#ue4-general

1 messages Β· Page 108 of 1

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

keen cape
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yay

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

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

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

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haha Thx a lt bot πŸ˜„

sudden agate
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What is the best way to create reusable code/bluepritns for UE Projects?
Plugins?

gloomy horizon
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Anyone have ideas?

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I'm not sure what to do to stop it from spazzing out when it's on the ground πŸ˜›

sudden agate
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Maybe you should check if the Dagger is in the air by tracing downwards to the floor

gloomy horizon
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I can do that?

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That sounds like a good idea actually.

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Why does it go fucky in my hand though?

sudden agate
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I don't know

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To me it looks like the dagger bounces off the floor (with low velocity up), tries to turn downwards, touches the floor again and bounces off again.

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an infinite loop basically πŸ˜„

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you may also just use a threshold of the velocity to turn the dagger downwards

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if velocity < some value then don't turn downwards

gloomy horizon
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I was trying that

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However it resulted in the dagger going crazy

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if it reached a steep peak in the sky

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sometimes resulting in it boomeranging

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I was using variatioins of the 25 in this BP

sudden agate
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ah yes. that makes sense, since the Velocity will be 0 if you throw it straight upwards and it comes down again

gloomy horizon
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indeed

sudden agate
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Maybe you can use some boolean to determine if it is thrown?
As soon as it collides with something, it deactivates this bool and the dagger doesn't rotate towards the velocity anymore?

gloomy horizon
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I'm not sure how to check if it's thrown, I'm still kinda new to UE4 and bp scripting

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I probably should have went with C++ since that's what I know

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haha

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But BP seemed so inviting

sudden agate
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it indeed is

gloomy horizon
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in my VR Pawn

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I have a boolean that checks if the hand is holding a var

sudden agate
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Well, you probably have a logic for your throwing, don't you?

gloomy horizon
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And I trigger a release event

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in my interactable class

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which this knife is

sudden agate
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yeah probably the release event is the thing where you want to activate the boolean in your dagger

gloomy horizon
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Alright that makes sense

sudden agate
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Show me where you Release some object

gloomy horizon
wide sorrel
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Hello everyone :)
I woke up this morning to the fact that the project I'm working on - and which was working fine yesterday evening - keeps disconnecting nodes in the blueprints, even if I reconnect them and save the project. I reconnected some of them (where it generates errors) but I'm sure there are some places I missed as the game starts with a blank map. I'm using 4.13.2.
Is this a known problem and if so is there a fix? Or my only option is to go back to my previous version?

gloomy horizon
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All my interactable objects are a child of this

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(So i have interact / release event already scripted in yes, I'm just dumb and didn't know to use them)

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I honestly forgot it was a child

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of another class

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._.

sudden agate
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Where does Static Mesh come from?

gloomy horizon
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The scene root is a static mesh

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for all my interactables

sudden agate
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Ah I see

gloomy horizon
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and I just modify them per object

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if need be

sudden agate
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Simply add a boolean to your Dagger, activate it when releasing, deactivate it when colliding or Interacting πŸ˜‰

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simply check this boolean when rotating your dagger

gloomy horizon
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just curious

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How do I check if it has collided

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I have physics enabled

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I don't know the trigger from when physics simulations result in a collision though

sudden agate
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The basic Collision Events also fire when simulating phyiscs. However, you need Simulating Physics to fire these events. There's a checkbox within the Static Mesh Component

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The basic collision Events are
Event Hit
Event OnComponentBeginOverlap + EndOverlap
Event OnActorBeginOverlap + EndOverlap

gloomy horizon
sudden agate
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Correct

gloomy horizon
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i assume

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so I should use all 3

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and set the bool to true

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if any 3 fire

sudden agate
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depending what the boolean states.
I assumed it would be "IsThrown". So you would deactivate the Bool when colliding πŸ˜›

gloomy horizon
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I named it collided

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checked if it has collided

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default is false

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of course

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and I was gonna set to true when it hit something

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I can't seem to activate OnComponentBeginOverlap

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@sudden agate Just curious, why do I need ActorEndOverlap?

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I seemed to found it by turning off context sensitive search btw

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Component overlap remains to be found

sudden agate
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you may be fine with Event Hit.

gloomy horizon
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It seems to print true when it actually has collided so that's working fine

ionic sedge
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@toxic wagon You could make a pose asset from an animation with all of the 1 frame animations, then Create Asset - Current Pose. You'll have to do that 150 times though. πŸ˜›

gloomy horizon
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Hey Cyaoeu!

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how do you do?

ionic sedge
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@storm venture Sequencer is kind of broken for rendering, but the lighting shouldn't change if you're doing that in the level instead of adding lights in Sequencer.

gloomy horizon
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Is there a way to add an "event handler" for my interact event

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that's already defined in another blueprint

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or do I need to modify the parent

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and it will pass the changes off to all child varients?

ionic sedge
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You can use an event dispatcher and bind the event everywhere you like.

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Or anywhere you like. πŸ˜›

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What do you want to do? Maybe it's overkill.

gloomy horizon
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@ionic sedge if I make a child bp from a base

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and update the base with new functions / vars

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does the child update too?

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So far it doesnt seem to inherit new vars 😦

ionic sedge
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Probably yes, didn't really use it though.

gloomy horizon
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it seems I can call them manually

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but they don't appear on the side bar

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interesting I guess

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maybe that is just local vars

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only

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I'll just take these functionalities

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and head back to the base and make them toggleable via a boolean

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Probably easier anyways

gloomy horizon
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You all know that old movie Wanted?

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Where they could curve bullets?

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Well I can curve daggers I throw.

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

final owl
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whats the best way to find similarly interested people in the vicinity?

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irl i dont know anyone whos interested

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or even knows what unreal is lol

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sometimes it would be nice to talk to people face to face and discuss ideas

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should be an app for this, perhaps there is?

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i have a dream of likeminded game designer friends

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but alas so far tis nothing but a will o the wisp

elfin plaza
crimson sky
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Guys quick question, can you unpack a ue4 exe back to its project form? BAsically i made a project before i had to rebuild my pc, and i only have the exe of it, i dont have the uproject anymore, so i wanted to know if its possible to unpack/unwrap an exe?? Cheer

next badger
crimson sky
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??

ionic sedge
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@crimson sky I don't believe you can do that.

crimson sky
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Dang 😦 I had some stuff in there I wanted to retrieve

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

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

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

echo locust
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Hi guys, I'm not sure which of the channels I should be putting tesselation related conversation but perhaps someone can point me in the right direction

regal mulch
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@final owl You can find people via Meetups around your town/region. Also please don't use the n word here.

next badger
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@crimson sky You can't extract the code, only the assets, but even for assets it will be tough.

crimson sky
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@next badger dang :/

next badger
echo locust
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@next badger I've posted it in graphics for now, have a look if you might be able to help, it would be appreciated, very new to ue4.

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

swift bridge
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Hello Everyone πŸ˜ƒ

wind steeple
full falcon
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Isn't the planetrism guy floating around here, that's looking great.

