#ue4-general
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then what's the point of it? i could do that with sockets
browsers can't work directly via sockets
I mean, initial web page should be served just by http
oh god dam not even any shield impacts in the market place D:
then, of course, it's possible to setup sockets connection via javascript and so on
still see no benefits...there's a REST plugin for UE, it could serve http requests...
but as i've said, still no web content generation, so 3rd party web server required
what do you mean by "web content generation"? as I said, "web content" is just a string (when we're talking about web pages), nothing more
so it can perfectly serve websites
and there is no benefits in comparison with normal web-servers, just for fun ๐ or, as those guys suggest, to include a web-server right into your UE4 app
@inner mountain You've linked UWS and claimed it's a web server, no? To me it's just a REST api.
@next badger err... it's completely different categories. http-server can support REST api. REST-api can be implemented in non-http servers.
UWS is a http-server which encourage to use REST api
"The primary function of a web server is to store, process and deliver web pages to clients."
so, this UWS can do that
for real? it could process web pages?
that's about it
well, nap time
Please welcome @viscid geyser to the community! :beers:
Hey! I don't have an Options button in 4.16 so I can't enable editor debug symbols. Anyone know why? Thanks!
It appears under any other version, just not that!
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Don't mind me, testing
What do you use more often, pawn sensing of AIperception ?
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Please welcome @gloomy horizon to the community! :beers:
How's it going.
Anyone happen to know why the UE4 best practices says you should set target platform to Mobile / Tablet when setting up a VR project?
lower settings by default
@frank escarp is there a listing that specifically explains which settings?
its on the wiki
just curious whats the name for the materials that can auto paint landscapes based on height data and vertex angles
<@&213101288538374145> check out some of our new members...
@safe rose Good catch. I see one inappropriate username.
oh i see one haha
@maiden swift :+1:
Hm. I'll delete the alert since it doesn't reflect the new nickname I gave them.
man how hard is it to find good rocket / missle sounds D:
Strangely it did for me. ChickenAbsorber. Heh.
If you guys had 2 states for the hand
open / shut
would you use animations or just swap the model
between the two states
Few problems to fix this week :
- Turret fires off 1 projectile to actor that's left the trigger box (its not homing toward, but has been setup to be destroyed in 3 sec if not found target)
- behavior tree , the characters are moving to their waypoints and are damaging other actors that they see, but no animation nor do they stop to attack and then proceed their way.
- setup RTS camera properly
- make HUD for the RTS camera
- Add Buttons for the different turrets to work
- Now There is a single wave spawning, need to get multiple waves spawns setup with multiple enemy types.
I will be needing help with the above this week ๐
Best bug tracker is instragram, obviously.
Line trace shotgun possible?
anything is possible, line traces are fairly light
The original Doom shotgun was a line trace shotgun, so...
Who is out there teaching people projectiles are cheaper than line traces?
Majority of weapons built on idTech will be raytraced.
Then again, maybe there's merit. I remember someone for UT4 saying spheres with a radius 0 were basically treated as line traces.
Well an sphere with no radius is just an point
yeah I built the shotgun, works nicely
What makes a 2D boss unique?
@plush yew well, it's a hard question to answer
What do you mean by unique?
It's a loaded question because are you sure you want a boss that no player has ever encountered before?
That being said don't try to make your boss fights interesting. Try and make them fun.
I want to create a boss that stands out in a level in terms of looks
Use a different color pallette on the boss, use the mechanics of that level for the boss
Megman doesn't do a pallete swap because they're confident in their pallettes, but they definitely use the mechanics of each stage or section to dictate the mechanics of the boss fight.
A similar game would be 20XX does the same thing.
A player should know how to beat the boss by the time they get to them, introduce those mechanics throughout the stage and let your player learn how to beat the boss on their own without ever telling them how.
When the player owns something, learns it on their own, they end up loving it more times than not.
Think about how memorable the bossfights from Super Meat Boy were.
First world, saw blades and platforming with deteriorating platforms.
Boss battle for first world: Giant boss chasing you through a platforming level with a chainsaw made of saw blades.
I couldn't forget that boss if I tried.
I know that haha. What I'm trying to say is, how do I create a boss. I have artist block at the moment
It's a simple grass level
That doesn't really help
but if it's just a simple game
make it a mario style boss
Where he tries to stomp on the player and you need to hit him on the noggin 3 times.
If it's a "grass level" make him out of dirt and grass haha, some kind of golem
What makes a boss feel like a boss
lol 3 health bars and dramatic music
bigger than the other enemies, spike in difficulty
color pallete swap
incorporates all mechanics of the level or game at that point
dialogue?
any of that realistically can help emphasize that it's a boss
No dialogue yet, I'm making a prototype so I'm just focusing on game play
Thanks
Color pallet swap? Like make it lighter or darker than most enemies?
anything really, just a contrasting color change
If the level is green consider using a color that compliments green
you could probably use the brown as a contrasting color to green
if it's a vibrant brown
orangeish
not sure I don't have the scene as a reference
lol put your game in ortho view
your megaman goes flat
๐
btw I tried the whole 2D game in UE4 thing like 10 months ago
wouldn't do it again
Game Maker > UE4 for 2D Games.
