#ue4-general

1 messages ยท Page 107 of 1

inner mountain
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and as I see this UWS can handle http headers

next badger
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then what's the point of it? i could do that with sockets

inner mountain
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browsers can't work directly via sockets

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I mean, initial web page should be served just by http

pallid compass
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oh god dam not even any shield impacts in the market place D:

inner mountain
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then, of course, it's possible to setup sockets connection via javascript and so on

next badger
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still see no benefits...there's a REST plugin for UE, it could serve http requests...

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but as i've said, still no web content generation, so 3rd party web server required

inner mountain
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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

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so it can perfectly serve websites

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and there is no benefits in comparison with normal web-servers, just for fun ๐Ÿ˜„ or, as those guys suggest, to include a web-server right into your UE4 app

next badger
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@inner mountain You've linked UWS and claimed it's a web server, no? To me it's just a REST api.

inner mountain
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@next badger err... it's completely different categories. http-server can support REST api. REST-api can be implemented in non-http servers.

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UWS is a http-server which encourage to use REST api

next badger
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"The primary function of a web server is to store, process and deliver web pages to clients."

inner mountain
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so, this UWS can do that

next badger
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for real? it could process web pages?

inner mountain
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that's about it

next badger
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well, nap time

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

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thanks bot ! hello everyone.

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

tawdry hedge
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Hey! I don't have an Options button in 4.16 so I can't enable editor debug symbols. Anyone know why? Thanks!

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It appears under any other version, just not that!

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

polar hawk
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Don't mind me, testing

humble rivet
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What do you use more often, pawn sensing of AIperception ?

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

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

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Please welcome @gloomy horizon to the community! :beers:

gloomy horizon
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How's it going.

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Anyone happen to know why the UE4 best practices says you should set target platform to Mobile / Tablet when setting up a VR project?

frank escarp
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lower settings by default

gloomy horizon
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@frank escarp is there a listing that specifically explains which settings?

frank escarp
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its on the wiki

pallid compass
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just curious whats the name for the materials that can auto paint landscapes based on height data and vertex angles

safe rose
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<@&213101288538374145> check out some of our new members...

gloomy horizon
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Why what's up

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(not a mod)

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are they breaking rules

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or something O_o

maiden swift
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@safe rose Good catch. I see one inappropriate username.

gloomy horizon
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oh i see one haha

safe rose
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@maiden swift :+1:

maiden swift
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Hm. I'll delete the alert since it doesn't reflect the new nickname I gave them.

pallid compass
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man how hard is it to find good rocket / missle sounds D:

floral heart
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Strangely it did for me. ChickenAbsorber. Heh.

gloomy horizon
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If you guys had 2 states for the hand

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open / shut

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would you use animations or just swap the model

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between the two states

humble rivet
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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 ๐Ÿ˜„

floral heart
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Best bug tracker is instragram, obviously.

ruby chasm
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Line trace shotgun possible?

grim ore
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anything is possible, line traces are fairly light

floral heart
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The original Doom shotgun was a line trace shotgun, so...

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Who is out there teaching people projectiles are cheaper than line traces?

weary basalt
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Majority of weapons built on idTech will be raytraced.

floral heart
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Then again, maybe there's merit. I remember someone for UT4 saying spheres with a radius 0 were basically treated as line traces.

weary basalt
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Well an sphere with no radius is just an point

ruby chasm
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yeah I built the shotgun, works nicely

plush yew
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What makes a 2D boss unique?

gloomy horizon
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@plush yew well, it's a hard question to answer

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What do you mean by unique?

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It's a loaded question because are you sure you want a boss that no player has ever encountered before?

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That being said don't try to make your boss fights interesting. Try and make them fun.

plush yew
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I want to create a boss that stands out in a level in terms of looks

gloomy horizon
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Use a different color pallette on the boss, use the mechanics of that level for the boss

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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.

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A similar game would be 20XX does the same thing.

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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.

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When the player owns something, learns it on their own, they end up loving it more times than not.

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Think about how memorable the bossfights from Super Meat Boy were.

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First world, saw blades and platforming with deteriorating platforms.

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Boss battle for first world: Giant boss chasing you through a platforming level with a chainsaw made of saw blades.

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I couldn't forget that boss if I tried.

plush yew
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I know that haha. What I'm trying to say is, how do I create a boss. I have artist block at the moment

gloomy horizon
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Well what's the level?

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What's the story you're trying to convey in this scene?

plush yew
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It's a simple grass level

gloomy horizon
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That doesn't really help

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but if it's just a simple game

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make it a mario style boss

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Where he tries to stomp on the player and you need to hit him on the noggin 3 times.