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Based on what I see on Twitter.

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

crimson sky
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Guys how do you arrange stuff?

Like those grey boxes overlap the white one i want them to go behind it

regal mulch
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Where is that grey coming from?

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

crimson sky
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@regal mulch its just a grey bar, thing is there isnt any z order for me to fiddle with

next badger
regal mulch
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Works for me

next badger
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now for me too

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was blank for some time

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

crimson sky
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Guys any help?

livid haven
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You problem is that you have errors?

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You've clearly got yellow pins connected to blue pins.

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Those aren't compatible types.

crimson sky
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Yeha basically i opened a project from 4.16 into 4..17 and this is showing as an error. Im learning Ue4 so to me its off

livid haven
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Yeah. Whatever it was was valid in 4.16 but not in 4.17.

crimson sky
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I thought so, again not a pro at ue4 :/ but what should i do to counter it?

livid haven
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Break those connections and figure out what types it wants (the blue) instead

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And make one of those.

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It's probably some struct type that contains that type of connection as well.

crimson sky
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wait how do you change pin colours then?

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i broke the connections

livid haven
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You don't change pin colors.

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Make PostProcessSettings has several pins

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Some of those pins have changed type between 4.16 and 4.17, it seems.

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Which means you need to put your data in to the types it wants.

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Drag off of the blue pins, I think they're struct pins.

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And do a "make <whatever type it gives you as an option>"

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That "Make <whatever>" node will probably have pins that are compatible with the old types. Probably.

crimson sky
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thats all that showsfor make on PP

livid haven
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It would seem that is the type it wants, a 4D vector.

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I'm not sure what that weird icon next to the pins are.

crimson sky
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would this work then?

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i just split the pins for them

ionic sedge
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They blue ones are probably Linear Color or something.

livid haven
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It would seem so, but I don't understand the data.

ionic sedge
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RGBA

crimson sky
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I just did that, any good?

livid haven
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Yeah, that could make sense, but I don't have familiarity with post processing settings, so I don't understand how gamma or gain were scalars before and 4d vectors now.

crimson sky
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I get its RGBA but still

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okay doesnt work my viewport just goes black then

livid haven
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Go ahead and try that. If it's busted, maybe set the Ws ("A") to 1.0

crimson sky
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Okay so it didnt work. I put it back to this

ionic sedge
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What exactly are you trying to change?

crimson sky
ionic sedge
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The Gamma and stuff in the tonemapper will be colors instead of floats.

crimson sky
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Those pins are for my settings for bloom gain and gamma

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Right now the green link works

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but gain and gamma dont work so

ionic sedge
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You can use the alpha value for the gain/gamma brightness.

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You can right click the blue structs and just change the last value and leave the rest at 1.

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

safe rose
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@unkempt axle Price?

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Also, is this a plugin? Or an extension of VS?

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Or just a separate app

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Running around your website now, think it's the latter

unkempt axle
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We're working on a plugin that will be released later this year for Unreal

safe rose
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But price unavail

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I would definitely use this

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I'm sure many other devs here would also

unkempt axle
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Also- our pricing page isn't up yet - but that will happen very soon.

Right now - we have a few different tiers depending on your usage

safe rose
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I guess, you are currently lacking information on what you are intending to do with the Unreal Engine app itself

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So, I would highly suggest a preview page for that

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Even if it's just detailing the differences

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@unkempt axle Can you pubicly state the Tier Prices?

livid haven
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Is Blueprint some 3rd party debugging tool I don't know of?

unkempt axle
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Yeah- we're hoping that the survey will help us pinpoint what to put on our page for Unreal πŸ˜ƒ

safe rose
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^ lol what

livid haven
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The survey isn't UE4 specific, so I assume it's not referring to UE4's BP debugging tools.

safe rose
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Oh, I haven't even looked at the survey yet

cinder iron
safe rose
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Blender. blah

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lol

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BUt, that's awesome for all of you who use it. Tons of you

unkempt axle
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For the tier prices: We announced out Free tier today for Open Source projects, so I know I can say that for sure

safe rose
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Hmmm

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What

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Okay, well now @livid haven has me curious about the survey

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so I'm going to take a look

livid haven
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@unkempt axle Worth being extra clear about what constitutes "Open Source" as people mistakenly think UE4 is open source.

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Just feedback, to help avoid some friction with less knowledgable users.

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

livid haven
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People mistakenly think "I can access the source code and its free, therefore its open source".

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I'm still unclear if "Blueprint" in the list of answers for "What tools do you use to debug crashes?" is referring to UE4 blueprints. I can't find any 3rd party tool named Blueprint, but that may just be Google tailoring its result to me and opting to find UE4 related results.

safe rose
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I'm currently googling if there's such a thing as a "Blueprint debug"

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non-UE specific

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Β―_(ツ)_/Β―

crimson sky
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@unkempt axle id be happy to do the survey and email but would the gift card be in Β£?

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Im in the Uk

unkempt axle
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I'll send you the giftcard digitally!

crimson sky
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Righto, for what company? Amazon,ebay paypal?

unkempt axle
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Also- I'm pulling in a memeber of my team that will be able to answer pricing questions a little better

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Really, it will come down to your expected crash volume

livid haven
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It's $15 on Amazon

unkempt axle
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Yup!

livid haven
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Would assume USD.

unkempt axle
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That being said, if anyone would prefer a company besides amazon, I can be flexible

crimson sky
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Ah i cant use $ im in the UK so Β£ is only useful :/

livid haven
crimson sky
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exactly. I know i can use .com but shipping is expensive

unkempt axle
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AH- I can send you a giftcard in a different Currency πŸ˜ƒ

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It'll just be a digital giftcard

crimson sky
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oh fair enough!

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I just fillde the survey in

unkempt axle
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For the Blueprint issue - I'd assume that meant to be asking about UE4 blueprints

crimson sky
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yep

livid haven
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Ah well, I didn't check Blueprint.

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While I have the context of UE4 from you posting this here, the survery and URL don't mention anything UE4 specific, so I assumed otherwise.

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Also, a little odd to think of Blueprints as a debugging tool.

crimson sky
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so do i recieve an email to continue this or ?

unkempt axle
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Thank you so much!

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Re Pricing: Our pricing is based on usage. We haven’t published anything yet as we’re still refining it, but if you contact us, we can get you more info after we learn more about your projects.
As I said, this is a preliminary survey so that we can make sure that our product integrates with Unreal and meets developer needs when we release it later this year.

I've got to run to a meeting- but I'll check back in and answer questions in a bit πŸ˜ƒ

heavy bramble
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What is this I'm hearing about a plugin?