UE4 uses 3D solutions for Paper2D objects
including collision and other bullshit
yes you can lock the axis
I've never used game maker before. Unreal just sticks to me
Yeah but Unreal doesn't have proper pixel perfect support
out of the box
and it likely never will because it's not designed to be a 2D game engine
here's the end of where I got with UE4
the texture solutions UE4 uses even on paper2d causes some slight texture overlapping due to the imprecise nature of how textures are handled
so you get some texture flickering on the edges where it would bleed over into the next texture
(this is fine in 3D but not 2D)
so if you're doing spritesheets make sure all your sprites have 1-2px between them + the sprites dimensions
so 32+2+32+2+32+2+32 etc.
or else you'll have texture bleed
I have the game-maker files here and if I had Gamemaker installed i'd show you some screens before I dropped the project
but holy crap
Gamemaker was 10x easier for 2D
and about 1000x more documented
So a blank space between all the sprites?
yep
it's basically mandatory
in UE4
or else your textures will flicker if you're using precision like 16x16, 32x32
I might use that when I polish my game
This was in an older UE4 version but this isn't something you can easily patch out due to how textures are handled on the GPU
haha indeed
best of luck either way, it's definitely possible but you're only shooting yourself in the foot in my honest opinion.
You'll get further faster with a proper 2D engine.
Thanks for the advice it's really helpful, I'll definitely consider it
No worries, Game Maker 1 often goes on sale by the way you can usually snag it for a few bucks during sales.
I don't have any extra copies but I know there are people who peddle them for like 20 bucks
Signatures collapse hack
Awesome, works in FireFox if you havent already tried ๐
@weary basalt I am making it in Firefox. Some users just asked about chrome, and it's a bit complicated to install compared to FFox.
Ah right
Fair enough
I just read Chrome in the thread and assumed thats what you were making it on.
I was tired yesterday and not finished some code somewhere in theme...how to find it ? ;_;
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hey is anyone here?
I need urgent help :(
I clicked edit on my landscape object and now I'm in this view and I don't know how to get back to the normal view
and I don't want to exit unreal
nvm it worked itself out somehow
also confused, if it is the lighting just click "unlit" button dropdown on the top and pick the one You need
Anyone here happen to know why the HMD would do motion controls as if it were on backwards?
SteamVR shows them in the right spot
but the controls are reversed for no good reason
my transforms are normal
on the meshes / controller
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is it possible to install windows sdk 8.1 on windows 7?
nvm, i see it
but the problem persists even after installing... can't generate VS project files
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is there anyone who is an expert in collisions
@gloomy horizon sounds like your axis input range is back to front
assuming that the input works the same as other axis things
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Hi there, I'm looking for advice on different solutions to a problem I need to solve. My maps consist of many "bases" that the player can claim as their own. When a player claims a base I want to spawn a few actors within that area, however each base will be able to spawn different actors, for example base A may spawn a tank and a helicoptor where base B will spawn an ambulance and a medical tent. My first attempt was to create a new Base extending the Box Trigger actor. In this blueprint I have a public Array<Actor> variable, then in the blueprints graph on begin play I loop over each Actor in the array and set its visibility to hidden, then when a player claims the base I unhide/show these actors. It works but this could be a problem as I add more bases to large maps as these actors are still being instantiated when the map loads even though the player never sees them until claiming the base.
My next thought was to instead of placing the actors in the level that are spawned when claiming the base was to instead just position empty actors with a class reference, then the "Base" blueprint would create the actors when being claimed, but the issue with this is it's hard to see how those actors will be positioned if I can't see them in the editor. Is the first solution good enough or would there be a better way of approacing this?
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@quasi star you spawn the said special actors when the base is captured
out of sight isn't out of memory, it would be super inefficient
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@paper kernel That's what I'm thinking, so the second solution would be more efficient as instead of spawning the actors and hiding them there will just be placeholder actors in the spawn points, however that leads to the issue with that solution in not knowing how those actors will look in the map when in the editor, any thoughts on how to solve that?
you could spawn them in construction script, store in array, and destroy in beginplay
That's a nice solution, never used construction script before so just had to do a little reading but seems like it's the perfect tool for this job, though I feel like it's still slighly inefficiant as the map would still load with all those actors just to be removed. If in the editor I check the hiden in game option, would that still be creating the instance in the background?
Scratch that, did a quick test seems the actor and all it's components are still running, just not visible.
For anyone that has a second:
My game and dedicated server keep crashing on launch with a LowLevelFatal Error. It's:
No outstanding IO, no nodes in the queue, yet we still have 'PackagesWithNodes' in the graph.
I've tried looking up the error online and what-not, however there is extremely limited information about it. Any ideas?
Thanks in advance for any insight. ๐
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if I buy a character from marketplace can i give that character away?
not sure, not too every1 on the internet tho
Read the license.
unless its in a game offc
well i wouldnt give it away like that, i would be giving my money away then. what if i share with another person who is working on same game?
how does that work? does everyboddy involved in making the same game have to buy the same assets for each account?
nope
@obsidian nimbus You purchased a character, I purchased a character. we trade and own them both...is that ok?
Read the license.
dont think thats allowed
there is no license, im not a lawyer anyways, how the hell would i understand it?
Can Users modify, resell or transfer my content once they purchase it?
Users are free to modify any content they purchase from the Marketplace. All items sold cannot be transferred or sublicensed for further redistribution, whether or not the items have be modified. Users cannot distribute purchased assets to other developers by listing it on the Marketplace or another store themselves.
read the license.
and stop asking stupid questions here
thanx dickhead^
...To be fair, I actually tried looking for the license. I tried scrolling to the bottom of the page but it kept loading more items on the page and making the page longer...
Please welcome @plucky wind to the community! :beers:
no need for name calling...
if you cant even google the marketplace license, then you are better off working with gamemaker or easier software
hmmm
There is no marketplace license. It's all in the Unreal engine EULA.