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If it's a "grass level" make him out of dirt and grass haha, some kind of golem

plush yew
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What makes a boss feel like a boss

gloomy horizon
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lol 3 health bars and dramatic music

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bigger than the other enemies, spike in difficulty

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color pallete swap

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incorporates all mechanics of the level or game at that point

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dialogue?

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any of that realistically can help emphasize that it's a boss

plush yew
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No dialogue yet, I'm making a prototype so I'm just focusing on game play

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Thanks

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Color pallet swap? Like make it lighter or darker than most enemies?

gloomy horizon
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anything really, just a contrasting color change

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If the level is green consider using a color that compliments green

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you could probably use the brown as a contrasting color to green

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if it's a vibrant brown

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orangeish

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not sure I don't have the scene as a reference

plush yew
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That megaman is just a placeholder ๐Ÿ˜‚

gloomy horizon
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lol put your game in ortho view

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your megaman goes flat

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๐Ÿ˜›

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btw I tried the whole 2D game in UE4 thing like 10 months ago

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wouldn't do it again

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Game Maker > UE4 for 2D Games.

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UE4 uses 3D solutions for Paper2D objects

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including collision and other bullshit

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yes you can lock the axis

plush yew
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I've never used game maker before. Unreal just sticks to me

gloomy horizon
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Yeah but Unreal doesn't have proper pixel perfect support

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out of the box

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and it likely never will because it's not designed to be a 2D game engine

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here's the end of where I got with UE4

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the texture solutions UE4 uses even on paper2d causes some slight texture overlapping due to the imprecise nature of how textures are handled

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so you get some texture flickering on the edges where it would bleed over into the next texture

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(this is fine in 3D but not 2D)

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so if you're doing spritesheets make sure all your sprites have 1-2px between them + the sprites dimensions

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so 32+2+32+2+32+2+32 etc.

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or else you'll have texture bleed

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I have the game-maker files here and if I had Gamemaker installed i'd show you some screens before I dropped the project

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but holy crap

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Gamemaker was 10x easier for 2D

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and about 1000x more documented

plush yew
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So a blank space between all the sprites?

gloomy horizon
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yep

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it's basically mandatory

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in UE4

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or else your textures will flicker if you're using precision like 16x16, 32x32

plush yew
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I might use that when I polish my game

gloomy horizon
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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

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haha indeed

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best of luck either way, it's definitely possible but you're only shooting yourself in the foot in my honest opinion.

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You'll get further faster with a proper 2D engine.

plush yew
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Thanks for the advice it's really helpful, I'll definitely consider it

gloomy horizon
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No worries, Game Maker 1 often goes on sale by the way you can usually snag it for a few bucks during sales.

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I don't have any extra copies but I know there are people who peddle them for like 20 bucks

next badger
weary basalt
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Got the link to your Theme?

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I needs it

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@next badger ๐Ÿ˜ƒ

weary basalt
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Awesome, works in FireFox if you havent already tried ๐Ÿ˜ƒ

next badger
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@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.

weary basalt
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Ah right

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Fair enough

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I just read Chrome in the thread and assumed thats what you were making it on.

next badger
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I was tired yesterday and not finished some code somewhere in theme...how to find it ? ;_;

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

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

median flicker
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hey is anyone here?

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I need urgent help :(

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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

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and I don't want to exit unreal

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nvm it worked itself out somehow

pallid compass
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u mean

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the lighting?

next badger
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also confused, if it is the lighting just click "unlit" button dropdown on the top and pick the one You need

gloomy horizon
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Anyone here happen to know why the HMD would do motion controls as if it were on backwards?

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SteamVR shows them in the right spot

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but the controls are reversed for no good reason

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my transforms are normal

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on the meshes / controller

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

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is it possible to install windows sdk 8.1 on windows 7?

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nvm, i see it

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but the problem persists even after installing... can't generate VS project files

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Please welcome @teal knoll to the community! :beers:

plush yew
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Can I have ads in another platforms than mobile?

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@regal mulch ?

plush yew
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is there anyone who is an expert in collisions

pallid compass
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@gloomy horizon sounds like your axis input range is back to front

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assuming that the input works the same as other axis things

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

quasi star
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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.

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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?

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

paper kernel
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@quasi star you spawn the said special actors when the base is captured

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out of sight isn't out of memory, it would be super inefficient

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

quasi star
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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?

paper kernel
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you could spawn them in construction script, store in array, and destroy in beginplay

quasi star
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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?

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Scratch that, did a quick test seems the actor and all it's components are still running, just not visible.

tawny brook
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How do i debug a dedicated server? It keeps crashing right away

cedar granite
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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. ๐Ÿ˜ƒ

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

crisp elm
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if I buy a character from marketplace can i give that character away?

obsidian nimbus
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not sure, not too every1 on the internet tho

floral heart
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Read the license.

obsidian nimbus
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unless its in a game offc

crisp elm
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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?

