#ue4-general

1 messages · Page 110 of 1

gloomy horizon
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but that doesn't allow me to exclude

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So would I set global time dilation

paper kernel
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you then set the excluded ones back to 1

gloomy horizon
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and adjust the actor/player's time dilation by the opposite amount?

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ah

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okay that makes sense

paper kernel
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🤔 I think, never tried it

gloomy horizon
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so I would need an event that is used on every actor affected by dilation.

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triggered whenever I trigger time dilation

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makes sense I guess

paper kernel
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some BP interface would probably work for that

gloomy horizon
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Can you have multiple BP interfaces?

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On.. one actor. I mean.

paper kernel
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yea I think so

gloomy horizon
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Alright, I'll give it a shot! Thank you 😃

gloomy horizon
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If I wanted to create a "Spawnable" actor, where it has a spawn and despawn function so that I can have them respawn after a specific amount of time

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How would I gain access to the list of actors spawned in a map?

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so I can do that initial startup sequence to spawn all the actors manually and they can then respawn themselves automatically after their specified cooldowns

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I was thinking of just doing a check onbeginplay that checks if it should spawn by default

undone coral
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can we convert skeletal mesh to destructible ?

gloomy horizon
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you can convert to static

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and then convert to destructable

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Answers so far appear to be "No."

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But there are weird solutions like "I have not tried, but what if you create a squeletal mesh with only the bones and attach static mesh to them, after your model is even hard"

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Perhaps something has changed since then however. This was in 2014.

south ridge
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Export skeletal mesh, re-import it as a static mesh

gloomy horizon
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I do exactly what you describe i this video!

As long as your mesh is not contiguous / the various pieces are not connected,

you can simply use your skeletal mesh physics asset!

just delete all the constraints

and you will get the effect you want when you run simulate in the Physics Editor!
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Perhaps an answer lies somewhere in there.

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I guess deleting the constraints makes sense.

restive oxide
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hey guys, not sure where to post this one: I have perforce setup but I'm having an issue. I have added a few 3d packs from marketplace and I'm using a few items, but not all from those packs. I'm wondering if there's a way to only add the models I'm using to perforce so I'm not wasting space on the server

warped silo
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Yea, there definitely is a way to do that; but I've never done the process myself -- it could be as wasy as figuring out where UAssets from those content packs get stored, or as annoying as having to migrate out the ones you need from another project where you added the content pack. I wish I could be more help but I don't know your exact setup or config, but I'm certain that it's doable.

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@restive oxide Once the pack is imported, can't you just delete the ones you don't need? This will remove the UAssets and perforce shouldn't hold onto them if you either a) use the engine integration or b) manually mark them for delete and submit.

restive oxide
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how do I delete the not in use ones?

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I'm not sure which ones I'm using, marking them individually would be time consuming, I was trying to find a way to automate the process

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

gloomy horizon
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@restive oxide when you try to delete something it'll ask if you're sure you want to delete it and it will tell you where its being referenced.

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At least it does on my client?

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

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Please welcome @halcyon holly to the community! :beers:

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

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Please welcome @vapid panther to the community! :beers:

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

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

gloomy horizon
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Is there anything special about the default damage event?

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Can I just plug in my own instead (without losing any serious functionality)? I'm simply triggering their damage event on overlap anyhow.

fierce bluff
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I'm so bad at my own game... wtf

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

paper kernel
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@gloomy horizon not really, it's just in every actor class by default

plucky reef
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how to create a clothing physics ? I just need to add bones in the clothes then after adding bones what now?

gloomy horizon
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No lol what

paper kernel
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you can do basic clothing with bones

gloomy horizon
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Tian you import a plane that has no bones and import as a skeletal mesh

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Then you can make it into a clothing asset using the experimental tools

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It's pretty buggy though

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If that's your question

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I should add importing as a skeletal mesh adses a base bone but it's irrelevant

polar fossil
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Is anyone aware what's the UI toolkit used for the Launcher?

plucky reef
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I should check the Experimental tools

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after creating bones, I will just only activate the APPLY PHYSICS right?

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I got another question tho

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look at my model
I want to make him more like brownish like a mexicano with tacco lol, and I want to make him more rough not shinny like that

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Here is my material, I'm not yet familiarize with the material section, currently studying proper topology

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can I add a white/brownish color to combine with my Base Color? or my only option is to repaint him?

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

ionic sedge
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@plucky reef You can multiply the base color with another color, or use 3ColorBlend.

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For the shininess reduce the specular or increase the roughness.

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Import mesh (oh crap, forgot to tick import morph targets). Click import mesh again, selecting the mesh (oh crap, that reimports without a dialog box now). Open it in Persona, go down to the bottom of the settings, open Asset Import Data, tick Import Morph Targets, reimport with Persona button (??? no morph targets were imported), close Persona, click Import mesh and select mesh, morph targets appear now.

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Epic please.

plush yew
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Please, why it says it isn't in Content? Looks on adress, it is in content.

ionic sedge
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Migrating only works properly when importing into Content/

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You can move stuff after that.

plush yew
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Oh, thanks

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It doesn´t work for me

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When I migrating to Content

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"An asset already exists at location I:/Hry/WalogomCarvings 4.17/Content/HUDs/HUDSounds/Score.uasset would you like to overwrite it?" But they don't exist there

plucky reef
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@ionic sedge "You can multiply the base color with another color, or use 3ColorBlend." how?

ionic sedge
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What's the message in the message log?

maiden swift
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@plush yew What is the problem?

ionic sedge
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@neat yacht You put the nodes in the material editor? 😛

plush yew
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@maiden swift I can´t migrate sound wave files to content folder

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when I migrate it to another folder inside my project, it also copy every folder to those files

maiden swift
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@plush yew Please don't tag moderators for troubleshooting. Only do so when you see someone violating the rules.

fierce tulip
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and why are you calling out us moderators?

plush yew
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@maiden swift ok, sorry

sacred crater
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We're here to moderate the community, not to help with every question :)

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Oh pfist got it

maiden swift
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👍

plush yew
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But who can help me with that?

sacred crater
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people from this community

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answerhub

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forums

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reddit

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facebook groups

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lots of places to request help

maiden swift
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@plush yew In a chat like this, it's best to just ask your question and wait. If someone is online and can help, they'll answer you.