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link?

safe rose
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Hmm

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Not saying that other things don't capture some of your project's data

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But, this thing beats them all to the punch

final owl
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@froodmood#6886 thx brodude

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also i didnt use the n-word

upper heart
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has anyone worked with overlaps and foliage? I am trying to detect when my character overlaps foliage and it is hitting OnActorBeginOverlap/OnActorEndOverlap 10 times when I enter the foliage's collision volume and I'm not even exiting it but it is hitting OnActorEndOverlap still :/

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I tried OnComponentBeginOverlap/OnComponentEndOverlap as well but same behavior

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it works fine when I place the mesh as a normal static mesh

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but not when it is foliage

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I'm only placing one instance of it via foliage for this test

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

storm venture
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@pallid compass Oh so i should just know about the sequencer being inherently broken and waste my time learning how to fix things that shouldnt even be a problem? cool, dude

livid haven
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... wat?

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Wrong channel?

storm venture
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a response to something last night he said but never @'d me so i didnt see till now

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lol

livid haven
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Well, reading back, it sounded like you were super whiny about something because it didn't work perfectly immediately and decided to vent about it and call it shit.

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Generally, not a cool thing to do.

storm venture
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well considering matinee never gave that problem, yeah

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it shouldnt be easier to use a free screenrecording software to so such a simple job

livid haven
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Most of the time, when people do that, PEBKAC.

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When something seems like it should be working better than it is, the first theory should be PEBKAC.

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Until proven otherwise.

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If you come online and post "I'm experiencing this issue, not sure why. Anyone else run in to it?", you might get help.

storm venture
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i did

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that died a while ago though, it usually only gets answered by victor trying to be an ass or something

livid haven
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As far as I can see:

wispy wraith
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hey guys i have a question

safe rose
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ROFL

livid haven
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It's about 5 minutes between "This thing isn't working" and "This thing is a worthless piece of fucking shit that needs to die in a fire"

wispy wraith
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i have a question guys

storm venture
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lmao yeah

livid haven
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Don't announce that you have a question, just ask.

wispy wraith
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so i have a HUD and it has action bar in it right, which is another widget, which is full of action slot widgets

storm venture
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not that aggressive but yeah

wispy wraith
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chill dude

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just wanting to be polite

safe rose
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lol

wispy wraith
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and every time i start up the game the action bar widget just turns into a white squre on the hud

safe rose
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Crossfire

wispy wraith
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and i have to replace it by just dragging it back in

safe rose
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@wispy wraith white square = button usually

wispy wraith
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idk why this is happening it's just slightly annoying

safe rose
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Unless it's truly white

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I guess, since button is actually grayish by default

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Image might be blank

livid haven
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@wispy wraith Probably better off asking in #umg.

wispy wraith
safe rose
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@wispy wraith well they are definitely white boxes

storm venture
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id like to point out that the last message of my screenshot was me giving the sequencer some slack and mentioning its probably great if i spend hours learning it

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which i dont have time to do

final owl
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interesting

storm venture
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but im sure its fantastic.

livid haven
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And @storm venture, regardless, just saying, 5 minutes between "I need help" and "fuck this shit" isn't a constructive attitude.

wispy wraith
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okay @safe rose thanks man i'll head over to #umg

safe rose
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lol

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Pretty sure Sion said that

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Β―_(ツ)_/Β―

livid haven
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(I was actually the one who mentioned #umg, but whatevs. 🀷)

storm venture
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well, are you familiar with the issue? all quality just turns to low after a couple seconds in the capture

wispy wraith
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oh thanks @livid haven

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my b

livid haven
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Nope. I am not familiar with sequencer. I don't have a solution for your sequencer problem, just seriously, not rhetorically, suggesting you approach people while looking for help differently.

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And saying that you don't have time to learn to use a tool properly is basically a no-go.

storm venture
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i used to be polite, really, but certain people in this community have annoyed me a bit too much

ionic sedge
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Sequencer is broken though, for real. For rendering. Tiny errors but still. πŸ˜›

livid haven
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I mean, what is anyone supposed to do with that? You don't want to learn how to use a tool but you want to use it well? 🀷 I mean, no one else can do anything about that. Get someone else to do it for you then, I guess?

storm venture
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i want to do a simple thing with it

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something that should be out-of-the-box

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i want to capture the recording

ionic sedge
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The quality turning low seems like a bug.

storm venture
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^

ionic sedge
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But that issue doesn't happen for me.

storm venture
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it's not like im trying to dynamically edit lighting and materials and whatnot during a sequence

livid haven
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File a bug report then.

storm venture
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im literally just moving a camera and trying to capture the output

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oh joy

safe rose
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lol

livid haven
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I'm sorry it's giving you trouble, but the only constructive or productive thing to do is file a bug report and try to communicate with others dealing with the issue to find a workaround.

safe rose
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@storm venture Man, while not everything in UE4 works perfectly, I got to admit, I prefer this engine over any others I have touched before

wispy wraith
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WOOOORD @safe rose

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i love blueprints

storm venture
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for sure, especially vs unity

wispy wraith
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so much more efficient

storm venture
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i despise unity tbh

wispy wraith
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can get way more shit done with respect to time

safe rose
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But, like sion was saying, whining about it doesn't really help the situation

wispy wraith
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ay victor ur cute my dude πŸ˜‰

safe rose
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Even though, I do shit on it in my head quite a few times a day

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Yeah, I am one sexy dude

storm venture
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i prefer to say venting

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for real though, im not even doing anything fancy, it's just an archviz project and i just wanted to record what it looked like

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static lighting only, nothing happening during runtime

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if i was changing stuff with the lighting during the sequence or maybe even having runtime events then i would assume its my own fault but i'm not, i cant imagine what else it would be

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maybe i'm using the cine camera incorrectly, who knows, ill start from scratch tonight and hopefully it works

livid haven
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Totally possible there's a bug.

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Speaking of bitching/venting/whining... I'm eternally reminded how I hate blueprints.

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Time to find all references to a function and fix them up manually since I'm changing the underlying code. -_-

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Meanwhile, earlier today I used regular expressions to fix up over 100 lines of code in about 2 minutes.

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Fix up blueprints? I'm still waiting for the search to complete, so I can then open up every result and manually fix it up with a dozen or more clicks and key presses each.

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Ah yes, and let's not forget the Find in Blueprints window disappearing if you click away from the blueprint whose Find in Blueprints tab/window you opened. -_-

storm venture
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glad to see im not the only one in pain

ionic sedge
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Doesn't Refresh All Nodes fix things?

storm venture
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though you definitely have me beat

livid haven
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@ionic sedge I'm replacing a small subset of uses of an enum with another enum.

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Changing that subset of places in code was a few minutes.

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Changing it in blueprints is going to take me the better part of an hour.

ionic sedge
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Change 3595327 by Phillip.Kavan

#jira UE-16485 - Add an option to host global Blueprint searches in a dockable tab that's not tied to any Blueprint editor context.
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At least you got that. πŸ˜›

livid haven
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Yep. Phil's up here in Chicago too. We both worked at Phosphor Games, contracting for Epic.