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how does that work? does everyboddy involved in making the same game have to buy the same assets for each account?

obsidian nimbus
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nope

crisp elm
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@obsidian nimbus You purchased a character, I purchased a character. we trade and own them both...is that ok?

floral heart
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Read the license.

obsidian nimbus
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dont think thats allowed

crisp elm
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there is no license, im not a lawyer anyways, how the hell would i understand it?

twilit hill
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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.

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read the license.

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and stop asking stupid questions here

crisp elm
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thanx dickhead^

floral heart
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...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...

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

obsidian nimbus
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no need for name calling...

twilit hill
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if you cant even google the marketplace license, then you are better off working with gamemaker or easier software

crisp elm
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hmmm

floral heart
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There is no marketplace license. It's all in the Unreal engine EULA.

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

floral heart
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```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.  ```
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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.

crisp elm
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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

floral heart
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I feel like licenses shouldn't be valid without physical signatures by physical bodies present from both parties.

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Would probably screw over Wall Street though, since they'd need armies of guys with pens.

crisp elm
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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.

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so who at epic is checking paperwork and contracts before i give assets away?

floral heart
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Referring to what I said? That's what I 'feel' (want, in an imaginary perfect world), not what's the case.

ionic sedge
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@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.

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In the same game that is.

floral heart
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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.

crisp elm
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@ionic sedge thank you

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

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

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Please welcome @worldly wing to the community! :beers:

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

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

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Please welcome @sinful arrow to the community! :beers:

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

paper briar
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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.

glossy flame
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Sure, I don't see why not, the biggest limiter will probably be CPU and RAM

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(and IO, if you want to stay sane ๐Ÿ˜‰ )

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16GB is pretty much the minimum for working in UE4, especially if you want to run VS alongside it

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

mental shale
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yo

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if anyone would like

gentle plover
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hello everyone

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thanks to this server I found two programmers or more interessted in my project,

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great server

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

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

gloomy horizon
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How can I get a socket from a skeletal mesh

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rather than using the root location of the skeletal mesh

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I'm not sure how to pass the return value of the socket into the hand paramater of the interact section

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where hand is a scene component

uneven lance
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Anyone going to be at PAX tomorrow?

opal spindle
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So issue with mac editor

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All my assets fail to load in there

ruby chasm
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I'm triggering this on begin event play and it triggers the sound even though the market is not visible.

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Why?

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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.

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And set bool to false.

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

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Please welcome @odd totem to the community! :beers:

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Please welcome @cedar sparrow to the community! :beers:

next badger
plush yew
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Please welcome @tough fractal to the community! :beers:

sacred crater
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oh lord this forums is bad

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even the overview of my threads are a mess

next badger
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@sacred crater what is bad actually? You could post a screenshot, maybe it's possible to fix.

sacred crater
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It used to be the list like you have it, just below each other, latest reply and so forth

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easy to see and navigate in

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this is just unclear

shell jetty
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why it make prettier in dark than light?

next badger
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@shell jetty i could make it prettier in light, but i have to finish dark first

shell jetty
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Dark Matter

next badger
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@sacred crater i'll take a look in to it, unfortunately i could not compare it to how it was before ;_;

sacred crater
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reference was exactly as the main forums were

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it was the same interface

weary basalt
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@next badger How often do you update the pastebin entry?

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

next badger
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@weary basalt few times a day

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@weary basalt i'm not pushing experimental tweaks tho

plush yew
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anyone here knows any good templates for freelance work?

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for contracts

obsidian nimbus
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is there a way to fire some BPs when a player ,alt f4, or close with task manager?

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or on crash

wary wave
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your contract template needs to respect your jurisdiction, so I would not recommend using templates

vale halo
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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?

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

cloud cobalt
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There isn't really a best way, because it will always be very insecure on PC @vale halo

vale halo
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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?

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Yeah that's what I was thinking ๐Ÿค”

cloud cobalt
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Simply put, dedicated people will extract it in hours / days, which is one of these pesky PC gaming things.

vale halo
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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?

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Yeah ๐Ÿ˜› Dang you pc masterrace FeelsHappyHugged

cloud cobalt
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If you're doing anything online that you want somewhat safe, use dedicated servers that you control and have the API key there

vale halo
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Yep, that's what I'm doing

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I just need to go my game -> my server, and am trying to find if there are any ways to improve that ๐Ÿค”

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Or should I not use anything instead? (and implement something like rate limiting to avoid abuse)

cloud cobalt
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Your server needs to consider the client as an hostile enemy if you want hacks to come out more thna 24 hours after release

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Basically have all gameplay logic on server

vale halo
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I was already treating them as such ๐Ÿ˜› (hence having a dedicated server set up). But I guess I'll go for the rate limiting option on my game API

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Yup, don't ever trust the client, one of the first things I learnt when doing multiplayer ๐Ÿค”

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(or anything networking related, having a hardened & secure server is pretty dang important)

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

vale halo
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Welcome @regal shadow ๐Ÿ˜ƒ

regal shadow
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Hello, a noobie dev here. ๐Ÿ˜ƒ

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Wondering where should I ask a question about pathfinding problem.

glossy flame
regal shadow
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Thank you, gonna read the conversations in that channel first.

cloud cobalt
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Anyone has experience with AMD drivers on Linux with UE4 ?