Please welcome @ornate creek to the community! :beers:
```c. Distributions to employees and contractors - You also may Distribute Content (other than Paid Plug-ins) to an Engine Licensee who is your employee or your contractor who does not have rights under their license to the same Content, but only to permit that Engine Licensee to utilize that Content in good faith to develop a Product on your behalf for Distribution by you under the License, and not for the purpose of Content pooling or any other Distribution or sublicensing of Content that is not permitted under this Agreement. Recipients of such a Distribution have a limited license to use, reproduce, display, perform, and modify that Content to develop your Product as outlined above, and for no other purpose. ```
d. Distribution of Paid Plug-ins - You may Distribute Paid Plug-ins to each of your Paid Plug-in Users so that they may use those Paid Plug-ins on your behalf under the License.
a simple yes or no would have been great. Ill start looking into gamemaker or easier software now becuase I ask stupid questions. sry for taking your time
I feel like licenses shouldn't be valid without physical signatures by physical bodies present from both parties.
Would probably screw over Wall Street though, since they'd need armies of guys with pens.
All content sold on the Marketplace is licensed to the buyer (who may be either an individual or company) for the lifetime right to use the content in developing an unlimited number of products and in shipping those products. The buyer is also licensed to make the content available to employees and contractors for the sole purpose of contributing to products controlled by the buyer.
so who at epic is checking paperwork and contracts before i give assets away?
Referring to what I said? That's what I 'feel' (want, in an imaginary perfect world), not what's the case.
@crisp elm If you're unsure about license stuff you can ask the legal team on answerhub, I doubt everyone here knows 100% about everything. But in this case it seems like you should be able to share bought stuff with employees.
In the same game that is.
What's interesting is it's not vice versa. Employees can't share their stuff with you. And paid plugins can be shared with... anyone? Clause d seems a bit vague.
@ionic sedge thank you
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Do you think an RX 560 would be sufficient enough as a starting point in making a basic FPS? I know graphics cards pre well but how in-game performance translates into in-engine performance is a grey area for me.
Sure, I don't see why not, the biggest limiter will probably be CPU and RAM
(and IO, if you want to stay sane ๐ )
16GB is pretty much the minimum for working in UE4, especially if you want to run VS alongside it
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hello everyone
thanks to this server I found two programmers or more interessted in my project,
great server
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How can I get a socket from a skeletal mesh
rather than using the root location of the skeletal mesh
I'm not sure how to pass the return value of the socket into the hand paramater of the interact section
where hand is a scene component
Anyone going to be at PAX tomorrow?
I'm triggering this on begin event play and it triggers the sound even though the market is not visible.
Why?
I've basically created a loop that will constantly check if the market is open and if it is, it'll play the sound + set the bool to true. If not, check again.
And set bool to false.
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Some typographics experiments
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Tagging Experiments
@sacred crater what is bad actually? You could post a screenshot, maybe it's possible to fix.
It used to be the list like you have it, just below each other, latest reply and so forth
easy to see and navigate in
this is just unclear
why it make prettier in dark than light?
@shell jetty i could make it prettier in light, but i have to finish dark first
Dark Matter
@sacred crater i'll take a look in to it, unfortunately i could not compare it to how it was before ;_;
@next badger How often do you update the pastebin entry?
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is there a way to fire some BPs when a player ,alt f4, or close with task manager?
or on crash
your contract template needs to respect your jurisdiction, so I would not recommend using templates
What's the best way to store something like an API key inside of a ue4 game? Or should I not even bother adding one?
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There isn't really a best way, because it will always be very insecure on PC @vale halo
I know you shouldn't ever trust the client, but I'm trying to add a (basic) layer of security/game identification to my API....or should I merely use it as an identifier?
Yeah that's what I was thinking ๐ค
Simply put, dedicated people will extract it in hours / days, which is one of these pesky PC gaming things.
I see plenty of thing like that ue4 scoreboards plugin/etc. use stuff like it. (same with for example unity's photon engine plugin). Do services like these simply allow for the fact that they're probably going to get compromised?
Yeah ๐ Dang you pc masterrace 
If you're doing anything online that you want somewhat safe, use dedicated servers that you control and have the API key there
Yep, that's what I'm doing
I just need to go my game -> my server, and am trying to find if there are any ways to improve that ๐ค
Or should I not use anything instead? (and implement something like rate limiting to avoid abuse)
Your server needs to consider the client as an hostile enemy if you want hacks to come out more thna 24 hours after release
Basically have all gameplay logic on server
I was already treating them as such ๐ (hence having a dedicated server set up). But I guess I'll go for the rate limiting option on my game API
Yup, don't ever trust the client, one of the first things I learnt when doing multiplayer ๐ค
(or anything networking related, having a hardened & secure server is pretty dang important)
Please welcome @regal shadow to the community! :beers:
Welcome @regal shadow ๐
Hello, a noobie dev here. ๐
Wondering where should I ask a question about pathfinding problem.
Your best bet would probably be #gameplay-ai
Thank you, gonna read the conversations in that channel first.
Anyone has experience with AMD drivers on Linux with UE4 ?
On 4.16.3 it's a mess, with machines locking up / rebooting
hez
hey
does anybody here have experience with version control, git and github?
it seems I just cant get it to work
Yeah, what's up?
so whats the usual process of getting a project up to github?
Well, you would either create it on GitHub then clone it, or if you already have a local repo create an empty one on GitHub and push it up
Just a word of warning though, GitHub isn't a great choice for UE4 IMO, as it has a 1GB repo cap for free users
yes I already upgraded to 50 GB
I mean I doubt il get a free repository of that size for free
Ah, cool, then disregard that ๐
I currently use Perforce for UE4 myself, but I have used LFS in the past (and use Git for everything else)
and enabled the checkbox in the connect to source control dialog, but it's not working and giving me the error mark to add operation failed
Hmm, I don't remember the in-editor Git support ever working very well for me...does it still say it's in beta?
Either way though, it seems like adding a file would probably work
how does version control actually work?
Well, that's a pretty large question, aha
AFAIK it simply does a git add on the file
so there is actually no reason to use the ingame stuff at all
you just chang ewhat you want to change and do the rest in git?
there is no downside?