ionic sedge
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@plush yew I'm trying to help but it's not easy when you ignore my questions. 😛

plucky reef
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@ionic sedge I don't get it

ionic sedge
plush yew
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that is error

plucky reef
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now that's helpful! can't study this one since I'm currently studying proper topology Thanks @ionic sedge

maiden swift
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@plush yew Are you sure the file doesn't already exist? If you deleted it in UE4, it might still be there in Windows Explorer. Check the folder for the file outside of UE4 to see if it's there.

plush yew
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I had it only in Sounds

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and I want move it to another folder

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so it can't exist there

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and I don't see it there

ionic sedge
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Try right clicking the folder you want to move it to and do Fix Redirectors.

plush yew
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I don't want move folder

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only some files (sounds) from there

ionic sedge
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I didn't say you should move a folder... 😛

plush yew
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you want to move

ionic sedge
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Try right clicking the destination folder and do Fix Redirectors.

plush yew
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ok

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Done, now try it again?

ionic sedge
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Yes, does it work?

plush yew
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No

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still no

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so, how can I move it? 😦

ionic sedge
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Try right clicking the folder with the sound files in it and do Fix Redirectors there too.

plucky reef
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have you try restarting the UE?

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and restarting your system?

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

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I tried it also yesterday

plucky reef
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hmmm so just try this one if you don't have a choice left but this is also 50-50 chance rate okay?

plush yew
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How can I fix redirectors in Content? I though, only folder with sound files

plucky reef
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first exit UE and locate the "FILE EXISTING" outside UE, in windows explorer and try to move your "SOUNDS" to desktop for example and run UE, try to re import the thing you want to import then after save exit and try to import the sounds too

plush yew
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I can' import it again

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I am used them

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in BPs etc.

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everything will broke, when I import it again

plucky reef
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then just move it

plush yew
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it also broke, no?

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it must import again

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when I move it

plucky reef
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try to backup first

plush yew
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so also broke

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IDK how to backup :/

plucky reef
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just copy your whole UE project to another folder

plush yew
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it doesn't copy BPs, no?

plucky reef
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then that's your TEST folder, then try to do the RISKY moves, and if successful and nothing broke then do it in the original file

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it does

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just locate your project in desktop then copy it

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to other location

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and that's your safe testing project

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so if something goes crazy then at least you got your original project

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

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Please welcome @lunar maple to the community! :beers:

upper heart
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4.17.2 coming this week?

ionic sedge
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Next week according to 4.17 release thread.

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It seems like there's an option in the Editor Preferences called "Show Import Dialog at Reimport" (in miscellaneous), good to know. 😛

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Really disliked the 4.17 behavior.

humble rivet
gloomy horizon
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Does it... work?

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Branch False -> No it's bad
plush yew
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Please welcome @fiery hamlet to the community! :beers:

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

gloomy horizon
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You can send a pawn through an actor node but not an actor through a pawn node

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

thorny iron
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good lord the marketplace is annoying to navigate

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when I click < Back, it returns me to the top of the page

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making me scroll each time

gloomy horizon
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Yeah I still have 30 bucks from when they handed it out after UE4 went free to play 😛

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Can't navigate their store since it launched so I just don't spend it

uneven shard
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anyone know if theres an option to make the new folder button in world outliner create a child folder instead of a parent? im looking through the options and don't see anything obvious

silk pumice
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if you hold alt key and and arrow left or right it moves the box on the grid up and down but if I do up and down arrow it does not do anything. how do you move the box with keyboard across all axis?

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like left,right,forward,back, up, down

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:

gloomy horizon
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Anyone know what the reset button does here?

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I can't seem to figure out much about it.

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

upper heart
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has anyone done character air movement via mouse?

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like this

floral heart
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E.g. Air control?

upper heart
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yeah I'm messing with that. That is for keyboard, not mouse. but I guess it's a place to start

floral pagoda
gloomy horizon
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@upper heart it's not air control with mouse

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it's a constantly moving forward direction based on character rotation

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and it just so happens mouse movement plays a larger role in that

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You want to limit your forward momentum with your normal speed limit but crank up the velocity whenever your mouse is moving and W is pressed

upper heart
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I see 😃 That is helpful, thank you Supa

gloomy horizon
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Indeed ^_^

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

frank escarp
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blender 2.8 is going to be super stacked

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better viewport than any other software

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it seems it will even look better than Marmoset

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i made this today, wich is a beautified render of a model from my game

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i just remadde the same materials they were in ue4

gloomy horizon
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decent

frank escarp
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blender 2.79 adds the "principled" shader

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this shader for cycles is basically the same thing as unreal engine material

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so you can plug the textures directly

ionic sedge
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I hope 2.8 brings better performance for rigs with the new dependancy graph, can't view the mesh and play back at 30 fps now, using a mirror modifier and stuff.

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

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

pallid compass
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Thoughts on limit to the amount of materials u would have on the character?

frank escarp
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btw, blender 2.79 releases tomorrow

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@pallid compass just dont be a fucking idiot

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more materials = more drawcalls

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not much more of a performance hit

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and of course, it lets you separate special materials for things like glass

pallid compass
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Yeah im aware

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But what really is too much

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i have no scope of too much for say 10 chars on screen each

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or 100

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etc

frank escarp
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btw, remember the guest in last UE4 Blender Stream?

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mike erwin?

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he is going to work on the GLTF workflow in blender

bleak cargo
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Depends on what your use is for

frank escarp
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just remember. Even the incredibly high quality characters of Paragon dont have more than 3-4 materials

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and thats for incredible high fidelity stuff, with things like skin material or hair material

pallid compass
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wait what..

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theres like 3

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for just the head

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i remember seeing that

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its gotta be more than 3-4?

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Skin, hair, eyes, armor, weapons? etc

frank escarp
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weapons arent counted

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armor usually goes alongside the rest of the body

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yeah, skin, hair, eyes are all separate materials

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due to how different they are

pallid compass
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im just thinking for my ships thats all

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Body, wings, engine, then weapons

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and other stuff

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getting worried its too high

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

frank escarp
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why would you need multiple materials there?

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you can put everything in 1 map

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im sure 1 4k texture is better than 4 2k textures

pallid compass
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no lol

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not if u have loads of parts

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u cant fit it in single 4k map

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the normal map texture loss is awful

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

gloomy horizon
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What would you folks recommend for spawning text in 3D Space?

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I wanted to make it something I can call from other classes at random

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so I can display text above damaged enemeies (Like damage dealt)

livid haven
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Do you really want it in 3D space?

gloomy horizon
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Yeah, borderlands style.

livid haven
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Or do you just want it in 2D space corresponding to a 3D position?

gloomy horizon
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Hmm

livid haven
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I don't recall how it looks in Borderlands.

gloomy horizon
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That's a good point, neither do I actually.