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On 4.16.3 it's a mess, with machines locking up / rebooting

torpid charm
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hez

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hey

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does anybody here have experience with version control, git and github?

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it seems I just cant get it to work

glossy flame
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Yeah, what's up?

torpid charm
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so whats the usual process of getting a project up to github?

glossy flame
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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

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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

torpid charm
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yes I already upgraded to 50 GB

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I mean I doubt il get a free repository of that size for free

glossy flame
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Ah, cool, then disregard that ๐Ÿ˜„

torpid charm
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do you use git lfs

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I installed git lfs

glossy flame
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I currently use Perforce for UE4 myself, but I have used LFS in the past (and use Git for everything else)

torpid charm
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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

glossy flame
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Hmm, I don't remember the in-editor Git support ever working very well for me...does it still say it's in beta?

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Either way though, it seems like adding a file would probably work

torpid charm
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how does version control actually work?

glossy flame
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Well, that's a pretty large question, aha

torpid charm
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I mean in Unreal engine

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what does the mark for add operation actually do?

glossy flame
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AFAIK it simply does a git add on the file

torpid charm
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so there is actually no reason to use the ingame stuff at all

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you just chang ewhat you want to change and do the rest in git?

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there is no downside?

glossy flame
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Well, it is nice to track the assets in the content browser, I guess

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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

torpid charm
#

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

glossy flame
#

Correct, though I'm not sure it works with Git LFS' locks

#

I know it works with P4

cloud cobalt
#

Locking is a Perforce thing, really. Maybe LFS adds it but it's pretty alien to the Git world

glossy flame
#

Well, yeah, it's a feature of LFS, I just wasn't sure if UE4 supports it

torpid charm
#

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

cloud cobalt
#

It has some for Blueprints I think

torpid charm
#

but how does that work

#

if the usual process is by locking things while working on them

glossy flame
#

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)

torpid charm
#

you are using perforce for assets and git for your source?

cloud cobalt
#

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

glossy flame
#

P4 for everything, for me

cloud cobalt
#

I'm using Git for everything myself so you can do the average of @glossy flame and me

torpid charm
#

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

glossy flame
#

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 ๐Ÿ˜„

torpid charm
#

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

glossy flame
#

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.

torpid charm
#

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...

cloud cobalt
#

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

torpid charm
#

I mean If I get ransomwared

#

or if the house burns down

#

there will be 9 months of work lost

#

so

glossy flame
#

Then don't let that happen

#

๐Ÿ˜„

#

You said you're using GitHub, no?

torpid charm
#

so ill do both I think

#

yes

glossy flame
#

You've already got an external storage there, but it's not really a backup

torpid charm
#

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?

glossy flame
#

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

cloud cobalt
#

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

glossy flame
#

^

#

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

torpid charm
#

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

crisp lion
#

is a pointer to an actor set to nullptr after destroy() is called on it?

plush yew
#

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

pastel perch
#

:p

plush yew
#

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

glass yarrow
#

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

plush yew
#

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!

maiden swift
#

@glass yarrow How are they glitching out exactly? Are they walking around walls that should block them or something like that?

glass yarrow
maiden swift
#

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.

digital anchor
#

if your player have a character movement

#

sorry

maiden swift
#

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.

glass yarrow
#

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?

plush yew
#

Please welcome @vague saddle to the community! :beers:

plush yew
#

Please welcome @split locust to the community! :beers:

paper briar
#

If only UE4 had simultanious team collaboration.

#

Is there any way you could set that up?

cloud cobalt
#

You mean Git / Perforce ?

#

Not simultaneous, but what people use in teams

paper briar
#

i mean like working on the same project

#

at the same time

#

and it updates

#

in real time (or as fast as possible)

spark belfry
#

someone made a plugin for that recently

#

let me see if I can find it

#

kind of old

#

There may be something more recent or built into UE4 now though

oblique sorrel
#

Whew, I managed to cut the time of level generation in half.

#

Without breaking anything in the process!

plush yew
#

Please welcome @tribal ermine to the community! :beers:

#

Please welcome @boreal salmon to the community! :beers:

pallid compass
#

jfc cant get ribbon particle smooth at all

#

can i use 2 partical colour nodes in amt?