Well, it is nice to track the assets in the content browser, I guess
But no, there's no functional reason to do it.
UE4 warns you if a file is locked if you use the in-editor support, which is nice
locking is just a message that other people cant add that asset while you are working on it?
this has no significance for me as I am working by myself
Locking is a Perforce thing, really. Maybe LFS adds it but it's pretty alien to the Git world
Well, yeah, it's a feature of LFS, I just wasn't sure if UE4 supports it
unreal engine has not many merging features for assets, is that corect?
so if two people are editing the same blueprint, UE does not offer any way to merge those two assets
It has some for Blueprints I think
but how does that work
if the usual process is by locking things while working on them
Going off of what I've heard, not well.
:p
I haven't used it at all really, as I'm either in C++ or using Perforce and checking things out (or all of the above)
you are using perforce for assets and git for your source?
Generally speaking, diff & merge is a text-based concept. It just doesn't work with binary assets. So UE4 is supposed to have a minimal support for that, but really, it's best to just avoid it alltogether
P4 for everything, for me
I'm using Git for everything myself so you can do the average of @glossy flame and me
I mean at the moment I take all my content folder and push it to an external hard drive
which is not a concept that I believe in
I mean by pushing drag and drop in windows explorer
No matter what you use, source control is just harder when using BP, there's not really any way around that
You can't view a history very easily, can't quickly blame anything, etc.
To be honest, don't know if you can blame at all ๐
I mean I just want to have different versions of the blueprint, like 3 months ago i can download that file, 3 days ago that, etc
Well, that's not really how source control works, it's not just simply an incremental backup or anything, it's snapshots of the file that intertwine with the rest of the files in a project at the commit level (for Git, at least)
You can cherry pick things in Git, but that's not pretty
If that BP three months ago depends on something that's not still in the project, good luck.
I mean the whole project
just tried to push over git now
enabled lfs
ill tell you what happened
in three hours when it has finished...
Also, since Git is a pretty complicated and intricate tool that requires months / years of experience to fully master...
Keep doing backups !
It's common to end up with a fucked-up repository at some point, when you start
I mean If I get ransomwared
or if the house burns down
there will be 9 months of work lost
so
You've already got an external storage there, but it's not really a backup
II mean I payed 5 dolloars and try to upload now
does it really fuck up OLD repositorys though?
so if I fuck up something with me now, is old data really lost?
Well, you could bork your repo, yes
Your repo tracks versions of the files in it, but there's nothing that tracks versions of the repo :p
Usually people fuck up the local repo
Fucking up the remote is pretty harder
You'd need to remove everything locally and force push
Still, I don't underestimate the amount of bad luck people can have when triyng random shit
Just saying don't put all your eggs in the same basket
^
I run a weekly cron to backup my P4 repo off-site, so even if something happens to the repo electronically or physically, I should be fine
the plan was to do local backups as well as github version control anyways, so
hm
it says "Pushing To Origin: Hang on" for some time now
is that normal
is a pointer to an actor set to nullptr after destroy() is called on it?
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:p
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how do i make players fall off ledges easier? I have a lot of areas where players can just glitch out by walking on 1 inch of a ledge
Any of you guys just feel depressed when all of the code you make it just incomplete and or broken.
Ssometimes it feels like EVERYTHING I'm doing isn't working, or moving forward.
Damnit!
@glass yarrow How are they glitching out exactly? Are they walking around walls that should block them or something like that?
i dont want players to be able to walk on very thin ledges
OK. There's a couple ways you could go about that.
One solution would be to extend the collision of those objects all the way to the edge, but they may not be scalable depending on how you're designing your levels.
Ah yeah. Those should be perfect as long as William's pawn has the CharacterMovement component.
Which I believe is exclusive to the Character class.
yes. thank you guys
hmm although now everything is on ice, is there a nice balancing act between these values? or maybe alter the players capsule?
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If only UE4 had simultanious team collaboration.
Is there any way you could set that up?
i mean like working on the same project
at the same time
and it updates
in real time (or as fast as possible)
someone made a plugin for that recently
let me see if I can find it
Collaborative level editing in UE4 editor version 0.2. Check out this thread for more information (https://forums.unrealengine.com/showthread.php?50688-Multi...
kind of old
There may be something more recent or built into UE4 now though
Whew, I managed to cut the time of level generation in half.
Without breaking anything in the process!
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jfc cant get ribbon particle smooth at all
can i use 2 partical colour nodes in amt?
mat
@pallid compass Increase tesselation step size for smoother ribbon emitter.
Still, it won't be completely smooth. I'm struggling with the same thing.
As for partial colour nodes, what do you mean?
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can u exclude things from motion blur?
I don't know if there's a way to do it easily, but technically that is supported
You mean two 3vectors going into Colour node in material graph?
That wouldn't work. You need to do something with them. Mask them, overlay them, multiply them, add them, lerp them...
Tell us what you want to achieve and we'll be able to help you more
Hello i have a question once i load my level from menu this happens
if i load the level directly however the tank stays still
Figured out the issue had to add the level via Windows -> Level
Whenever i start my game as packaged my pawn doesn't get spawned in and i get spawned as the defaultpawn instead of the tank
however in the editor i spawn as the tank
any ideas?
Please welcome @plush yew to the community! :beers:
TFW you launch Unreal to try a method of making ribbon emitters smoother, but you fix level generation algorithm instead
I enabled forward renderer and enabled MSAA and my project won't load e_e thoughts?
Disable them ๐คท
I'm trying to do that in the ini file because I can't get into the project,
Does this look right?
r.Mobile was set to r.MobileMSAA
Is 'none' the correct switch?
project load is stuck at 95% now but was stuck at 45% before (with crash)
okay it loaded
๐
Is there a way to refresh the project list in the launcher without quitting/reopening it?