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Yeah I think 2D text

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in 3D space would be bettter tbh

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especially in VR

digital anchor
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i got curious and went to search borderlands item drops

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lmao

livid haven
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So, what comes to mind is that you'd have a Canvas in your HUD

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Spawn a widget at the deprojected position of their head.

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Have it update it's position each tick based on the old 3D position it was spawned at.

gloomy horizon
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how do I get the deprojected position

livid haven
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I don't recall the exact API.

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But you can find some hits on deproject, project, world, viewport, screen

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Alternatively (sorry for the delay)

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You could try using the UMG widget component. Probably best to spawn 'em on a separate actor located where the original actor was, so it doesn't get destroyed with them.

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I think you can make the UMG widget component auto-billboard.

gloomy horizon
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no prob for the delay

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i had a spider crawl on me and due to recent back injury hurt myself more than I should of tryingto get it off

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

uneven fractal
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any starter tutorials you guys would recommend?

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

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

wheat grotto
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@uneven fractal what were you looking to start with? Have you looked at the starter content?

uneven fractal
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Not entirely sure the engine is dling atm so I'm just making a list of need to watch guides and such

wheat grotto
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Has a lot of introductory stuff.

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If you're going to program, might want to check out the reference library as well.

uneven fractal
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very intresting stuff my only coding experience is going from bottom up with java making shite little programs for a programming class so this is very intresting how it's much more top down oriented with everything already being there

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

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

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

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

uneven fractal
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dang people are constantly joining

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?

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

snow pier
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nah dont mind me im just here to lurk

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

tulip vault
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!gameidea

plush yew
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A horror game where you whistle at conspiracy theories to gain levels and you can only make one mistake.

tulip vault
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!gameidea

plush yew
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A shooting game where you poison magic cards to unlock a mysterious door after landing on a mysterious planet.

tulip vault
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sounds kinda like doom

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

analog isle
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I like beer

steady frigate
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Is it just me or is downloading 4.17.1 painfully slow for anyone else.

fiery harbor
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@steady frigate how slow is painfully slow?

steady frigate
fiery harbor
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ah, that's quite slow

steady frigate
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Yeah should still be done before UE5 comes out though 😄

fiery harbor
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you can get it from github if you don't mind compiling it yourself

steady frigate
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that would mean compiling on windows

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I dont mind compiling software, I detest compiling on windows.

fiery harbor
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eh?

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I think you can compile it on Mac too if you prefer that

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or are you a Linux guy?

steady frigate
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Linux 😄

fiery harbor
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ah nice

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what's the alternative to visual studio on Linux?

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visual studio is so great, I can't imagine Linux has anything better, so why do you dislike compiling on windows?

steady frigate
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for the stuff I've done which isn't a lot mind you I never use anything except geany and G++

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like those are the only 2 things I need. Dependencies not included

fiery harbor
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ok

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I dislike windows, because I dislike closed source software from huge companies, but I still think it's an awesome platform for developing software

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@steady frigate did you take a look at that already?

safe rose
steady frigate
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I saw it ages ago but never tried it. Which is why I still have windows in this dual boot machne

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

steady frigate
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Well its finally downloaded now thanks for the help and sorry about just coming here and moaning about my slow internet 😛

shy heron
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WHO WANTS TO PLAY [MAD GAB] ????

Its easy ... ill say some words like
ASK RUDE ARRIVE HER
and you gotta say it out loud and type what it sounds like your saying , in this case
if you say "ASK RUDE ARRIVE HER" out loud , it sounds like your saying
"A SCREW DRIVER "

GET IT ? if you want to play give me atleast 3 thumbs ups and we will begin

ruby chasm
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Anybody ever get lag in UE4? Looks like low FPS but no FPS warnings, my mouse lags behind a little, project takes long to load etc. I have an i7700K, GTX 1080, 16 GB ram and my CPU and memory usage is between 10% - 40% when I'm not doing anything heavy but the lag still happens.

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I updated my GPU driver.

icy wind
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anyone have experience with perforce? used to a single classic depot but trying to make 2 different stream depots but i keep getting a ...#head - file(s) not in client view. error, not entirley sure how to fix it but im sure its simple x.X

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ooohhh.... think i might of found the issue x.X

safe rose
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@icy wind you good now?

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You forgot to add the stream to the workspace probably

icy wind
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yea, but i noticed in the history the revision are going up strangley like from 5 to 8 etc

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or 4 6 7, is the history still showing the difference between the two depots?

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anyway to get each depot its own history?

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nvm, got it... tend to find the answer right after i finaly ask the dam question x.X

safe rose
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@icy wind Yo

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What did you do to get the depot its own history?

icy wind
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@safe rose created two additional folders inside the the holding folder for my projects for perforce

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not sure if its what your supposed to do or is a hacky method but hey it works >_>

jolly void
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anyone accustomed to packing to UWP could give me some lights? my first issue is straight not being able to build the UE4 generated file from the uwp to unreal fork

frank escarp
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blender 2.79 released

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the last stable release before the madness of the 2.8 branch

ionic sedge
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I tested 2.8, pretty cool.

steep flicker
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The Denoise for Cycles looks very interesting.

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and the PBR one for all shader.

cloud cobalt
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What's wrong with 2.8 @frank escarp

frank escarp
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its incredibly half-baked right now

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and will be very buggy for a long time

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i remember the 2.5 days. It didnt become properly stable until almost 2.6

cloud cobalt
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Well, it's not released, is it ?

ionic sedge
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It's not done but there are experimental builds if you want to try it out.