#

mat

oblique sorrel
#

@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?

pallid compass
#

ah thanks

#

have two colour inputs

#

if u setup material with 2 colour inputs

plush yew
#

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

#

Please welcome @runic kestrel to the community! :beers:

pallid compass
#

can u exclude things from motion blur?

south ridge
#

I don't know if there's a way to do it easily, but technically that is supported

oblique sorrel
#

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

pallid compass
#

a particle effect that can access two vector 3's

#

instead if 1

obtuse orchid
#

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

obtuse orchid
#

Figured out the issue had to add the level via Windows -> Level

obtuse orchid
#

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?

plush yew
#

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

oblique sorrel
#

TFW you launch Unreal to try a method of making ribbon emitters smoother, but you fix level generation algorithm instead

ruby chasm
#

I enabled forward renderer and enabled MSAA and my project won't load e_e thoughts?

oblique sorrel
#

Disable them ๐Ÿคท

ruby chasm
#

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

oblique sorrel
#

๐Ÿ‘Œ

maiden swift
#

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.

scarlet jackal
#

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?

plush yew
#

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

#

?

dire storm
#

Thank you Unrealbot for the warm welcome ๐Ÿ˜ƒ

kindred dagger
#

that looks like a planar reflection @scarlet jackal . did u ever get it fixed?

plush yew
#

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

scarlet jackal
#

No, I didn't.

kindred dagger
#

@scarlet jackal what's the problem exactly? The reflective plane?

ruby chasm
#

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.

scarlet jackal
#

@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.

tulip vault
#

same goes for volumes of any kind

plush skiff
#

are you in game view?

#

press G

#

or the top left arrow in viewport->game view

tulip vault
#

I completely blanked being in game view with f8

#

i feel dumb now

dire storm
#

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.

ruby chasm
#

still no clue what's happening to my ground e_e

#

@safe rose UE4 god, bless us with your needed presence

safe rose
#

@ruby chasm hm?

#

I'm newb

#

@ruby chasm turn off fire, see if it happens still

ruby chasm
#

It happens everywhere on the map

safe rose
#

obviously, put a different light to see

#

@ruby chasm Check material?

ruby chasm
#

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

safe rose
#

You try to revert forward?

ruby chasm
#

My foliage flickers in VR when forward isn't being used

safe rose
#

So, either your foliage is fucked in deffered or your ground is in forward

ruby chasm
#

Yeah

safe rose
#

Compromises man

ruby chasm
#

The ground is emissive, almost

#

I can see it everywhere with that blue tint

#

That screenshot should be close to black

safe rose
#

I dont see blue tint

ruby chasm
#

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

safe rose
#

Only affect the ground?

ruby chasm
#

Yeah

safe rose
#

You try a different material?

ruby chasm
#

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.

safe rose
#

wait

#

I think I ran into this issue before

ruby chasm
#

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

safe rose
#

You try rebuilding lighting?

ruby chasm
#

yeah, many times

#

no errors

safe rose
#

no errors?

#

hm

ruby chasm
#

might just have to re-do it

wild kestrel
#

Try powering down the PC and reastart, might be GPU memoery error

ruby chasm
#

alright brb

wild kestrel
#

if that dont work try to rebuild shaders

#

i seen case in anwserhub, but he had colorful noise from memory trash

ruby chasm
#

no luck

#

how do I rebuild shaders?

wild kestrel
#

I forgot where UE4 holds the shader cache ;p

#

you need to delete it and engine will be forced to rebuild all shaders

plush yew
#

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

nocturne viper
#

o/

wild kestrel
#

@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

ruby chasm
#

Trying to find it locally in my project folder but I can't

ruby chasm
#

In my SSD where UE4 is installed

#

Delete DeprivedDataCache?

wild kestrel
#

Derivied yes

ruby chasm
#

okay starting project up again

wild kestrel
#

does it start processing shaders?

ruby chasm
#

No

wild kestrel
#

it normally open?

ruby chasm
#

yeah,

#

all the materials are still there

wild kestrel
#

;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

ruby chasm
#

Np I'll find it

plush yew
#

Please welcome @steel summit to the community! :beers:

wild kestrel
#

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

steel summit
#

hello everyone!

ruby chasm
#

@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

steel summit
#

What is the current state of epic games regarding unreal tournament and its forums and the marketplace delays?

plush yew
#

Please welcome @dense tartan to the community! :beers:

ruby chasm
#

Ah, I found the culprit

#

For some reason my exponential height fog is affecting the ground in this way

tulip vault
#

Gah, Unreal loves munching on RAM

#

especially with the landscape tool

cyan gazelle
#

5,5 gbs for me right now just looking at an empty level

tulip vault
#

It doesn't help that my ram sticks are going bad

#

constantly hits bad sectors locking up my pc

cyan gazelle
#

my pc running sluggish since i replace my motherboard a 3rd time

#

no idea why, m.2 ssd, 7800x cpu

next badger
#

@cyan gazelle have you installed OS from scratch?