I've noticed that launching UE4 without a specific project will update project names, but not engine versions.
So I accidently pressed a random hotkey, and sort of broke my scene view.
I can't select objects very well anymore, because my cursor is like invisibile sort of.
Also the graphics looked toned down.
Any idea how I can change it back?
Thank you Unrealbot for the warm welcome ๐
that looks like a planar reflection @scarlet jackal . did u ever get it fixed?
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No, I didn't.
@scarlet jackal what's the problem exactly? The reflective plane?
Anyone know why my ground ended up like this? It was fine before I switched over to using the forward renderer
All other materials are still fine.
If I turn my view at a certain angle, it snaps back to being normal:
But from most angles, it has that dark tint. It's almost emissive or something because even in pitch black, I can see it.
@kindred dagger I'm not even sure how to describe the problem now.
I just accidently did it by pressing a hotkey, and now I don't know how to change it back.
Like, for example, I have a nav mesh thing, but now I can only select it by clicking the the outline box of it, instead of just on it.
I'm having an issue right now where no point entities have a visual representation https://i.imgur.com/lQfQrmu.png
same goes for volumes of any kind
Hi guys! I'm relatively new to unreal and I'm poking around trying to do some research/learn my way around. I have a few questions I want to run by the group and forgive me if its newbie knowledge. I'm interested in city builder games and I'm working on fleshing out a mix of simcity meets black&white kinda thing. I know city skylines and simcity both used actors for all of the citizens. City skylines was able to put out some really impressive sim numbers where as simcity kinda capped sim population/size mostly because everything was an actor and the engine had some serious issues. How feasable is it to have say 500 sims running around building a city, daily routines, harvesting, etc etc in unreal engine? I would like my sims a bit more detailed then both the previously mentioned games so I'm willing to take a loss in the sheer numbers. Thanks in advance. Any advice would also be appreciated! I posted this in AI but not sure if it belongs here or there.
still no clue what's happening to my ground e_e
@safe rose UE4 god, bless us with your needed presence
It happens everywhere on the map
Tried changing things, no difference
Tried removing lights, nothing
This started happening when I switched to forward rendering
And to MSAA
Tried changing MSAA back, no change
It's the only material being affected this way
You try to revert forward?
My foliage flickers in VR when forward isn't being used
So, either your foliage is fucked in deffered or your ground is in forward
Yeah
Compromises man
The ground is emissive, almost
I can see it everywhere with that blue tint
That screenshot should be close to black
I dont see blue tint
Compared to the trees/rocks
If I zoom out far enough from my map, the material goes back to normal
But changes/flickers based on angle
Only affect the ground?
Yeah
You try a different material?
1 sec
it happens to any material
just on that surface
I tried re-adding the ground BP as a new object and it happens to it, still.
Creating a new plane and re-adding the material does help but if you have a fix, it would help as my ground BP is being referenced elsewhere several times
You try rebuilding lighting?
might just have to re-do it
Try powering down the PC and reastart, might be GPU memoery error
alright brb
if that dont work try to rebuild shaders
i seen case in anwserhub, but he had colorful noise from memory trash
I forgot where UE4 holds the shader cache ;p
you need to delete it and engine will be forced to rebuild all shaders
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o/
@ruby chasm try DerivedDataCache in engine directory
it also in project directories for local assets
i you do that engine should rebuild the shaders which can take some time
if this wont work you should be 100% sure that this is not some random glitch atleast not in shaders
Trying to find it locally in my project folder but I can't
Derivied yes
okay starting project up again
does it start processing shaders?
No
it normally open?
;p the i don't know it should be somwhere, dont have time to search more for you
materias should be there hwat should happen is engine should recompile all dhaders
Np I'll find it
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UE4 when you build from source on first run it do full shader compilation, also on update as it detects diffrent version of files
ok im going cya ;p
hello everyone!
@wild kestrel It's not a shader problem. I noticed that this glitch only happens when an object is large. My ground is a plane, not a landscape, with a landscape material on it and it stretches out somewhat far (not too far).
Nevermind...
It happens even when the plane is smaller
What is the current state of epic games regarding unreal tournament and its forums and the marketplace delays?
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Ah, I found the culprit
For some reason my exponential height fog is affecting the ground in this way
5,5 gbs for me right now just looking at an empty level
It doesn't help that my ram sticks are going bad
constantly hits bad sectors locking up my pc
my pc running sluggish since i replace my motherboard a 3rd time
no idea why, m.2 ssd, 7800x cpu
@cyan gazelle have you installed OS from scratch?
yes it was running fine before the 3rd motherboard change
now it just seems sluggish, the only difference is the bios is updated on this mb the old one was defective
i should test my ssd speed to see what i mgetting out of it, cause i was getting 3000 read 2500 write before i reinstalled OS
are you sure the rest of your hardware is fully compatible with your current mb? I've had issues in the past
This forward renderer is becoming stranger by the minute haha
Stars appearing only around trees. Not even THROUGH them, just around
yes everything is compatible i made sure of it before it was all ordered
Hi guys! We have troubles with morphs on 4.17. On 4.16 all works fine, but when we updated "additional meshes" stop work with same morphs... I mean, we had a model with morpsh that works perfectly, but when we attach cloth with same morph... the cloth its not adapted. This cloths had empty morphs and on 4.17 dont appear..I dont know if this could be the problem or what... Both cloth and model have the same skeletal mesh... Any help is welcome because we are stuck!!! ๐ฆ
sup dudes
got my PC arriving tomorrow, well 70% of it
rest in a few days, it's about ยฃ4800 overall some powerful shit but only 1 threadripper
wondering if 16 cores is enough for very high lightmap resolutions
there's no tr4 motherboard yet that can have 2 threads
building some light now on only 4 objects with map res of 1024, the rest on 16 and some pretty high static levle scale and light quality on production
and it's been on 7% for like 2 hours
on this pc i had now, which is 6 core
100% cpu used constantly
hoping it's gonna be enough on the new ne anyway
otherwise i am fucked
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@half mango probably cheaper just to rent a render farm to do it for you
heard that from a few ppl but it wouldn't make sense
like even the previews will take hours to make
and gotta keep doing them for lighting tweaks
and i find the preview doesn't give a good idea of how it's actually gonna look and messes with the indirect light too much
and gonna be doing so many of them,
wel how much would it cost to get multiple light bakes of the same interior room?
and having to change them so often, changing colors etc
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It's not possible to update from 4.16.3 to the 4.17? do I have to download it from scratch?