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I think the transition to 2.8 will be way smoother because of the devs experience with the 2.5 process though, they planned things way better this time.

frank escarp
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@cloud cobalt its not released, but when 2.8 itself releases officially, you can be sure as hell its going to be crashtastic for a while

cloud cobalt
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I certainly hope not :/

ionic sedge
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I doubt that you will have many crashes.

frank escarp
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few people will use blender 2.8 before official

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wich means that only part of the bugs will be reported

ionic sedge
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I tested it and didn't crash once. It will crash if you've got an old GPU that can't handle the new opengl requirements though.

frank escarp
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once a blender version gets released, WAY more people try it

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as such, much more bugs get reported

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and eventually get fixed

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right now blender is rock solid

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but thats becouse they have been chilling with the features a bit lately

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blender 2.8 is balls to the wall FEATUREEEEEEEEEEEEEEEEES update

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so much new stuff will be buggy

ionic sedge
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Buggy, sure. I doubt it will crash though.

frank escarp
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its written in C

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it will be crashtastic

ionic sedge
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I don't see why that would be the case, Blender is still C (+ python) right now and doesn't crash. 😛

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I think you're way more likely to crash now rather than later, but you can still report any bugs on the Blender bug tracker if you find them.

frank escarp
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its stable now becouse they have been fixing bugs for a lot of time

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Blender 2.5 was all the new stuff, it was ridiculously crashy

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by 2.6, they made it stable

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and broke it becouse on the 2.6 series they started to add features at a extreme pace

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from GSOC and similar

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but kept it under control

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the 2.7 series slowed down a bit, and they focused more on bugfixing before releases

keen plank
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@Epic Staff i really wanna thank you so much to all epicgames team, everyday i`m discovering new awesome stuff, you really Rock EpicGames, this is MadNess, love you all 😃 🤘

topaz jay
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Has anyone had issues adding a plugin as an engine plugin on version 4.16 ? mine is simply not being listed it seems and i can't figure out why

bold siren
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has anybody else had a bunch of crashes when using the sequencer in 4.17?

scenic chasm
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Not sure if this is your issue. Might want to roam github on the 4.17 branch to see if anything is upcoming.

bold siren
scenic chasm
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awesome...!

thorny iron
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Hey guys - what are your tricks for organizing marketplace assets in your folder?

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as opposed to having lots of 3rd party folders ;\

stoic agate
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I keep all marketplace in a separate project organized by however its delivered by default. If I come across something that is actually usable (seems like 90% isn't) I then Migrate the asset I want to my project

thorny iron
#

Still when you migrate it, it'll come with all its named folders

#

why do you say 90% isnt usable?

#

I MUST know why you find them unusable :p

#

@stoic agate

gloomy horizon
#

How can I grab the rotation from one actor to another?

#

Not necessarily the player either, just the rotation that would be the heading direction towards another object.

stoic agate
#

@thorny iron Sturgeon's Law

obsidian nimbus
#

from what i read the cpu are pretty decent for price atm, vid card mwehhh

#

was hoping for more power for less power 😛

frank escarp
#

threadripper is cool for compiling

#

and baking lights

#

pretty sure of that

#

but its singlethread performance is just "ok"

obsidian nimbus
#

as for marketplace stuff , a lot of stuff u can find free on the forum and it will work better cuz many more ppl contribute

#

there are a few good sellers , but there is a lot of hacky stuff on there

#

i gues its good for props like trees and materials

thorny iron
#

trees yes

#

grass yes

#

materials - maybe - although I find it more productive and more control with Substance

#

absolutely love substance

halcyon marlin
#

!gameidea

#

did I break it?

thorny iron
#

actually does anyone know if this looks any good:

obsidian nimbus
#

yea u get free materials if you have substance... its only for ppl that dont have it/ dont do materials i guess

#

for furniture and scene building its great i guess

#

it looks good on the pic

#

and epic has a water planes project in learn tab

thorny iron
#

I do use the ocean plugin from community but it's not good for smaller planes

#

(ie lake, pond etc)

#

yea ill check epic's, last I checked a couple years back it was kinda lacking but will look again

#

they're not too difficult to make either - ive used them in some instances, but i dunno, sometimes its nice to see what other ppl make 😉

obsidian nimbus
#

yup true , its hard to see from a few pics if its any good, could be worth the money i have no idea

toxic wagon
#

what all does the animation starter pack have?

obsidian nimbus
#

grab it , its free 😛

toxic wagon
#

I don't want to install it just to see what it has :v

floral heart
#

Do it anyway

toxic wagon
#

I wasn't even going to use them

#

but whatever

floral heart
#

Step 1: Buy 2 TB SSD
Step 2: Download all the free things
Step 3: ...
Step 4: Bankruptcy

proper quiver
#

hey all, I have a folder I need to add as additional non asset directory but I want to EXCLUDE a specific folder in that directory

#

how do I do that?

surreal viper
#

exclude what from where?

proper quiver
#

I have a Content/Scripts folder I want to include as Additional Non Assets To Copy

#

but I DON'T want Content/Scripts/game/node_modules

cyan grotto
#

kind of a dumb first question but I'm litterally taking my first steps with UE right now

#

my visual studio is checking LOTS of files at moment

#

is it going to do this each time, or with each project, or is it a one time scan?

livid haven
#

@cyan grotto First time cost, generally, but that's Intellisense. Intellisense is kind of shit at coping with UE4's size and complexity. The only alternative is buying a 3rd party plugin called Visual Assist X from Whole Tomato Software, $100 US.

cyan grotto
#

ah, not something I can afford I am afraid

#

thanks for the answer

livid haven
#

Shouldn't be a huge problem.

#

The bigger problem is that Intellisense just doesn't behave very well and you might be left without autocompletion in some cases or unable to easily jump to the declaration/definition for something.

cyan grotto
#

yeah, I had a couple times where autocompletion didn't really keep up

#

...that's going to bother some people at school

#

I am looking at you, people who_name_your_stuff_like_this

uneven fractal
#

where do I find the parameters tab in persona_animations?

safe rose
#

@Xanjis#5079 For which?

#

shoot

#

@uneven fractal

uneven fractal
#

not sure just got unreal 4 and I'm doing the tutorials but part of it seems to be outdated

#

I guess X-axis label X-axis range and X-axis divisions @safe rose

safe rose
#

@uneven fractal they are broken up into 4 chunks now

#

It is no longer one whole "persona"

#

It has split personalities

uneven fractal
#

oh god

safe rose
#

no, it's good

#

but if you have any further questions @uneven fractal try #animation

uneven fractal
#

alright I wasn't entirely sure since this was like the baby tutorial before it branches off into distinct branches like graphiics animation audio ai ect

unique spire
#

guys is there a way to send a game asset as a prefab?