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I may or may not have directly harassed the blueprint dev team about how frustrated I was with this workflow.

ionic sedge
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haha

livid haven
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I will say that the comments on that JIRA are amusing. πŸ˜ƒ

next badger
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HTTP ERROR 503```
livid haven
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And I have half a mind to directly merge that CL over to my local workspace...

ionic sedge
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@next badger Getting that too.

safe rose
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@storm venture archvis is crazy, I have only done one ArchVis project and it was a pain to work in

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Due to lighting

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But, once you see the magic under the hood, it's pretty lackluster

storm venture
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yeah it was hard to get the lighting right for me, i just started learning to use lightmass portals as well and getting more indepth with post processing

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which is why seeing it all go down the drain during capture makes me sad

mint wave
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Hey guys, Im really new to ue4 so if this is a stupid question or the wrong area please let me know. What would be the best way to have parts of a large open worlds landscape / terrian be dynamic. Think an huge glacier with parts of it breaking off and floating away, or a huge earthquake splitting parts of the world and opening a huge crack shifting the surrounding areas. Is there anyway to do this with traditional landscapes? Is there a way to have landscapes break and turn into actors? Or turn into 3D lanscapes and shift? I assume making a large world out of actors alone would really bog down the game. Thanks!

tropic pilot
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where can i ask about materials?

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

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Please welcome @near grotto to the community! :beers:

upper heart
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Does anyone know why this is happening with foliage overlapping?

#

the bush has a box around it for it's collision mesh and it's set to OverlapOnlyPawn

#

I'm just walking into the box and it sets of 10 begin overlap and end overlaps. which makes zero sense

livid haven
#

Do your self a favor and print out the overlapped component, the other actor, the other comp, and "self".

upper heart
#

yeah I did that and the other component is always the bush

livid haven
#

Print out all of those. Humor me.

upper heart
#

it shouldn't even be hitting an end overlap because i'm only entering the box

#

okay will do. I did test this when not placed as foliage and it worked fine.

#

what I would expect

#

Overlapped Component, Other Actor, Other Comp, Self is the order of the print

#

seems like a bug 😦

#

feck

plush yew
#

Please welcome @tranquil sigil to the community! :beers:

upper heart
#

anyone here have udn access?

#

@livid haven ^

vast pine
#

Anyone have example documents for collaboration agreements. Such as submitted work is your work belongs to you but agree that any work submitted can be used freely for the project and project promotion? πŸ˜ƒ

livid haven
#

I do have UDN access, I'm an external contractor working with Epic.

upper heart
livid haven
#

I would have to assume that I am not legally able to expose that information directly.

#

But I can see what I can surmise from it that's of use to you.

#

Not very useful to you, alas.

#

TL;DR: Happened in 4.10.2. Staff member was going to check if it happens in 4.11. No further discussion happened - as of February 5th 2016

upper heart
#

ah okay, wasn't sure since it was just a thread

#

ah so no workarounds?

livid haven
#

Nothing else happened in that thread.

upper heart
#

okay, thank you

livid haven
#

I can try pinging the relevant parties about it

#

I think the staff member involved is in a different timezone, however, so...

upper heart
#

That would be awesome

livid haven
#

Well, nevermind.

#

Scheise.

#

Staff member no longer with Epic.

upper heart
#

ahh damn

livid haven
#

:/

#

I guess re-report the bug.

#

I don't even know who I'd forward it to for visibility.

upper heart
#

okay, yeah I'll open an answerhub thread

tulip vault
#

Is there any way of unlinking viewports from one another

broken plume
#

hello guys i want to learn more things about game development(i am currently a beginner) do you have any book(s) that you could suggest me ?

safe rose
#

and Google

broken plume
#

ty @safe rose

plush yew
#

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

hasty stratus
#

ah decided to go the low poly route given my current abilities and bandwidth

#

'...those arent placeholder assets'

ruby chasm
#

Any tips on reducing FPS drop when using a movable light? I'm using it as my flashlight and my FPS drops from 90 to 45 when the flashlight is pointed at anything (the ground, etc.)

#

I need to maintain around 90 FPS

plush yew
#

Please welcome @lament breach to the community! :beers:

warped silo
#

There any way to copy an instance of an actor using blueprints? I'm trying to spawn a new actor that is completely identical to an existing actor in the level. Seems like something that should be pretty straightforward. Any ideas?

regal mulch
#

You are trying to achieve a copy contructor?

#

Since you would need to code that in cpp too, what keeps you from writing a function that spawns the class and fills in your vars?

inner elk
#

when scaling a shape, like a box is there a way to just scale it in one direction?

#

I want a box I have thicker but I don't want to have to reposition it after scaling it up

weary basalt
#

@inner elk No, only the BSP tools support that type of extruding

inner elk
#

OH

#

sorry I was just playing with that, didn't think of it..sorry i'm a noobs..

#

πŸ˜ƒ

#

I get stuck solving a problem sometimes and forget the obvious...

wispy wraith
#

Anyone know how to play audio on a dedicated server?

#

I read somewhere that audio is excluded from the dedi server files

livid haven
#

It should be assumed that a dedicated server is neither going to play audio nor render things.

#

It may run animations for the sake of simulating the transforms for some purpose, like collision.

wispy wraith
#

Okay so how would I go about playing a sound on the dedicated server..

#

Like in my game

#

How would I go about playing a sound

livid haven
#

You wouldn't. Because what you're asking doesn't make any sense.

wispy wraith
#

All I'm asking is how to play a sound if I'm running a dedicated server

livid haven
#

You don't?

#

No one is the dedicated server.

#

There's no one to hear the sound.

wispy wraith
#

So if I have a dedicated server game then NOBODY has audio?

livid haven
#

What?

#

Clients.

wispy wraith
#

Read my question

livid haven
#

Clients get audio.

wispy wraith
#

That's what I just asked dude

livid haven
#

And rendering.

#

No, you asked how to play audio on the server.

wispy wraith
#

All I'm asking is how to play a sound if I'm running a dedicated server

#

All I'm asking is how to play a sound if I'm running a dedicated serverAll I'm asking is how to play a sound if I'm running a dedicated server

#

All I'm asking is how to play a sound if I'm running a dedicated server

livid haven
#

... you really want to play that game?

#

'cause being a dick about it won't get my help.

wispy wraith
#

GJ I corrected myself

#

That's what I just asked dude
That's what I just asked dude

#

That's what I just asked dude

#

That's what I just asked dude

#

That's what I just asked dude

#

That's what I *just asked dude

livid haven
#

Good luck. πŸ‘

worn granite
#

no multiplayer game in ue4 has sound man, stop trolling with these impossible questions

safe rose
#

Well, there's no sound in space, so yeah.

wild kestrel
#

CME just hit us from X9.3 solar flare most porful flare of this cycle , models shows that auroras will be visible in whole canada :>

heady bridge
#

Hello, I'm trying to figure out how to make a good weapon system in my game, there will be TONS of weapons, and there will be possibly hundred or more blueprint actors for them, so I was looking into Data tables, and string table, I was wondering if there are any tutorials or examples on using those for a weapons system, IF going that route is better? I tried looking for that, but came up with nothing, only basic info on what they are and what they do.

safe rose
#

@heady bridge Use Datatables

#

plenty of tutorials

#

just one quick search away

wispy wraith
#

@heady bridge got time to chat?