If you're downloading them from launcher, yes.
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@floral heart I doubt there's a way to update edtor any other way except downloading it from scratch...even source one
Hi all, I'm doing a fly-through render and when I render far away from these Evermotion trees they lose detail, is that down to the LOD's of the tree models or a setting within my camera? My cinecamera does have an LOD drop down with low-medium-high settings but it doesn't appear to make a difference. Martin
I can 'remove LOD' when I open up the individual meshes, I'll give it a try...
Nope, not that, I don't want to permanently delete the LODs, is there some global command I can use to change all foliage instances to LOD 0?
hello everyone,
when downgrading the engine version, isn't there any way to migrate project's assets to the downgraded version? do we really have to do everything by hand (create every blueprint)?
You can't really downgrade assets, no
The usual workflow is to create a "new engine version" branch, try the engine for some time, and keep doing content with the old version
And only merge your branch once you're sure you will use that engine version
damn, that was what I was afraid.
thank you for the suggestion though!
I'm also trying to "copy paste" the blueprints graphs to the downgraded version, but the engine always crashes, so I guess the engine can't parse those nodes correctly, since they come from a late version, am I right?
Yes, downgrades are almost never possible.
Version control is the correct answer
Since you can always upgrade assets, the simplest approach is to just not save any asset until you're certain you'll upgrade
I currently have a month-old "4.17" branch for my game for example, and we keep working with 4.16 for assets while we test it
I've been testing one tree, turned off auto compute LODs, no difference. Can anyone help?..
@cloud cobalt thank you so much for your clarifications. I'll make sure this doesn't happen next time
Alright guys, I am facing a bug here and would love if you guys can test it or help me figure it out.
- I create a fresh empty Widget, add a text to it and call that "TooltipWidget"
- I go to my main UI Widget, select an image, go to "Behaviour->Tool Tip Widget" and set the class to "TooltipWidget".
- I play the game, and it works!
- Reopen the project or Close/open it and the class setting in "Behaviour->Tool Tip Widget" is reset to "None"! and if I set it up again, it works. but same issue if I close and reopen, the class gets reset every time.
It doesn't matter which UMG element you apply the tooltip class to, it still gets reset after a close/reopen
Tried in both 4.16.3 and 4.17.1 with fresh projects, and it's the same issue
Hi guys!
We have troubles with morphs on 4.17.
On 4.16 all works fine,
but when we updated "additional meshes" stop work with same morphs...
I mean, we had a model with morpsh that works perfectly,
but when we attach additional meshes with same morph... the mesh its not adapted.
This meshs had empty morphs and on 4.17 dont appear...
I dont know if this could be the problem or what...
Both mesh and main model have the same skeletal mesh...
Any help is welcome because we are stuck!!! ๐ฆ
Hi everyone. Is someone here experienced with the experimental WebBrowser?
@azure adder hi getnamo. Can I ask something about socket IO
Anyone know how to fix the issue wherein UE4 causes jitter when a 2D blackboard/sprite element is behind a 3d object? Here is an example: https://i.imgur.com/DnIBi8W.gif
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Please welcome @plush yew to the community! :beers:
Hiring 3D Artists and Animators @ #career-chat
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Hi there
Welcome @vital jackal
thanks
haha, welcome then
Are you a 3D artist, a programmer or an animator looking for a job? @plush yew #career-chat
yup
what kinda prototype? AI?
gameplay prototype (it's a prototype for now, hoping it will get bigger in the future)
I'll then have to search for an artist to help me out, we'll see
So you just started using ue4?
no, I've been using it for 2 years
BPs
gooood morning!
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Hei
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In case someone wants to see this.
Join us as we talk Steam Integration and accessing your friend list in UMG using C++!
2PM ET/ 11AM PT
https://t.co/Y2OUxI9AR8
#UE4
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@regal mulch what, finally, the legend goes live
But..why so basic ๐ญ
Wait
Today is already Tuesday, wtf
Stream is rather short and we want to cover something basic for the start
can always go more advance later
@regal mulch I guess. But I figured you could cover the million "same" questions that get asked in #multiplayer everyday, wrap it up in one nice video and viola. Link it anytime someone asks the same question lol
@regal mulch cant watch but please record!
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anyone has any information on Texture Streaming? to me that just sounds like the most retarded and useless concept to date.. but aparently its very common..
Yeah, loading all of the textures in the game all of the time is way better. ๐
i mean just pre-download everything..
That's not what's meant by texture streaming.
https://docs.unrealengine.com/latest/INT/Engine/Content/Types/Textures/Streaming/Overview/index.html
Basics of the system used to calculate which textures should be streamed in at what times and viewpoints.
Nah, it's just a system that better utilizes VRAM.