#

with all the mats already on the object?

safe rose
#

@unique spire umm

#

Yes

#

You can put them in a Blueprint Actor

unique spire
#

hmm okay is that the only way?

safe rose
#

I mean

#

I don't understand your question

#

This isn't Unity

#

We don't have Unity Prefabs

#

BUT

#

There is a plugin that does that

unique spire
#

so a 3 artist made a model for me and she wants to send it me but when it goes in the ue4 engine i will need to manually add the textures and mats

safe rose
#

well duh

#

UE4 uses Materials

#

You will need to hook them up in Mats

#

and then put those Mats on the Static Mesh

#

or SK

unique spire
#

yeah thats what i thought

safe rose
#

Your question was confusing 😉

unique spire
#

sorry bro

safe rose
#

It's okay

unique spire
#

bit silly how u cant send a model over to ue4 and have all the textures applied onto it

safe rose
#

Umm

#

I don't think you can do that even in Unity

#

But I didn't do any 3D work in Unity

#

So, I guess I wouldn't know

unique spire
#

yeah same been agers since i used unity

safe rose
#

Yeah, you would be hard pressed

#

To find an engine that could do that

#

I mean, I don't think it's impossible

#

There must be a way for the importer to handle it

#

There was a discussion about this last night

#

Actually

#

Someone wanted a programmer to make such a plugin

unique spire
#

okay

#

well thanks for your help

#

😉

uneven fractal
#

so I'm totally new if I'm interpreting this right you wanted your model that's already skinned to be imported into ue4 with that skin already as a material?

safe rose
#

@uneven fractal I was assuming he already knew how to import into the engine

#

since they are default on

uneven fractal
#

oh don't worry I got it eventually

#

The parameters I was looking for were there by they changed they names of the ones I was looking for in an update

icy wind
#

glorious... especially the needs update button x.X

safe rose
#

Post if you have any ideas

#

Or just if you support or hate it

#

Epic really needs more input

#

More constructive ones obviously

icy wind
#

ue4 evolves at such a pace it should almost be a prerequisite that theres a need update button

safe rose
#

I agree

#

I thought I had proposed this once

#

But I think I was talking to someone directly though

urban salmon
#

UE docs turning into a wiki is a... bad idea.

safe rose
#

not a wiki?

icy wind
#

i say start with the needs update, then if it comes to a certain point rely on the community

#

if anything should have needs update button or - this doesnt exist in ue4 button anymore x.X

#

j/k sorta >.<

plush yew
#

Please welcome @final oar to the community! :beers:

safe rose
plush sky
#

Hey, does anyone know if we can use the unreal logo for a splash screen when the game is opened?

#

and what are the guidelines?

#

can we edit anything?

safe rose
#

@plush sky gotta fill out form

#

and ask

livid haven
#

I can't answer any of that but I'm pretty confident that stuff is answered on some legal page or some such

safe rose
#

usually won't be an issue

#

Read that

#

And follow the instructions

livid haven
#

I know it's not without constraints, especially after less than savory titles used the logo and thus associated Epic/Unreal with their content.

safe rose
#

Aye

#

And they want us to use Black Logo now

#

versus the colored version

#

😭

#

Which is obviously 100% up to their discretion. Since it's their new logo.

livid haven
#

The link you provided actually says to talk to them about customizing.

livid haven
plush sky
#

i just want to add Powered by above it

safe rose
#

Look up

livid haven
#

Look down

plush sky
#

haha

#

cool

safe rose
#

lol

plush sky
#

thanks guys

safe rose
#

The whole page

#

he needs it

livid haven
#

Aye.

safe rose
#

If he doesn't need it tailored, above

#

If he wants to, below

#

😃

plush sky
#

i mena i just think they should have the credit of the game makes it. lol

livid haven
#

Just saying you can customize it, with their approval - they're not unwilling to discuss that and include instructions for getting it cleared with them.

plush sky
#

by creedit i mean that they get credit the game was buildwith unreal engine

safe rose
#

Aye, they are pretty quick to tell you what's good or not

#

literally less than 24 hours from when I submitted once

plush sky
#

awesome

#

thanks guys

livid haven
#

I think the main credit they care about is that 5% royalty. 😉

plush sky
#

haha yeah

safe rose
#

Their Legal staff doens't look to be overworked ;0

plush sky
#

whats the threshold?

#

75k?

safe rose
#

3k

livid haven
#

Oh, way lower than that AFAIK

safe rose
#

3k per quarter

plush sky
#

wait really?

#

Ah ok

safe rose
#

so 12k per year

livid haven
#

Yeah, 3K is what I recall.

safe rose
#

I mean

plush sky
#

so 9k per year

safe rose
#

?

plush sky
#

12 sorry

#

lol

safe rose
#

there's 4 quarters...

#

lol

#

How are you doing your game math?

plush sky
#

my bad i am brain dead, been on this for 2 days straight

safe rose
#

Heh, trust me, I can understand the feeling

plush yew
#

!help

#

@plush yew, Sent you a DM with information.

plush sky
#

haha, yeah. and i was stuck on such a simple BP issue.......took hours to work it out and it was such a simple fix....

#

i think i need sleep lol

safe rose
#

@plush yew ok

#

wait what

#

!help

plush yew
#

@safe rose, Sent you a DM with information.

safe rose
#

hmm, guess I never noticed that

plush yew
#

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

remote roost
#

Alright, I can't for the life of me get the length of my level sequence as long as I need to get it to be.
How can I extend the length of it?

safe rose
#

Right Click

#

Set End Time

#

Time Bar, Dark Grey Top

#

or just move the red line

remote roost
#

Isn't changing anything, my camera cuts is below what I want it to be

#

should i just redo the end part

#

as it probably wasn't being recorded

#

I just can't get the track to be any longer for some reason

#

Making camera cuts longer just breaks the level sequence and it won't even spawn

plush yew
#

Hi all. My message log is kind of not on screen so I can not see what it wants to tell me. Is there some way to get it back into view? Closing and opening again doesn't help =/

plush yew
#

Please welcome @wintry dragon to the community! :beers:

robust tree
#

hey

plush yew
#

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

#

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

plush yew
#

Please welcome @karmic sluice to the community! :beers:

#

Please welcome @fallow latch to the community! :beers:

plush yew
#

Please welcome @acoustic dock to the community! :beers:

plucky reef
#

Now I'm done with my model

safe rose
#

@lean fog @steady fractal so sexy

plush yew
#

Please welcome @winged belfry to the community! :beers:

steady fractal
#

?

#

I mean

winged belfry
#

Hello guys! Can you explain me how it here works?

steady fractal
#

I know I'm sexy

#

I just thought I was the only one who knew it

#

Oh man that felt good

winged belfry
plush yew
#

Please welcome @primal prairie to the community! :beers:

primal prairie
#

Hey

winged belfry
#

I have got problem with Editor (there is missing channel for #editor), I'm installed CLion plugin yesterday and everything worked great. But I miss compile button today. Anyway C++ Source files all still in editor, only the Compile button is missing. Can anyone help me fix this issue?
UE: 4.17.1
I'm tryed to regenerate Visual Studio project files.