#

i can go over it for you in the voice chat

#

dont want to text it all

heady bridge
#

I did see a couple tutorials, on setting up the lists, but didn't see any to apply mesh, particle, damage, etc etc

wispy wraith
#

im in lounge 1

heady bridge
#

@wispy wraith I don't have a mic

wispy wraith
#

thats fine

warped silo
#

@regal mulch The only thing keeping me is that 1) trying to stick to BP and 2) I want to preserve every variable on the actor as well as all components, which can turn into BP spaghetti pretty quickly

fiery harbor
#

why is there actually the option to include the crash reporter in packaged games? is it possible to make it send crash reports to some server that I own? I see no reason in shipping with the crash reporter if only Epic gets all the crash reports from my game then

safe rose
#

@fiery harbor the option is there for Dev builds

#

Since the devs testing will most likely have UE4 with symbols on

#

Shipping builds to outside world of gamers... no idea the real necessity

#

But yes, you can include your own reporter

#

And have it sent to some DB you own

fiery harbor
#

how?

safe rose
#

That sadly, I don't know personally, I just know it is being done due to some client projects.

fiery harbor
#

ah

safe rose
#

Someone a bit more snazzy hooked it up

fiery harbor
#

well I guess its possible to rewrite some stuff in the source of the crash report client so that it does the same just with another server

#

but I was wondering if theres an "official" way to do it

fiery harbor
#

ah, damn, should have seen that

#

thanks

safe rose
#

whoever did that wiki...

#

@fiery harbor Also

#

That funny thing today

#

BAcktrace

#

Traceback

#

w/e

#

Is probably something that you could hook up

fiery harbor
#

?

safe rose
#

another way

fiery harbor
#

interesting, thanks

safe rose
#

Hmm

plush yew
#

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

plush yew
#

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

plush yew
#

Please welcome @wispy fern to the community! :beers:

quick heath
#

guys, pretty dumb question, so i was following the step by step ios quickstart guide on the unrealengine page, but i think its pretty outdated. Do i need a developers membership to get ios certificates?

wary wave
#

I believe so

#

however I do not believe you need to certify on a mac any more

#

someone else may be able to clarify

pallid compass
#

Yeah they removed it its on the trello

gloomy horizon
hybrid scroll
#

Shoudnt you multiply by the delta?

#

delta is a fraction of a second

gloomy horizon
#

Well the issue is

#

for one object

#

it will get the location fine

#

but for another it just doesnt update

#

even though the roots are both static meshes

#

and with same settings

#

both are child of same parent

hybrid scroll
#

are you referencing the same statci mesh in both?

gloomy horizon
#

It's a scene component

#

brb gotta restart

#

UE4 / Steam VR wont detect my stupid controllers

#

Oh, you debug a specific INSTANCE of an object.

#

When you have the parent selected

#

I didn't think of that. Huh.

#

that was easy

#

solution in-case anyone needs it

ionic sedge
#

Isn't that the same thing you did above?

#

Except you've got a Toss Speed variable that's not plugged in. πŸ˜›

gloomy horizon
#

well that's setting it

#

and it is used elsewhere in code

#

πŸ˜›

#

if you wanted the logic that is activated

#

Idk how to screencap a bp that is so long it goes across two screens sorry πŸ˜›

#

Here's a demo

plush yew
#

Please welcome @balmy schooner to the community! :beers:

#

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

#

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

#

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

patent bane
#

can i (or how can i) run the standalone game in debug mode without cooking everything? i.e. like if i start the editor and run standalone but with the debugger attached

thorny iron
#

Hey guys - sort of exhaustedly looking for help from someone who has worked with Flow maps before...

inner elk
#

Where is another good source for free actors/assets? I am trying to prototype my game but keep running into problems where I don't have an actor that would fit. I got a lot of stuff from marketplace but I'm on a super low budget till I get the prototype done. Thanks.

toxic wagon
#

is the default mannequin not good enough?

sudden agate
#

Did Epic change the Branding Logo?

#

There was a "Powered by Unreal Engine" Logo Movie, but now there's only a black/white "Unreal Engine" one

ruby chasm
#

Guys, if I'm fading to white and then fading in from white, is it possible to eliminate the black frame in-between these two when the level switches?

#

Without level streaming

rare kraken
#

Any idea why Character mesh disappears everytime I reopen my project

ruby chasm
#

Disappears how?

#

The mesh is no longer in your content library?

plush yew
#

Please welcome @unique ocean to the community! :beers:

#

Please welcome @tired aspen to the community! :beers:

crimson sky
#

Is there a place where I can look for help for my project? like to get someone on board to finish one part of my project whilst i work on another, rn my game consists of me as the only dev, would be great to get some help for one part, willing to give full credit in game and youll be a playable Character!

glossy flame
#

#career-chat would be the place currently, it encompasses both paid positions and more collaboration

crimson sky
#

Oh sweet thanks!

plush yew
#

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

wild talon
#

Does anyone know if you can Migrate entire levels (umap) backwards in Unreal versions without any issues?

plush yew
#

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

heady bridge
#

I just have a quick question about Data tables, I have a bunch of variables for each item, but for making blueprint, to make a weapon shoot or make the data usable, do I make all the different blueprints within 1 class with the data table, such as linking the damage from data table node to a row of nodes to make damage work, or would I make all sorts of different blueprints and just link them in the data table?

plush yew
#

Please welcome @fervent bridge to the community! :beers:

#

this isnt a bug evidently

#

according to epic

somber condor
#

I'm trying to Render to Movie my sequencer and it keeps crashing (4.17) when I render 1920x1080 all the time. but it's fine with 1280x720. I got 16 GB Ram and GTX 1070. Is this memory related ?! I searched answershub but there were no clear workaround .

heady bridge
#

@plush yew wouldn't that just mean the cubes have no collision? rather than it being a bug?

plush yew
#

@heady bridge test it yourself

#

its legit broken

heady bridge
#

I tried it, and the mesh does disappear, even with collision added, but the collision still works

plush yew
#

πŸ˜›

#

yep

#

only in 4.17

#

in 4.16.3 its fine

heady bridge
#

if unreal says its not a bug, then there must be some different options or something, I'll investigate

plush yew
#

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

heady bridge
#

I dunno, tried different things, can't seem to get it to show during show collision, but it's not like it's going to not show up in game

tribal trail
#

What is the difference between a mesh and an actor?

#

Is a mesh an instance of an actor?

heady bridge
#

mesh is just the 3d object, actor is a class

tribal trail
#

Ok. Thanks.

heady bridge
#

you would apply the mesh to the actor and apply code to make something operational

tribal trail
#

There is a great tutorial in the engine, I am trying to teach myself blueprints, but the window that the tutorial appears in actually blocks the stuff you need to click on. It doesn't appear there is a way to easily move that window. Have you or anyone seen this and is there a way to move that window?

heady bridge
#

I've personally never tried to move it around, not sure if you can, but I think those tutorials would be on the unreal engine websites documentation possibly

tribal trail
#

Ok. I will look. Thanks again.

heady bridge
#

no problem, good luck

final owl
#

do yall think the engine tutorials are best to start with?