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Well this sure looks interesting. https://www.pcgamesn.com/garrys-mod/sandbox-facepunch-studios
Facepunch Studios, best recognized as the makers of Garryโs Mod, are making a new sandbox playground titled S&box, or if youโre not beholden to bizarre stylization, simply Sandbox. Thatโs an appropriate enough title, and many fans are wondering if this might just be the Garryโs Mod follow-up theyโve been waiting for. Check out our list of the best sandbox games on PC.
https://pcpartpicker.com/list/4ZZnf8 is the pc i am getting + i already have an ssd , the question is will it be good enough for game development?
will upgrade to 16 gb ram
the only thing that bothers me is the gpu
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I'm having an issue with packaging for ES3.1 on windows
Anyone know a fix?
I've packaged with ES3.1
@maiden swift As it stands, itโs an Unreal Engine 4 mod that loads a C# layer over top, which will allow developers to avoid using C++, defeat the wait for things to compile WUT?
Something new about C#...
Yeah it sounds pretty wild.
Also, i'm a bit confused, if it recompiles on runtime...it may use a hot reload, but it's the feature of ue4 editor and EULA prohibits distribution of this code. So, they've made own system?
Guys quick question
I made a title screen, with a button/text saying press enter to start
but on the button options it only allows events such as click,press,hover
How do i make it such that you can press enter and the button works?
Isnt there any anyevent event, that way i can change the text to "press any key"?
Right now you have to click the button, i want to have input via KB
@crimson sky You bind an event to key, then you could link event to run a widget function.
Would that work?
I just found this blueprint on a UE4 help, and recreated it.
Basically
Thats my widget for my title screen, I have that button there where it says press enter to start.
If you look bottom right where events are i had one for if clicked, but i want a key event rather than mouse click
it's a bad practice to link something to tick
there're key events for each keyboard key...alos, in 4.17 customization was added
bad practice? xD Hey im newish to UE4 so im learning it slowly
im on 4.17
but i dont see any customization
tick = frame (means function called 60, 100, whatever times a second)
right right
iirc @maiden swift tampered with keybinding feature
Literally have no idea how to get the keybinding to work
I even tried adding in the level blueprint, Enter->Open Level
and still didnt work
nap time, sorry. You could ask him directly, or use #blueprint channel
will do thanks man
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Today Ebb software did release a new Scorn gameplay trailer! Scorn is a Sci-Fi horror shooter which has great influences from H.R. Giger. (Designer of the Al...
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What would be the best way to have a timer that, when goes past a certian time, gives a true output?
@scarlet jackal Think for a second
You want a timer
You know the exact time I am assuming
And you want to set something to true
(use Timer)
I didn't see a function called that.
I want to know the time that's elapsed since it was activated, and once it goes past like 1.5 seconds I want it to give an output.
Like a wait block.
This is probably the wrong channel to ask, but where can i find all the "Dedicated Server" Arguements ?
@plush yew #multiplayer
@scarlet jackal Yo
Get Timer
how can oyu not find it
there's two
by function and by event
ah ok, i'll ask there victor, thanks! ๐
with their own sexy getters
Never mind, I found out about the delay block, which works better for what I'm doing anyways.
Why do hit events only work if both of the actors colliding have physics enabled? Is there a way to make them work without physics?
Hi, I want to import an fbx object as a skeleton, it has 4 wheels and the truck body. It is in blender. When i import the fbx it creats a seprate asset for all the wheels and truck, how do I import all of them as one skelton mesh and physics asset.
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Thank you bot, I'm going to start my UE journey again, after kind of being scared of it!
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I'll stream ue4 game dev i said... it'll be easy i said... one and done i said lol
So happy I got these better hands done this morning haha
took forever but was worth it
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Hey guys, I'm just wondering where I should keep my logic for my player controlled pawn top down character, should I make blackboards etc? or keep its attack logic in the controller, or the topdowncharacter its self?
helloooo guuys and giirls, anyone here that can help me with World Machine? I'm trying to do two things and have a bit of issues
Hello guys, when i try to change any of this 2 setting of my character and compile, my engine crash everytime. I have try to do it on my friend computer with fresh Unreal Engine install but it's the same. Any help?
@short onyx crash report?
Nothing, just freez than crash
@short onyx not possible...there's always crash report...either in ue4 or windows itself
Well, the engine freez and start to take more and more precessor and Ram, than windows close it cause it's make my pc unuseable, so it's not realy a crash i thinks but a huge freez
so, it's not crash...
Yeah..... Probably a freez but it's make UnrealEngine no useable
how long have You waited ?
1h, i was forced to force my PC to shutdown cause i can't even use my mouse at this point
Are you using any kind of IME input for a different language?
IME?
Language switcher thing.
Okay, probably not that then. ๐
@short onyx so, it hangs the PC itself, not ue4?
Both
how much ram do You have?
8Gb
I have try on my friend Computer, 1080TI + 16Gb Ram + Huge processor
but the same
I can screenshoot my Blueprints if it's help, but i have touch nothing for the floorangle or the stepheight
i wonder if it's related to DXGI_ERROR_DEVICE_REMOVED
you probably should look into windows logs
Where? There's a lot of log xD
I can't finish my game because of this little thing >.<
in windows logs...system and application views
Yes find it, but the french name for it is real strange xD
moral: do not use localized versions of software
I have nothing in the "Applications and Service" :/
Alexey Mak (S-ed): in windows logs...system and application views
hey
I tried to import a mesh someone sent me
and it ended up hanging at 100% for like 40 mins
so I closed UE4 and recovered the project and now all my static meshes despawned
but they're sitll in the world outliner
when I build the lighting each object that dissappeared threw an error
something about inefficient shadows
or something
Looks like my static meshes got unset... weird
perhaps I moved a directory around
before it crashed
and after it crashed it didnt know what to do
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I still can't find a resolution to the problem I was having yesterday with foliage losing detail when I would move the camera/view away from it. I've looked into LODs for the meshes, material settings and 'Dithered LOD Transition' supposedly when it's not checked the instances will not fade out. Then I've read it's down to the fact I've used the foliage painter which doesn't read the 'dithered LOD transition', so I placed a separate tree without using the foliage tool and that also loses detail when I zoom out, but to a lesser extent than the foliage painted trees... My cinecamera has an LOD drop down with low-medium-high settings but it doesn't appear to make a difference. I've looked into the World settings and rendering tab which has 'default max distance', 'global distance field', I've looked at cull settings in the foliage painter, as well as cull volumes, I've looked over my skylight and dynamic light settings... all to no avail... where the f*** is the tick box I need!?... if it even exists!... I've posted this on the Unreal question hub... can anyone here please lend a hand?