cyan gazelle
#

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

ruby chasm
#

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

cyan gazelle
#

yes everything is compatible i made sure of it before it was all ordered

snow spindle
#

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!!! ๐Ÿ˜ฆ

half mango
#

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

plush yew
#

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

gloomy horizon
#

@half mango probably cheaper just to rent a render farm to do it for you

half mango
#

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

plush yew
#

Please welcome @flat basin to the community! :beers:

gloomy horizon
#

Not sure

#

definitely not my area of expertise

jaunty quest
#

It's not possible to update from 4.16.3 to the 4.17? do I have to download it from scratch?

floral heart
#

If you're downloading them from launcher, yes.

jaunty quest
#

I see

#

thanks

plush yew
#

Please welcome @solemn creek to the community! :beers:

#

Please welcome @fleet vortex to the community! :beers:

#

Please welcome @sly smelt to the community! :beers:

plush yew
#

Please welcome @tame delta to the community! :beers:

next badger
#

@floral heart I doubt there's a way to update edtor any other way except downloading it from scratch...even source one

zenith night
#

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?

candid willow
#

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)?

cloud cobalt
#

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

candid willow
#

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?

cloud cobalt
#

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

zenith night
#

I've been testing one tree, turned off auto compute LODs, no difference. Can anyone help?..

candid willow
#

@cloud cobalt thank you so much for your clarifications. I'll make sure this doesn't happen next time

jaunty quest
#

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

snow spindle
#

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!!! ๐Ÿ˜ฆ

plush yew
#

Hi everyone. Is someone here experienced with the experimental WebBrowser?

severe glen
#

@azure adder hi getnamo. Can I ask something about socket IO

gloomy horizon
#

Trying to fixup the thumb but otherwise starting to actually look good

sterile cairn
plush yew
#

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

#

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

#

Please welcome @vital jackal to the community! :beers:

vital jackal
#

Hi there

plush yew
#

Welcome @vital jackal

vital jackal
#

thanks

plush yew
#

Np

#

I just arrived too ๐Ÿ˜‰

vital jackal
#

haha, welcome then

plush yew
#

Are you a 3D artist, a programmer or an animator looking for a job? @plush yew #career-chat

vital jackal
#

nope, working on my prototype now

#

oh is that general?

#

if so my bad

plush yew
#

ok, np. Iโ€™ll continue looking for people ๐Ÿ˜‰

#

prototype?

vital jackal
#

yup

plush yew
#

what kinda prototype? AI?

vital jackal
#

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

plush yew
#

So you just started using ue4?

vital jackal
#

no, I've been using it for 2 years

plush yew
#

Oh, ok

#

You do C++ or BPs?

vital jackal
#

BPs

plush yew
#

Cool

#

Please welcome @wet oak to the community! :beers:

#

Welcome @wet oak

static perch
#

gooood morning!

plush yew
#

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

#

Please welcome @sterile nimbus to the community! :beers:

plush yew
#

Please welcome @runic comet to the community! :beers:

runic comet
#

Hei

plush yew
#

Please welcome @velvet field to the community! :beers:

#

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

regal mulch
plush yew
#

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

#

Please welcome @dull ivy to the community! :beers:

safe rose
#

@regal mulch what, finally, the legend goes live

#

But..why so basic ๐Ÿ˜ญ

#

Wait

#

Today is already Tuesday, wtf

regal mulch
#

Stream is rather short and we want to cover something basic for the start

#

can always go more advance later

plush yew
#

Please welcome @idle salmon to the community! :beers:

#

@wet oak ?

safe rose
#

@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

pallid compass
#

@regal mulch cant watch but please record!

plush yew
#

Please welcome @keen socket to the community! :beers:

ionic sedge
#

@keen socket Aaron Mcleran? ๐Ÿ˜ฎ

#

Woops, 30 mins later. Anyway, welcome!

spiral zodiac
#

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..

ionic sedge
#

Yeah, loading all of the textures in the game all of the time is way better. ๐Ÿ™„

spiral zodiac
#

i mean just pre-download everything..

ionic sedge
#

That's not what's meant by texture streaming.

spiral zodiac
#

ok im retarded

#

i thoguth it was streaming textues from a server

ionic sedge
#

Nah, it's just a system that better utilizes VRAM.

plush yew
#

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

maiden swift
#
PCGamesN

Facepunch Studios, best recognized as the makers of Garryโ€™s Mod, are making a new sandbox playground titled S&box, or if youโ€™re not beholden to bizarre stylization, simply Sandbox. Thatโ€™s an appropriate enough title, and many fans are wondering if this might just be the Garryโ€™s Mod follow-up theyโ€™ve been waiting for. Check out our list of the best sandbox games on PC.

plush yew
#

will upgrade to 16 gb ram

#

the only thing that bothers me is the gpu

#

Please welcome @frail merlin to the community! :beers:

opal spindle
#

I'm having an issue with packaging for ES3.1 on windows

#

Anyone know a fix?