#

for noobs?

heady bridge
#

The "Get Started with UE4" section in the documentation or Unreal engine 4 tutorial series on "Getting started with UE4" I think would be the best place to start for absolute beginners, maybe more the youtube, so you can see things as they happen

final owl
#

ok thx

heady bridge
#

No problem πŸ˜ƒ and Good luck

wintry raven
tribal trail
#

Thanks Jeffrey.

#

Is there a terminology page somewhere that covers all the terms of UE4? Like what is the actual term for the widgets on the "field" inside a blueprint?

heady bridge
#

This should help explain each thing in the engine πŸ˜ƒ

tribal trail
#

Separate question, is there a way to know what kind of "widget" something is? Sometimes I click on a widget, go to details, and there is nothing there. For example, a greater than less than widget... there is nothing in the details to tell me what kind of widget this is. I right click and there is no "properties" telling me the kind of widget it is.

#

Thanks Pingu!!

#

Actually, that is kinda it. I guess I need to buy a book or something. I just want a dictionary of Unreal Terms.

heady bridge
#

if you create a widget, and hover over it, it says what it does

#

same with each socket on the widget

tribal trail
#

Nice. Look at that. Okay, but how would I "make" a new one? I am trying to dissect someone else's work. I kinda understand it but I don't know how to make certain widgets.

#

Are they called widgets?

heady bridge
#

I assumed you were talking about the nodes in blueprint?

#

like Integer > integer in blueprint graph is a node, for example

tribal trail
#

Nodes, those are the things inside the "field" of a blueprint?

#

Yes!

heady bridge
#

yeah, so hovering over each node tells you what they do, and each socket will tell you what needs to be connected

digital anchor
#

but how would I "make" a new one? you can create a new function, adding inputs and outputs, and inside you put what you want that node to do

#

if thats what you meant

tribal trail
#

So that is an "integer node". There is no way for me to know that by clicking on one in the field. I just have to know that from somewhere else.

heady bridge
#

well, if you need an integer, just right click and type integer

#

right click to add nodes into the graph

tribal trail
digital anchor
#

did you just take a picture

heady bridge
#

lol

tribal trail
#

No where in that picture does it say "integer node". If I am dissecting someone's code, I just need to know every kind of node.

#

Sorry, is that not allowed?

heady bridge
#

no it's cool

tribal trail
#

Ok

digital anchor
#

no thats just funny, hover over the balls

heady bridge
#

hover over the green sockets

digital anchor
#

the inputs and outputs

heady bridge
#

green sockets will tell you its integer, and red for bool

tribal trail
#

Ah. Ok.

glossy flame
#

Pins, if you're looking for exact terminology

heady bridge
#

well that type of green is int, there is a more green, green that is float

digital anchor
#

hover over the balls

#

lul

tribal trail
#

Y'all are saints.

heady bridge
#

lol

tribal trail
#

Thank you.

heady bridge
#

I forgot they were called pins XD

digital anchor
#

nme too xd

heady bridge
#

sockets are close enough πŸ˜› haha

#

@tribal trail anything you need help with, don't worry, we gotchu

tribal trail
#

How did you learn? Did you read a book, watch videos, go through the official documentation?

heady bridge
#

I started with video tutorials, then focused on documentation

tribal trail
#

Ok.

heady bridge
#

I still use videos for help on certain things just to get that visual aid, it helps to follow along, then redo by yourself to get used to it

#

BTW any of you guys good with data tables? just have a super quick question

digital anchor
#

Can my employee use something i bought on marketplace? if yes, how can he download something that i own?

heady bridge
#

You can download and send it to him

#

through google drive or something like that

digital anchor
#

oki

heady bridge
#

BTW Unreal engine just uploaded a live training on youtube for Blender TO unreal engine 4, in case anyone is interested (like myself πŸ˜ƒ )

glossy flame
#

And yeah, the colors will help you out with quick identification of types; white is exec, light blue is UObject, dark blue is struct, dark green is enum, light green is float, blueish-green is int, red is bool, yellow is vector, orange is transform, light yellow/whiteish yellow is interface reference, purple is class, etc. @tribal trail

#

I probably missed a few there Β―_(ツ)_/Β―

digital anchor
#

wish they did when i started, so many problems with physics objects

heady bridge
#

lol

#

A good way I kept reminding myself what colors meant what, was when I was in graph editor, I would create a a variable that doesn't do anything, just to see what color meant what, if that makes sense

#

like I create a variable, named it like 1 or something, and on the right, clicked the variable type, to familiarize myself

#

and use it just for reference

#

@digital anchor there was a blender to unreal engine 4 live training uploaded 3 months ago too

ionic sedge
#

You might want to check out UE4Tools instead of the rigify rig, a lot less hassle for basically the same thing.

digital anchor
#

started like 6 months ago xd

final owl
#

xd

gloomy horizon
#

I imported a mesh with a plane and the plane disappears when I adjust the material

#

any ideas?

#

I can see the plane when I highlight the object but it's otherwise transparent

#

should look like that in UE4

#

looks like that though

#

😦

tribal trail
#

Where should someone with zero scripting background start before trying blueprints?

south ridge
#

@gloomy horizon In blender, enable back face culling

gloomy horizon
#

Mind if I ask where that is?

south ridge
#

Right panel of the 3D view

#

Near camera stuff

tribal trail
#

Thanks for the color references @lethalclips. I am in over my head.

south ridge
#

What happens is that you've made your polygon one-sided, but blender by default show everything as two-sided

gloomy horizon
#

Ahhhh

south ridge
#

You might wanna make it two-sided or flip normals

gloomy horizon
#

That makes sense

#

how do I make it two sided?

south ridge
#

You can enable "two-sided" in material options in UE4

gloomy horizon
#

two sided foliage?

#

Doesn't seem to have worked.

#

derp

#

underneath it says two sided

south ridge
gloomy horizon
#

haha indeed

#

Thank you!

south ridge
#

If your polygon is supposed to be a piece of clothing or such, then it's fine

#

But if that's an actual solid bit, you probably don't want a two-sided polygon in the first place etc

gloomy horizon
#

it's clothing

#

testing out the new cloth mechanics

#

πŸ˜„

#

Blackfox, how do I do collision calculations

#

when I import the dagger as a skeletal mesh

#

My regular daggers have some relatively accurate collision

#

of course I don't think this is an option with skeletal meshes, right?

#

I guess there's no reason why I can't just import the plane on its own

#

and child it to the dagger in a scene

south ridge
#

It is an option

#

You create a physics actor for your mesh

#

I think it's dumb and doesn't actually let you specify convex mesh, one sec

#

No, it does

#

You can specify a convex hull for your dagger (which is a skeletal mesh) in the physics actor

#

Another option is to shadow your visual dagger model with a static model (that doesn't render) of a static mesh dagger

#

Sometimes that's a better option

gloomy horizon
#

What do you mean by shadow?

#

You mean, like in the scene component

#

add hidden in-game?