#

There is screenshot how I mean it.

plucky reef
#

how did you create that facial animiation @steady fractal ?

steady fractal
#

is live video

#

of peoples everytime I tell a joke

plucky reef
#

that is your work right?

#

@steady fractal

cloud cobalt
#

It's not

#

In case you're serious

steady fractal
#

I MAKE THE MONKEYS

safe rose
#

@steady fractal OH you're back

#

Where have you been hiding monkey?

#

🐒

steady fractal
#

On the high seas

#

SEE

#

IS MONKEY

ionic sedge
steady fractal
#

It's blender 2.8 I'm looking forward too 😉

plush yew
#

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

plucky reef
#

I tot it's his work

#

can anyone here teach me about facial animations?

surreal viper
#

just make weird faces in front of a mirror and u will know everything

plucky reef
#

I mean animations

#

Workflow

cloud cobalt
#

What do youw ant to know exactly ?

#

It's not exactly something you learn just like that

primal prairie
#

Does anyone know much about important blender FBX to unreal?

#

i find my scale is very off

ionic sedge
#

You need to change some settings from the default.

primal prairie
#

Can you point me in the right direction?

ionic sedge
primal prairie
#

ah okay, i have it set to metric

#

but not a smaller unit scale

ionic sedge
#

Then select your rig and scale it up by 100 times, then select it and do Apply Object Transform selecting scale, then do the same for the mesh.

primal prairie
#

Wouldnt that just make it so the unit scale is actually 1..?

ionic sedge
#

You would think so, but that's not what happens. What happens is that things look normal but are really 100 times bigger, which solves scale issues for rigs in UE4.

primal prairie
#

Damn thats odd

#

lol

ionic sedge
#

Blame UE4 for not handling rig scaling well. 😛

#

But with the settings I posted things should work the same as in Maya.

primal prairie
#

so then i have to change camera clipping settings etc just to look at the mesh in blender

ionic sedge
#

Yeah.

primal prairie
#

Pretty sure its still the same size in unreal :/

ionic sedge
#

So what is the scale problem?

primal prairie
#

Or maybe it is just huge.. im trying to figure it out

#

basically i have a pine tree

#

that is something like 65m tall

ionic sedge
#

Did you apply transforms for the rig and mesh? You should also export at 1 scale.

plucky reef
#

I need workflow for facial animation hmm

primal prairie
#

I appled scale to the object

#

and rexported at 1

#

how do i apply transforms to the mesh?

ionic sedge
#

If it's not a rig you should only do it to the mesh.

#

But scaling works properly for static meshes so that's not your issue probably.

#

What happens in UE4?

primal prairie
#

One second let me check something

#

how do i make a box in unreal with metre dimensions?

graceful falcon
#

I'm having troubles getting SceneCaptureing to work the way I want. I set the Capture Source of my SceneCaptureComponent2D to "SceneColor (HDR) in RGB, Inv Opacity), as you can see in the screenshot. Also, the preview of the render target looks perfectly okay. But when I open the render target, the object is being rendered fully transparent. Render Target Format is set to RTF RGBA16f.

ionic sedge
#

Try changing inverted opacity to something else.

graceful falcon
#

I've tried all of the options, I either get a fully transparent texture or the object starts to glow:

#

SceneColor (HDR) in RGB, 0 in A leads to a fully transparent texture.

#

The glowy thing comes from using "Final Color (LDR) in RGB"

ionic sedge
#

So in the mode with inverted opacity, what shows if you double click the texture and disable alpha?

graceful falcon
#

@ionic sedge By selecting a Render Target Format without alpha channel, you mean?

ionic sedge
#

The one you showed first above.

#

Try double clicking the texture target and disabling the alpha channel.

graceful falcon
#

How do I disable the alpha channel?

ionic sedge
#

If you double click the render target texture?

graceful falcon
#

Ah. Never mind, found it.

ionic sedge
#

😛

#

It's in View.

graceful falcon
#

I had to click on View, yeah 😃

#

That's what I get then

ionic sedge
#

o_O

#

Try setting the capture mode to LDR again and the texture to LDR too.

graceful falcon
#

Fun fact: When I switch to a different tab, then back to the render target, it is rendered as it should be, then it changes to the image you see above

#

How do I change the texture to LDR? Switching to TF RGBA8?

ionic sedge
#

Yeah probably.

#

I mean it shouldn't glow, if anything it should get darker.

graceful falcon
#

... it still glows.

ionic sedge
#

How are you using the render target?

graceful falcon
#

I'm rendering it to my HUD using DrawTexture

ionic sedge
#

But how are you capturing the mesh?

graceful falcon
#

In C++, I do:

    capture_->bCaptureEveryFrame = true;
    capture_->bAutoActivate = true;
    capture_->TextureTarget->ClearColor = FLinearColor::Transparent;
    capture_->UpdateContent();
    capture_->TextureTarget->UpdateResourceImmediate();
#

That's in BeginPlay

#

That's how I draw it: DrawTexture(camera_->GetTarget(), 500, 400, 128, 128, 0, 0, 1, 1);. GetTarget() returns a pointer to the render target.

ionic sedge
#

You could try using a material instead, and use 1-x on the opacity.

dim quiver
graceful falcon
#

That would be a possible workaround, I guess. I just copied my capturing setup to a new, empty level, disabled Capture Every Frame and it looked like the way I want it to look. Maybe I fucked something up somewhere, I'll keep looking. Thanks for your help so far, @ionic sedge !

plucky reef
#

haha

#

@dim quiver haha

graceful falcon
#

@ionic sedge Looks like it has something to do with orthographic rendering

ionic sedge
#

Okay, you could just try a camera with really low FOV then.

plucky reef
#

okay okay, now how do I make a animation? facial animation to be exact, tell me details I know the different expressions but how will I put it into animations? the easiest workflow (adding bones and weight painting and move it manually one by one etc) like that, step by step

ionic sedge
#

Choose either bone animation or morph target animation, then animate it in a 3d software like Blender.

cloud cobalt
#

Motion capture is what people do nowadays

plucky reef
#

that's the one I wanna talk about, the motion capture

#

can I use my dslr or this c922 pro to record my animations and then bind it in 3d software? (facial capture)

ionic sedge
#

You could put markers on your face and track that in 3d software, I haven't done that myself though.

