 32 core cpu that we had in the lab at a place I did a brief stint recently

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I bet that would do it.

livid haven
#

I don't think I get much over 24 GB used at peak during dev, but nonetheless.

crimson sigil
#

might have been fewer cores hyperthreaded

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xeon, that's what it was

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and yeah, probably 16 core, 32 thread

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also I've got 24GB ram on my home machine. I think it's more a cpu/gpu thing if it is

hard ice
#

Someone has any experience with Building for iOS on Windows?

#

I have configured everything like in the documentation but what now?

#

How do I say, launch it on my ipad?

plush yew
#

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

plush yew
#

Please welcome @candid shard to the community! :beers:

opal spindle
#

Is there a way to make level templates for a project?

plush yew
#

Please welcome @gray fractal to the community! :beers:

opal spindle
wary wave
#

yeah, if you want them as part of the 'new map' basic window they will need to go in that folder

plush yew
#

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

opal spindle
#

dang, thanks anyway

plush yew
#

Please welcome @dusk hearth to the community! :beers:

plush yew
#

Please welcome @low zealot to the community! :beers:

fringe grail
eternal orchid
#

!gameidea

plush yew
#

A puzzle game where you mimic nightmares to impress your friends on an abandoned ship floating on an endless ocean.

eternal orchid
#

Whoa

glossy arrow
#

@fringe grail shot in the dark, check if that file exists and is currently set to readonly

fierce wharf
wary wave
#

it's permanently discounted

#

dodgy sales tactics

fierce wharf
#

yeah i saw it at 10 bucks last week too :/ i mean i dont mind paying 10 bucks for a nice tutorial that i could maybe even put on a resume, i just dont like shady

wary wave
#

why would you put a tutorial on a resume?

fierce wharf
#

well its a course really

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with a Certificate of Completion

wary wave
#

if it isn't accredited in any way, the certificate isn't worth anything

fierce wharf
#

i dont really mean in the 'education' spot, more like accomplishments

#

the kinda spot ppl would put extra curricular stuff

safe rose
#

@fierce wharf hmmm...I would advise against putting something like that on your resume

#

Just add it to your "years of experience" (1 month, whatever)

#

And skillset (Unreal C++)

#

You have to think, there are over 10000 student who've taken that course

#

You should be working on a portfolio if anything

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Create as many little games as you can

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Show your worth

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Not that you can follow a tutorial

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Since, in the real world, 99% of the time you won't be. It'll be custom logic implementation.

fierce wharf
#

nice, good to know

pallid compass
#

except you want quality over quantity

buoyant echo
#

^

fierce wharf
#

i dont see how You have to think, there are over 10000 student who've taken that course makes any difference though. that's going to be a factor for any course any where, and 10,000 would be small ammount compared to things that have been being tought for a long time

pallid compass
#

Trust me man, i would not put that on my CV

#

Employeers dont even look at your name

#

They dont care about courses u did online, or anything u did in school etc

fierce wharf
#

when i was in colege my ethics teacher used to over look applicants. he mentioned his favorite resume for a advertizing firm was one on a pizza box

pallid compass
#

game industry is alot different

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its not like employing people for things like working in a shop etc

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Because you want quality over someone just getting the job down

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etc

#

im sure u get what i mean

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this is stuff iv been taught by someone who tutors me, who worked for rockstar and on gta and stuff

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and has been in the industry for like 25 years

fierce wharf
#

point being resumes should be tailored to the job your applying for, so im not saying i would add that if i applied at a studio. something entry level not requiring a degree or experience, i cant see adding that certificate hurting your chances. im trying to be realistic, i dont honestly mean that ill be applying to anything BIG, i dont have a portfolio or any experience. these questions are really only relate d to if this course is worth my time and money. will it help me make a 'quality' portfolio , and weigh in on like a small devs teams choice to hire me?

frank hound
#

its a introduction course

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it will teach you the basics of making a game, if you complete it you are by no means good enough to have a job at a studio, but it will be a first step for you to learn things and from that you will eventually make something good

heady bridge
#

Does Ue4.17 support VS 2017?

frank hound
#

Im new to UE4 as well and have taken that course, its pretty good I recommend you taking it, if you are new its totally worth your time.

fierce wharf
#

right, i never looked at it in the sense wit would get me working for a studio, more like just get me out of working in warehouses and learn to eventually make quality games

#

thank you for taking the time to share your experience

frank hound
#

yes well it will help you getting a job eventually, but meanwhile whatch it and learn from it, its a pretty good introduction, Im sure you will be able to make lots of things once you complete the course.

fierce wharf
#

oh!, is there any hidden costs with udemi? like books and software licenses?