#

or whatevs

south ridge
#

Yes

#

A static mesh that has visible set to false, so it doesn't render

#

Still takes play in physics etc

gloomy horizon
#

Ah, cool stuff.

#

I'll definitely try that out.

#

I might just export the ribbon on its own though

#

because just attaching that sounds super easy

#

in comparison to these work arounds

#

Wouldn't it be?

south ridge
#

Yes

gloomy horizon
#

Just learned there's a reimport button

#

Decent.

#

I don't like overriding every old version just in-case however it makes certain things faster

final owl
#

awesome

gloomy horizon
#

@south ridge Sorry for the bothe again, for some reason after enabling the clothing thing in expiermental and restarting I don't have the clothing tab next to asset details. Any ideas?

south ridge
#

I don't know, didn't work with clothes yet

gloomy horizon
#

Figured it out.

#

You need to drag out the window manually.

heady bridge
#

For data table and struct, would I make a blueprint for each specfic variable, such as weapon damage, or would I create 1 blueprint where the data table handles everything in it's data?

#

I feel like I'm getting really close to understanding how it works, but just unsure about the blueprint setup

gloomy horizon
#

When I import my asset it says the bones are "Too Small" to create a physics asset

#

meanwhile my FBX doesn't even have a bone and I'm importing it as a skeletal mesh with no bones and UE4 applies its own bone

#

😐

#

buddies imports fine

#

on this tutorial I'm watching

south ridge
#

Cause you have one bone (that UE4 added) and it's too small

heady bridge
#

it adds a root bone doesn't it?

gloomy horizon
#

Do you have any suggestions on a work around?

#

Wouldn't the root bone be... like... an acceptable size if UE4 adds it? πŸ˜›

heady bridge
#

I would have thought so

ionic tangle
#

Hey guys & gals. I'm using a CineCamera in my scene and it seems to be culling my Volumetric ExponentialHeightFog when it faces far enough away from the sun. This doesn't happen with the normal camera.

Here are some specs:
Real-time lighting (Movable Directional Light)
Exponential Height Fog (With volumetric fog on)

#

If anyone has experienced this before I would love to try and figure it out πŸ˜„

ionic sedge
#

@gloomy horizon "Too small" error means the scene settings aren't right.

gloomy horizon
#

@ionic sedge check my dimensions. I'm only exporting mesh components (Plane and Modified Cube)

#

I've set scale to .01

#

applied transforms

#

resized

#

they import as meshes great

ionic sedge
#

It's 1 there.

gloomy horizon
#

I've been exporting my anims with 1 though

#

and they work great

#

O_o

#

you are the one who told me in fact haha

ionic sedge
#

You're talking about different things.

#

Scene unit scale should be 0.01 metric. Scale should be 1/1/1.

#

Animations will work fine if you have an extra root bone, the scaling bug only shows if you have a real root bone in your rig.

gloomy horizon
ionic sedge
#

But you can't have root motion with an extra root bone.

gloomy horizon
#

It wont let me apply object transform

ionic sedge
#

Yes it will. πŸ˜›

gloomy horizon
#

the plane and the mesh are joined if that makes a difference

#

do I need to be in edit mode?

ionic sedge
#

Spacebar and Apply Object Transform.

#

No.

ionic sedge
#

Tick Scale in the lower left.

gloomy horizon
#

oh bottom left wasnt setup

#

yep

#

oops

#

😐

ionic sedge
#

πŸ˜›

gloomy horizon
#

So @ionic sedge basically when doing animations I export at 1.0 and when not doing anims I export at .01

ionic sedge
#

No, you export at 0.01 always. πŸ˜›

gloomy horizon
#

oh okay

ionic sedge
#

Static meshes will be fine because only the rig part gets messed up with 1 unit scale. And 0.01 is there to fix rig issues.

gloomy horizon
#

ah

#

that makes more sense

ionic sedge
#

0.01 makes Blender FBX act like Maya. Ideally it should work at 1 too but Epic only uses 0.01 so they didn't notice FBX scaling is messed up.

pallid compass
#

Just curious does anyone know how games handle flying projectiles thay wouldnt be aactors

#

Ie like orises fusion drive

#

Too much projectiles too actually spawn

#

Many*

gloomy horizon
#

@ionic sedge Thanks again, imported without a hitch.

#

You'd think I'd keep it congested after the second time

#

😐

ionic sedge
#

πŸ˜›

gloomy horizon
#

I think I have a better understanding now though

#

I didn't realize that the .01 was passed with the fbx

ionic sedge
#

A good idea would be to make a new scene, change the unit scale to 0.01 there, then do Save Startup File.

gloomy horizon
#

I thought .01 was only relative in blender

#

as a unit scale IN blender

#

not an actual passed value

#

yeah I'm definitely going to do that

plush yew
#

Please welcome @molten nymph to the community! :beers:

tropic pilot
#

i dont know where to ask this so i'll ask here, on a pointlight what is the option name where the light fades in (and for some reason fades out and then in again) when i look into the void?

glossy flame
#

It could be the eye adaptation

tropic pilot
#

there is no such thing in the point light "Details" panel

glossy flame
#

In which case, it wouldn't be a setting on the light itself, but a project/post processing setting

oblique sorrel
#

Say, I have an array of 2D vectors: (1,1; 1,2; 1,5; 2,2; 2,5; 3,2; 3,3; 3,4; 3,5; etc). I want to generate either a texture or a UMG widget based on that, one that'd look kinda like the attached picture. Any idea how to do that?

#

Except without the numbers, and in range of anywhere between -20,20 in both axes

#

The only thing I came up with is spawning planes somewhere under the level and capturing them to a texture with an ortographic camera

glossy flame
#

I doubt you'll be able to draw directly to a texture in BP, so I would rule that way out

#

You might be able to make a widget that takes in that array and affects its own internal state with its own widgets, but that might be a little overkill of a solution

oblique sorrel
#

I was thinking of dynamically adding Image components to a widget, in a grid or something, but I don't know how feasible is that

glossy flame
#

I'd say it's definitely possible, though I'm not sure how much I can comment on the efficiency of it

floral heart
#

You can draw directly to a render texture. You can also add objects to UMG. Though you're talking a grid of up to 1600 squares.

oblique sorrel
#

I'd need to create it only once per level load

glossy flame
#

You can draw to a texture in BP? @floral heart

#

Hmm, I might stand corrected there, I assumed you couldn't

floral heart
#

A render texture is procedurally generated. There are some blueprint nodes to draw a material onto one.

molten nymph
#

hey there, new to unreal so idk how id fix this, the lighting in editor differs from the lighting in standalone, the forums say this is due to auto exposure settings, ive tried messing with that, but cant find a solution

plush yew
#

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

tiny prawn
#

trueSky does not want my money O_O

safe rose
#

@oblique sorrel You could also just "cheat", have a uniform grid (not sure how big they can be), with the max number of entities you want. Hide them initially, then make them visible again when you want according to the specific vector.

#

Since that uses columns and rows

oblique sorrel
#

I was thinking of the same, doing it in UMB.