#

I've packaged with ES3.1

next badger
#

@maiden swift As it stands, itโ€™s 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#...

maiden swift
#

Yeah it sounds pretty wild.

next badger
#

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?

crimson sky
#

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

next badger
#

@crimson sky You bind an event to key, then you could link event to run a widget function.

crimson sky
#

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

next badger
#

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

crimson sky
#

bad practice? xD Hey im newish to UE4 so im learning it slowly

#

im on 4.17

#

but i dont see any customization

next badger
#

tick = frame (means function called 60, 100, whatever times a second)

crimson sky
#

right right

next badger
#

iirc @maiden swift tampered with keybinding feature

crimson sky
#

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

next badger
#

nap time, sorry. You could ask him directly, or use #blueprint channel

crimson sky
#

will do thanks man

plush yew
#

Please welcome @lean swift to the community! :beers:

fierce tulip
plush yew
#

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

#

Please welcome @keen wedge to the community! :beers:

#

Please welcome @golden prism to the community! :beers:

scarlet jackal
#

What would be the best way to have a timer that, when goes past a certian time, gives a true output?

safe rose
#

@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)

scarlet jackal
#

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.

plush yew
#

This is probably the wrong channel to ask, but where can i find all the "Dedicated Server" Arguements ?

safe rose
#

@scarlet jackal Yo

#

Get Timer

#

how can oyu not find it

#

there's two

#

by function and by event

plush yew
#

ah ok, i'll ask there victor, thanks! ๐Ÿ˜ƒ

safe rose
#

with their own sexy getters

scarlet jackal
#

Never mind, I found out about the delay block, which works better for what I'm doing anyways.

tidal lichen
#

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?

vestal cloak
#

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.

spark belfry
#

Don't know how in Blender, but in 3DSMax, I just group them

#

within Max

plush yew
#

Please welcome @digital escarp to the community! :beers:

digital escarp
#

Thank you bot, I'm going to start my UE journey again, after kind of being scared of it!

plush yew
#

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

tiny prawn
#

I'll stream ue4 game dev i said... it'll be easy i said... one and done i said lol

gloomy horizon
#

So happy I got these better hands done this morning haha

#

took forever but was worth it

plush yew
#

Please welcome @round dawn to the community! :beers:

dire token
#

unreal engine or unity?

#

just asking ๐Ÿ˜ƒ

golden prism
#

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?

unreal quartz
#

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

short onyx
#

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?

next badger
#

@short onyx crash report?

short onyx
#

Nothing, just freez than crash

next badger
#

@short onyx not possible...there's always crash report...either in ue4 or windows itself

short onyx
#

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

next badger
#

so, it's not crash...

short onyx
#

Yeah..... Probably a freez but it's make UnrealEngine no useable

next badger
#

how long have You waited ?

short onyx
#

1h, i was forced to force my PC to shutdown cause i can't even use my mouse at this point

ionic sedge
#

Are you using any kind of IME input for a different language?

short onyx
#

IME?

ionic sedge
#

Language switcher thing.

short onyx
#

Nah, i'm french but everything is in english

#

i touch nothing for the language

ionic sedge
#

Okay, probably not that then. ๐Ÿ˜›

next badger
#

@short onyx so, it hangs the PC itself, not ue4?

short onyx
#

Both

next badger
#

how much ram do You have?

short onyx
#

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

next badger
#

i wonder if it's related to DXGI_ERROR_DEVICE_REMOVED

#

you probably should look into windows logs

short onyx
#

Where? There's a lot of log xD

#

I can't finish my game because of this little thing >.<

next badger
#

in windows logs...system and application views

short onyx
#

I never touch windows logs befor x)

next badger
#

@short onyx windows logs are located in windows event viewer

short onyx
#

Yes find it, but the french name for it is real strange xD

next badger
#

moral: do not use localized versions of software

short onyx
#

I have nothing in the "Applications and Service" :/

next badger
#

Alexey Mak (S-ed): in windows logs...system and application views

short onyx
#

Well, no UnrealEngine error :/

#

(i have make it freez just before)

gloomy horizon
#

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

plush yew
#

Please welcome @crimson linden to the community! :beers:

plush yew
#

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

zenith night
#

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?