#

For me just animating with keyframes is way easier.

plucky reef
#

but I can do that with any HD camera right? I don't need kinetic camera right?

#

but I need many facial animations

#

so this recording project will save a lot of time

cloud cobalt
#

Frankly, I'd advise against doing a game that requires facial animation, as an indie.

next badger
#

@dim quiver Wanna get banned?

cloud cobalt
#

It's something the biggest studios sometimes fail to do properly, it's a huge lot of work

#

You still need to know animation

ionic sedge
#

What kind of animations do you need?

cloud cobalt
#

You still need actors

#

You still need competent 3D artists

gloomy horizon
#

Is 1 Unreal unit 1cm?

cloud cobalt
#

By default, yes

plucky reef
#

@cloud cobalt it's fine but I wanna study that too, so all I need is a proper help

#

there's nothing wrong if you wanna expand your knowledge right? hmm

#

curiosity

cloud cobalt
#

Just a warning. You're talking about needing "many facial animations", so I need to be clear that you don't do that as an indie

#

Just like you don't build a MMO, etc

plucky reef
#

yup I'll remember all your warning/sayings since you're a good indie creator ^_^ much respect to you sir

next badger
#

@plucky reef You may stick with FaceRig, it's probably the cheapest solution on the market

plucky reef
#

but can you tell me how? I got HD cameras

#

facerig? can I put my custom made character there?

next badger
#

@plucky reef yes, You can, otherwise why would I suggested it...

plucky reef
#

@next badger thank you so much, I'll try to look at it

#

I think it's a character that comes with software

#

can I import my custom character there?

next badger
plucky reef
#

now that's a perfect answer!

#

I tot facerig can only track your movement ONLY with their base characters

#

IRFaceRig enables you to embody awesome digital avatars in real time. IRFaceRig expression tracking is powered by Intel® RealSense™.

what if I got thread ripper?

#

($299.00) oh a 300 dollar software, haaaaaays RIP WALLET

pallid compass
#

anyone help me with some basic math

#

im potatoing

#

I need to remap two values

plucky reef
#

1+1 is always 2 then

#

kidding

pallid compass
#

A) 36.6 sens, too 2400 dpi
B)21.20 sens too 2400 dpi

now i need A and B for 3200 dpi same ratio ofc

plucky reef
#

I only know the addition, sorry lol

pallid compass
#

actually i should ask in programming oops

plucky reef
#

so I need to ratio it?

ionic sedge
#

I wonder why reimporting my head mesh made morph target editing suddenly crash UE4. o_O Importing without reimporting fixed it, so I would have been screwed if I didn't know about the option to change the Import button into a real import button (instead of just reimporting since 4.17).

#

But I sent 5 crash reports or so, hopefully it gets fixed. 😛

ashen brook
plush yew
#

hey im a bit stuck on something i've been at this for 17 hours so far and gotten exactly nowhere

#

im trying to calculate rotation from yaw and pitch only and pass that variable into a material

#

the 'roll' is always 0 (its the suns direction), but if I pass in both vectors and use a constant to set the roll to 0, my sun disk doesn't work right

#

i have no idea whats going on and i've been timed out by google from google searching too much

#

after 6 hours of trawling google i got nothing

#

and the few bits i did find led to dead ends so i kinda really need some help here

#

no one?

keen birch
#

@plush yew Patience, if people see this and can help you they probably will. Not everyone neurotically checks their Discord every five minutes 😛

plucky reef
#

@plush yew so what do you really need?

plush yew
#

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

thorn topaz
#

Is there a way to turn off automatic compiling when adding a new c++ class?

livid haven
#

I don't think there's a setting for it, no.

#

You might be able to use the widget reflector for Slate to find the code for the new class wizard and figure out where it does the build request.

plucky reef
#

someone has maya software here?

cursive dirge
#

most likely someone has

plucky reef
#

oh I got it now

#

just the problem with the tools

#

I deleted the psy file

#

just reverted it back to its default setting

wintry raven
livid haven
#

Interesting.

#

Never even considered how a lack of real-time rendering was a factor in getting CG on the small screen.

#

Make some sense though - offline rendering offers higher quality but far slower rendering times and that means speeding it up through the application of sheer processing power... which requires the application of sheer sums of money.

inner mountain
#

Guys, what is used for "Compiling Shader" – CPU or GPU?

#

or both

ionic sedge
#

CPU.

inner mountain
#

@ionic sedge thanks!

scarlet jackal
#

What happened to the options button?

maiden swift
#

Since the button says "Resume", I'm guessing you paused an update?

scarlet jackal
#

Not that I know of, but it's a possibility.

#

I just clicked resume and it instantly popped up with a message saying install failed.

maiden swift
#

Hm.

scarlet jackal
#

Wait.

#

I need to close the engine.

#

😄

maiden swift
#

lol

#

That would help!

scarlet jackal
#

Indeed.

#

Ah, there it goes.

maiden swift
#

👍

#

As far as I know, Options should reappear when it's done installing.

scarlet jackal
#

Okay, thanks for the help.

reef python
#

how do i switch from like main menu to like match making screen

#

?

tiny loom
#

SpaceX you could either unload/load widgets or you can use a separate levels

#

there are actually a ton of ways

#

if you are looking for recommend way, i'm not sure sorry

gloomy horizon
#

Anyone here know how to convert a rotator into a vector that could be used for impulse?

#

I'm currently using the player location for testing purposes, and the location of an object, and I'm trying to get the impulse direction that would be required from the player's direction towards the objects.

livid haven
#

Rotator.Vector()?

gloomy horizon
#

As if the player were blasting it b ackwards

livid haven
#

Pretty sure that's legitimately the API.

gloomy horizon
#

@livid haven I'm using Blueprints.

livid haven
#

Buh... there should be something for it? Direction maybe?

#

Forward? Direction? Vector? One of those has got to have a search result that looks right.

gloomy horizon
#

Forward vector.

#

Thanks.

#

😄

livid haven
#

👍

harsh tiger
#

Hello everyone, so I made a bp thats makes tree logs and rocks fall down and when they hit the player you take damage. It was all working fine then I made a build of my game and when I loaded it up some textures were missing that I don't care about but more importantly some tree logs dont give me any damage but all the rocks do. I use the same code on both rocks and tree logs but i dont always take damage from the tree logs. The key thing is its also stopped working in the editor and I dont know why because I didnt change anything.

Does anyone know why this may happen and do you have a fix for this?