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Hello everyone. I would like to get a few suggestions on what kind of analytics provider I can use well with unreal? TIA cheers
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when I render multiple passes my comptuer just quits, it resets itself when I press render... I have a very powerful system, loads of RAM, a 1200w power supply and an NVIDIA GeForce GTX 1080 Ti, I have an error log if anyone can make sense of it?
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fucking bane in injustice 2 amiright
that's a nice health bar you have there
it'd be a shame if someone were to
fucking delete it
Hi everyone! How should I start learning game development from ground up? Thanks!
@eager summit i'm not a pro but depends what you want to learn i think. Online courses are free/cheap and easily available though
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@remote beacon I personally found online courses not very effective, especially courses on udemy. After watching those videos, we can learn a very small part of making games and the road map of making them is not clear...
@eager summit I agree, but you gotta start somewhere!
@remote beacon Do you suggest any particular course that you found helpful for beginners like me?
i have been slogging through the udemy unreal c++ course but it's quite heavy
good though, but if you don't know coding and you don't care about it, you should do a different one and do ita ll in blueprint
tbh i am learning c++ but find blueprint so much more intuitive...
Thank you! I can program in C++. What is the best course you have taken in udemy regarding unreal engine and C++?
@remote beacon btw, do you know the gameschoolonline website?
@eager summit well if you know c++ maybe the course i'm doing would be a breeze, I can recommend it https://www.udemy.com/unrealcourse/learn/v4/overview
Very nice! I am having a look at it too. Have you finished the course?
i wish, about halfway but my C++ is terrible so its taking ages
kind of frustrating because everything i learn in that i could do so easily in blueprint, but employers want the C++ as well as unreal so i gotta do it i guess...
yes, where are you from? There are few jobs for Unreal Engine programmer in my country..
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when u didnt decimate enough and ur trying to retop 50mil poly in maya
is your own plugin?
@tiny loom Nope just fresh engine build and fresh project
0 changes
I recreated another one and it works fine now
odd
intereseting
anybody know how to add bloom to a custom post processing material?
the pp material is replacing the tonemapper, but removed bloom in the scene entirely.
trying to find documentation on how to enable it again but so far no good hits
is it the bloom method?
no, its a function I need to enable in the material, but never touched post processing materials
How to author and blend custom Post Process passes with the Material Editor.
I have that open
okay, sorry dunno much else ๐
Question why does adding a c++ class not add the .generated.h file?
Does UE4 support any other format other than Fbx for rigged models?
@plush yew you dont use it
thats for UDK wich is end of line
if you want unrealscript to mod Xcom2, then you can look at old UDK tutorials
sadly, the UDK tutorials wont do much
unrealscript got updated for it
its not the same thing as the UE2 uscript
gotta reverse engineer the code syntax yourslef
@ARC perhaps ask @wild kestrel nicely, he knows uscript
What are you trying to do ARC
when i package a game, I get a folder in my project for EditorOpenOrder & CookerOpenOrder
how do i change what folder that's in?
Does anyone know how to get a list of all files in a Perforce depot matching a folder pattern? e.g Binaries/...
@modern root
p4 files //depotname/foldernamepath/...
that only works on the assumption that foldernamepath is on the top level
Basically a recursive search based on a folder path, bit like it does for you with ignore
Yeah
I feel like p4 grep would be the way
Aye
Says it does anyway
Let me know if that works
I mean, usually I would know my own folder structure, so this wouldn't be useful to me
But, could be a "good to know" just in case
I wonder if this is some search on a ton of MP assets
Which you wouldn't neccesarily have control over after the fact
Unfortunately it does not, I'm searching an engine depot and it exceeds the grep limit of 10k. I feel like there is a faster method, grep is effectively applying a regex search for each file whereas i just want to get a list of all files in a folder matching a folder name.
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Got it working @safe rose p4 delete //Depot/Stream/...<FolderName>/...
haha sorry just a brain dump the key bit is the //Depot/Stream/...<FolderName>/...
i was thinking I needed to pipe a list of files to a delete command but turns out i can just do it straight from delete
tfw it's faster to go through 3 third party programs completely unrelated to unreal engine than it is to export and import single frames into unreal engine 4
Single frames?
1 frame
a pose basically
And I need to do like 150 of them
but there's nothing that will automatically trim the frames in UE4
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Hello peoples
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Hi Team!
any body looking for a unpaid modeler ?
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so my Inventory loads thumbnails based on where they are stored, but this does nto work for the packaged game can someone tell me where the textures are stored in a packaged game so I can get to them?
ok I need to know how to load an asset from a .pak file during runtime
How would you folks go about making a projectile weighted near the tip
So when you throw it stays straight
(throwing dagger)
(VR)
As you can see they all fall flat
as if the weight is perfectly even
I'd like to make them have an uneven amount of force applied to one side (the tip)
is the sequencer turning shit-mode during capture a known thing?
all lighting cuts out to shit quality
and it doesnt even capture the whole sequence.
nonsense.
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this isn't even worth using, i'd rather just record using a screen capture software, the output of this is pathetic
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at least by default, im sure the sequencer is amazing in all it's glory after you spend hours learning how to use it
Prob becausw u have no idea wtf your doing ans havent even bothered to learn it