plush yew
#

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

plush yew
#

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

#

Please welcome @stiff sphinx to the community! :beers:

analog spear
#

Hello everyone. I would like to get a few suggestions on what kind of analytics provider I can use well with unreal? TIA cheers

plush yew
#

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

#

Please welcome @dark swan to the community! :beers:

plush yew
#

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

#

don't

#

I was here before

zenith night
#

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?

plush yew
#

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

plush yew
#

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

#

Please welcome @brazen coyote to the community! :beers:

open cairn
#

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

eager summit
#

Hi everyone! How should I start learning game development from ground up? Thanks!

remote beacon
#

@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

plush yew
#

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

eager summit
#

@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...

remote beacon
#

@eager summit I agree, but you gotta start somewhere!

eager summit
#

@remote beacon Do you suggest any particular course that you found helpful for beginners like me?

remote beacon
#

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...

eager summit
#

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?

remote beacon
eager summit
#

Very nice! I am having a look at it too. Have you finished the course?

remote beacon
#

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...

eager summit
#

yes, where are you from? There are few jobs for Unreal Engine programmer in my country..

plush yew
#

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

#

Please welcome @cobalt sundial to the community! :beers:

plush yew
#

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

pallid compass
#

when u didnt decimate enough and ur trying to retop 50mil poly in maya

obtuse orchid
#

Does anyone know how to fix this

#

Fresh engine build

tiny loom
#

is your own plugin?

obtuse orchid
#

@tiny loom Nope just fresh engine build and fresh project

#

0 changes

#

I recreated another one and it works fine now

#

odd

tiny loom
#

intereseting

fierce tulip
#

anybody know how to add bloom to a custom post processing material?

tiny loom
#

nope, sorry

#

is the material not being affected by bloom?

fierce tulip
#

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

tiny loom
#

is it the bloom method?

fierce tulip
#

no, its a function I need to enable in the material, but never touched post processing materials

tiny loom
fierce tulip
#

I have that open

tiny loom
#

okay, sorry dunno much else ๐Ÿ˜›

obtuse orchid
#

Question why does adding a c++ class not add the .generated.h file?

toxic wagon
#

Does UE4 support any other format other than Fbx for rigged models?

plush yew
#

Does anyone know about UnrealScript?

#

And how too use it

frank escarp
#

@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

plush yew
#

i wanna do it for UE2

#

@frank escarp

#

Cause im making a mod for Republic Commando

frank escarp
#

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

plush yew
#

Damn

#

I need a UE2 Expert

#

Those people are rare

fierce tulip
#

@ARC perhaps ask @wild kestrel nicely, he knows uscript

plush yew
#

What are you trying to do ARC

tawny brook
#

when i package a game, I get a folder in my project for EditorOpenOrder & CookerOpenOrder

#

how do i change what folder that's in?

modern root
#

Does anyone know how to get a list of all files in a Perforce depot matching a folder pattern? e.g Binaries/...

safe rose
#

@modern root

p4 files //depotname/foldernamepath/...
modern root
#

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

safe rose
#

You mean, if you had multiple folders named Poopme ?

#

but in different locations

modern root
#

Yeah

safe rose
#

Hmm

#

Looking at perforce docs

modern root
#

I feel like p4 grep would be the way

safe rose
#

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

modern root
#

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.

plush yew
#

Please welcome @restive topaz to the community! :beers:

modern root
#

Got it working @safe rose p4 delete //Depot/Stream/...<FolderName>/...

safe rose
#

delete...

#

what

#

lol

#

I didn't know you wanted to delete those folders

modern root
#

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

toxic wagon
#

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

pallid compass
#

Single frames?

toxic wagon
#

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

pallid compass
#

U knoe u can import animation with frames 1-1

#

Iv done it before

toxic wagon
#

I tried that and got errors

#

1-1 gets me errors, 0-1 imports 2 frames

plush yew
#

Please welcome @vernal umbra to the community! :beers:

#

Please welcome @shy sonnet to the community! :beers:

#

Please welcome @hexed solstice to the community! :beers:

hexed solstice
#

Hello peoples

plush yew
#

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

reef juniper
#

Hi Team!

plush yew
#

any body looking for a unpaid modeler ?

#

Please welcome @celest patrol to the community! :beers:

hexed lance
#

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?

hexed lance
#

ok I need to know how to load an asset from a .pak file during runtime

gloomy horizon
#

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)

storm venture
#

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.

plush yew
#

Please welcome @brisk terrace to the community! :beers:

storm venture
#

this isn't even worth using, i'd rather just record using a screen capture software, the output of this is pathetic

plush yew
#

Please welcome @hard vector to the community! :beers:

storm venture
#

at least by default, im sure the sequencer is amazing in all it's glory after you spend hours learning how to use it

pallid compass
#

Prob becausw u have no idea wtf your doing ans havent even bothered to learn it