frank hound
#

nope

#

the only problem with Udemy is that they tell you "here look at this amazing discount, but make sure you buy it today" but then next week they give the same discount

#

this course always has this discount

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still worth, just they kinda make it look like its your last chance when its not

#

but yeah no hidden costs. of course unless you get a course on maya and you dont own the software.

fierce wharf
#

cool, yeah i dont think the basic unreal one has you use anything outide of ue4, from the looks of it any how

frank hound
#

and even if you want to use some 3d app in this case you could just use blender and you are good

fierce wharf
#

yeah i was considering buying both those courses, espicaly since the blender one looks like it has a nice lone section for lods,uv maps, and game assests

frank hound
#

I don't use blender and I dont know that course so I can't recommend but sounds like a good idea none the less

#

another course I got was the one aproved by epic games, that one was fun to start with

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but this had no C++ and was more basic

#

its just blueprints but still was a fun one, I think good for people that want to start slow or want to avoid programming

#

but if you take the other one first this one wont be very good lol

fierce wharf
#

im pretty interested in learning c++, so ill probably just look into the other. im still waiting for my friends to try to convince me to work with them and learn unity, i don't think they even plan to ask, so im just gonna go make my own game with unreal, and hookers, and blackjack

frank hound
#

yeah go for it, and good that you will learn C++ in the long run it will give you so much power

#

anyway, have fun and good luck on your journey, I will go back to my work lol This got me fired up

polar hawk
#

Make cool shit

#

Put that cool shit in your resume

#

Thats really all there is to it

plush yew
#

Please welcome @tough dew to the community! :beers:

plush yew
#

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

paper kernel
#

to be fair, you also need to make pretty shit

#

HR has no eye for masterpiece code

next badger
#

small update

autumn ferry
#

Your custom theme?

#

The new forum is impressivly buggy.

plush yew
#

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

visual fog
#

does anyone know how to scale the collision of a static mesh using x,y, and z? Is that possible in the editor?

plush yew
#

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

next badger
#

@autumn ferry yep...buggy? like how?

autumn ferry
#

I get logged out every other minute. I need 5 tries to post, reply, etc.

#

I get a new session cookie like every other minute. So it seems they are not syncing stuff between edge servers correctly.

#

Seeing "logging in.." every 2-3 minutes or so.

next badger
#

@autumn ferry that's weird, i had no issues since update

plush yew
#

did the forum's skin change?

autumn ferry
#

They updated it

plush yew
#

when?

autumn ferry
#

yesterday

plush yew
#

ugh it's ugly

#

can i go back to the old one

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?

autumn ferry
#

It's very much broken atm for me.

#

nope

#

But will hopefully get a good theme in the future. They need to make it work first.

next badger
plush yew
#

ugh, tried to reply to my own thread. got

That action could not be completed. Please try again, and if this occurs again please contact the system administrator and tell them how you got this message.
next badger
autumn ferry
#

@plush yew You get that error because the session cookie gets reset every minute. So you need to be really fast to post after you see the "logging in" screen.

#

Where in the world are you located btw? I have a feeling it's their front end servers acting up.

plush yew
#

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

fossil ore
#

@next badger Give me that theme :V

next badger
#

@fossil ore read above

plush yew
#

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

next badger
fierce wharf
#

!gameidea

plush yew
#

A simulation game where you push the fabric of reality on the set of a horror film but you're made of titanium.

#

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

heady bridge
#

I created a new C++ blank project, and I clicked Generate VS code, and I have no solution file in VS with engine and what not, trying to follow FPS C++ text tutorial

next badger
#

@heady bridge You could generate a solution file by right clicking the .uproject file

#

generate project files should be there

heady bridge
#

I did do that, but doesn't seem to have worked

next badger
#

Dou you have VS installed?

heady bridge
#

Yes

#

VS2017

next badger
#

And ue4 installed too?

heady bridge
#

Yes

next badger
#

gimme a sec

#

@heady bridge how long ago You've installed the VS?

heady bridge
#

Few months ago

#

I update regularly though

next badger
#

@heady bridge Do You have some antivirus/firewall?

heady bridge
#

Nope

next badger
#

You probably should get one, but that's not the case ๐Ÿ˜ƒ

heady bridge
#

Yes I have those

#

Im not new to Unreal engine, I just never had that happen before, and somewhat new to C++

#

I hit the generate VS project files, then open Unreal engine editor, and file > open in VS, and I don't have the solution

#

and I've recreated the project several times

next badger
#

@heady bridge you could click that option and it should generate them asap, no ue editor required...i'm looking where a logs located now...

heady bridge
#

They do generate when I generate them in the project folder, but I just open the code from in editor

next badger
#

@heady bridge wait, You've sait there're no solution file...right?