#

I'd need at the very least 1600 cells, though. In a 40x40 grid

safe rose
#

Aye, I mean, I havent' done it. But that's probably something I would have done. or at least tried first.

#

Yeah, not sure how big it can do it

#

And if you want it in world, just 3dwidget the beast

oblique sorrel
#

Nah, it's supposed to serve as a minimap

safe rose
#

Ah, so it's going to be super tiny

#

each block

oblique sorrel
#

I don't like the camera->texture->material solution

#

Not super tiny, but yeah, relatively small

safe rose
#

@oblique sorrel Let me know the results, I would be very interested

oblique sorrel
#

Will do!

gloomy horizon
#

how would you guys get the location of the player pawn (hmd) for homing targets?

#

In an external actor, I mean.

random shale
#

How to change player pawn on game mode? for only one level?

#

I used world override

#

but now its not work

#

it change game mode class

plush yew
#

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

dire fjord
#

I'm having a collision issue, which doesn't make any sense. I'm just learning here, and I wondered if anyone could give it a quick look

gloomy horizon
#

got it yay

#

oh god what have I done

dire fjord
#

Anyway, if anyone can help me with the projectile blocking issue, it's in the blueprint channel, thanks πŸ˜ƒ

plush yew
#

Hey

#

Is $100,000 for 15% of your products royalties and 10% of company stake worth it

#

Curious what you guys think

#

πŸ˜„

gloomy horizon
#

@plush yew What's your projected profits without investment and can you continue without this investment?

#

We really can't answer unless you're already making money.

#

Is this projected income based on current earnings and growth?

plush yew
#

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

livid haven
#

Yeah, this is really something you should talk over with qualified professionals.

gloomy horizon
#

^

livid haven
#

Fiduciary, financial advisor, accountant.

gloomy horizon
#

I graduated business school so I don't really mind answering some small stuff but realistically I would advise you to consult with a lawyer and or financial advisor.

plush yew
#

No it's not real. It's simply theoretical just curious what others would think. I'm talking specifically about what you would do if you are a startup company and NEED that money for marketing.

#

You have a product already.

#

I'm just not sure if that would be worth it in the long run.

gloomy horizon
#

Real world doesn't work like that

#

If you need money you take it to continue your ventures

#

also 100k for 15% is extremely unrealistic

#

Unless the product is doing amazing

plush yew
#

Would that be considered really bad?

#

For who

#

lol

gloomy horizon
#

100k for 15% of a startup?

#

More like 50%

plush yew
#

true

gloomy horizon
#

and you don't sell percentage of product sales and percentage of company

#

you just sell percentage of company

#

Most profits will go back into the company anyways

plush yew
#

yea

gloomy horizon
#

an angel investor doesn't want to take money out of the company

#

Unless it's going under, but that's not the scenario.

plush yew
#

i dont know much about that stuff sadly.

#

lol

gloomy horizon
#

Realistically no one will just offer you 100k for a startup with a product already on the market at 15% ownership

#

Unless you're making insane profits

#

like I mean millions

#

But you wouldn't even know, because it's a startup, and your projected incomes are hypothetical instead of historical.

#

Huge difference.

#

Anyone here able to help me determine if my weapon mesh is overlapping anonther Actor?

dire fjord
#

I told stream vr not to open when an application is opened and that seemed to work for a day but now steam vr is launching every time i start ue4 or load a project/level. How can i make it stop?

gloomy horizon
#

it's in the settings for UE4

#

make sure it's a project default if it's in that section

#

each project needs it set manually iirc

dire fjord
#

Ok I'll check that thanks.

south ridge
#

@plush yew Haha

#

That question

#

About $100,000

plush yew
#

ya

south ridge
#

I remember when we tried to get an investor

plush yew
#

wat about it

south ridge
#

And the offer was something stupid like 30% for $20,000

plush yew
#

lol

south ridge
#

Which was OK when it was related to only our side project

plush yew
#

they wanted 30% of the whole company?

south ridge
#

No, only in that one project

plush yew
#

I could make $20,000 in literally... a few months

south ridge
#

So it was fine. But then the investor wanted to have it cover the entire project

#

The big project, not just the side project

plush yew
#

yeah?

south ridge
#

The side project was small, it was a VR-only subset of our main project

#

@plush yew Ultimately it proceeded from my own money, slowly but steadily πŸ˜›

plush yew
#

yeah exactly

#

you can get more money just literally working a 9 to 5 job

safe rose
#

One of you should change your avatars

plush yew
#

Lmao

safe rose
#

I thought you were talking to yourself

plush yew
#

@safe rose i was thinking the same thing

#

LOL

south ridge
#

I will change my avatar

safe rose
#

(thought you were the same person, I was like wtf is this)

south ridge
#

Wait

#

How are you seeing avatars anyway

#

Enable compact mode, it hides all avatars

south ridge
#

Scary

south ridge
#

Who makes bug reports as videos that are more than 20 seconds long

plush yew
#

@south ridge me

#

LOL

#

thats my video

#

Don't laugh at me yo

south ridge
#

Make it 20 sec long next time πŸ˜›

safe rose
#

hmm

#

I dont like your video

#

It doesn't tell me the bug in teh very beginning

#

I had to watch that whole thing 😦

south ridge
#

I gave up 10 seconds in and scrolled through it

plush yew
#

@safe rose but it was worth it

#

wasnt it?

molten nymph
#

hey there, ive got a small problem, the lighting in editor differs from the lighting in standalone, seems brighter in standalone, the forums say this is due to auto exposure settings, ive tried messing with that, but cant find a solution

plush yew
#

@molten nymph go to #cpp

molten nymph
#

u sure? question doesnt really match the channel guideline

plush yew
#

lol

molten nymph
#

lol okay, ill try there, although im not sure if thats also the right place

south ridge
#

That is the right place

#

For lighting stuff

plush yew
#

i really dont like

#

how i literally have to sit here

#

with a broken game

#

until 4.17.2

#

lmao

south ridge
#

Why not fix now

#

Why not get 4.18 from github

#

pre-almost-not-quite-4.18

gloomy horizon
#

Any ideas on how to home a projectile to the HMD location

#

and not the scene root's 0,0,0?

#

for the VR pawn

south ridge
#

Get the HMD projectile location and use it as a target

#

?

dire fjord
#

Okay I'm still having issues disabling steamvr launching when I open UE4. When I first open the epic launcher it's fine. But if I launch any installed engine (in this case 4.11.2) before I open a project, steam VR launches. How can I disable this? I checked my plugins, there are no plugins at all for this engine. And I can't find any other options for it to turn off SteamVR.

#

I have unchecked the box in steamvr that tells it to open when applications open.

plush yew
#

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

hard silo
#

Hello, uhm. Do I ask questions about blueprints here or do I go to the #blueprint channel?

ruby chasm
#

Can someone tell me how and where to create a parameter to control the opacity of a TextRender whilst preserving its mask?

south ridge
#

@ruby chasm Multiply opacity by your value

#

Well

#

Add a clamp after the lerp node (clamp to 0..1), then multiply that with your own opacity setting