If anyone has a solution please message me as a seperate discord message as I don't see every message that gets sent to me.

safe rose
#

@wary wave We can't ping mods on the forums?

#

@tough berry you're green 😃

tough berry
#

Yes, my name is green.

safe rose
#

By pinging, I meant @modname on the forums @tough berry

#

Is this intended

tough berry
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It used to work... dunno since change in forums.

#

Haven't tried.

safe rose
#

Hmm sucks.

#

Okay, probably not then.

tough berry
#

😦

safe rose
#

Tagging's the right term I think anyway

#

So, if you guys do anything cool and we want to mention you. We can't.

#

ggwp

proper quiver
#

I want to copy a scripts folder from one of the plugins to the packaged game's folder

#

there's an EngineDir, ProjectDir but no "TargetDir" or some such

oblique sorrel
plush yew
#

Please welcome @mortal moth to the community! :beers:

plush yew
#

Please welcome @grim prawn to the community! :beers:

toxic vale
#

Why does
Assertion failed: Offset >= 0 [File:D:\Build++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 148]
KERNELBASE.dll!0x000000007494A9F2
AutismoDrift.exe!0x0000000001362AAB
AutismoDrift.exe!0x0000000001362AAB

happend after importing some assets..

#

on the game launch, so confused, keeps happening on some assets

gloomy horizon
#

Is there a way to explicitly delay an action from triggering by literally 1 frame?

#

I basically want to execute this code and then the code at the end of that set with 1 frame in between them haha

grim ore
#

As far as I know a delay node of 0 is 1 frame

#

But if your doing it on a tick you can just store the value then use it the next tick

#

Which it seems like you are doing? So set the toss speed before you set the last frame position variable and it should be what you want?

toxic vale
#

meh never gonna understand this import issue why it causrs the error on packed client

gloomy horizon
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@grim ore My goal is to stop doing all this logic on tick, and just do it 1 frame before I execute the rest of this code.

#

But if you say delay of 0 is 1 tick

#

that might be what I'm looking for.

#

I'll give it a shot haha

#

Should a projectile component be colliding with a Simulation disabled, Collision Set to Query, object?

#

That also has its own Projectile Movement deactivated

toxic vale
#

appearntly my compile issue is only in the current project and not a fresh compile.

#

Wellll then

raven cedar
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@gloomy horizon just do you logic, and at the end "set" a variable. On the next "tick" you check if that variable is set, and switch to the "execute" part using the calculation from the previous "tick"

#

and clear your variable, obv.

gloomy horizon
#

@raven cedar doesn't doing anything on tick, including checking if a boolean is true or not, cause massive strain?

#

especially if I have like 20 objects

#

=\

raven cedar
#

not for that small of a use case, no

#

unless you plan to do a few dozen calcs, per object, etc... per tick

#

even then, prolly not for "most"

gloomy horizon
#

it's just too much imo

#

for an object that's replicated like 15 times

raven cedar
#

that is honestly nothing per tick

#

I would do the entire logic on that tick, unless there is some reason to delay it

#

but as for optimization, no

#

and even then, just stuff it into C++

gloomy horizon
#

haha I wish I knew how the engine interfaced with C++

#

I haven't looked into the C++ side of the engine yet at all.

#

Which is funny considering C++ is my main language I know

#

Blueprints just feel good

raven cedar
#

yeah, so, some hard limits, dont try to move 1k instances around (or statics) per tick, and you will be fine

#

for 20+ objects, with a few calcs per tick, no problemo

gloomy horizon
#

fair enough

raven cedar
#

esp to get things working for someone to translate into C++ etc... later if need be

gloomy horizon
#

Haha indeed.

#

Gotta love projectile componenets

#

I'm torn

#

on one hand I want projectile to stick in him

#

but I also want it so you can pick the projectile up afterwards haha

#

and if you stick it in you have to disable physics

#

and disable collision

#

so you can't do query's when ready to take it back

plush yew
#

Please welcome @grim carbon to the community! :beers:

grim carbon
#

Ola

vale root
#

Is the import meshes in bone hierarchy option broken in 4.17?

toxic vale
#

i found the root to my issue

#

it was fmod..

plush yew
#

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

tulip vault
#

@gloomy horizon why not do it like skyrim where you kill someone and then you can pull the arrows out of them?

plush yew
#

Please welcome @jaunty quiver to the community! :beers:

olive schooner
#

So 90% of our assets are only used in a single level. From experience should we place them in a directory named after the level? What about those that we reuse? Do we move them in a bucket directory?

wary wave
#

I'd always leave them in descriptive directories so that it is easy to find and reuse them

regal mulch
#

We usually put assets in asset folders:

  • Content
    -- Blueprints
    -- Widgets
    -- Meshs
    --- Skeletal
    --- Static
    -- Materials
    -- Textures
    -- Sounds
#

But everyone does that differently

#

Others put Textures, Materials, Sounds etc to the Mesh it's meant for

olive schooner
#

I think we're gonna do the latter (Others put Textures, Materials, Sounds etc to the Mesh it's meant for), it makes more sense to do that in this project 😃 Thanks for the suggestions

gloomy horizon
#

@tulip vault meh

#

I'm not sure how I want to handle resources in the game

olive schooner
#

And we will probably end up grouping things by level and moving them in a bucket folder when we need to reuse

gloomy horizon
#

I don't want the throwable daggers to be lost for ever just by tossing them somewhere weird

#

so i think just disabling collision is probably fine.

frank escarp
#

Allar has a great guideline

#

in there, he says that the best is to split by "type"

olive schooner
#

We had the guideline talk yesterday, if it hinders our workflow it's just bad practice.

frank escarp
#

like "environment", or "characters", or "misc", or "blueprints". Becouse to check a mesh, you only need to use the built in search to find meshes

#

all guidelines hinder workflow

#

their point is to keep stuff sane over time

olive schooner
#

I just wanted to hear some suggestions that's all 😛

frank escarp
#

you should see how bad the DWVR project is

olive schooner
#

After that it's common sense, perspective and trial & error

frank escarp
#

for newer projects ive decided to stick to the guidelines (maybe small changes), even in prototypes

#

also, do not put stuff directlly under content

#

use Content/Game/ActualStuff

#

becouse if you dont, you end up like this

#

(wait till i can make pic)

olive schooner
#

The thing is our project is consisted by autonomous levels, reusable stuff are pretty rare (for example NPCs, which they have their own directory anyways)

plush yew
#

Please welcome @toxic urchin to the community! :beers:

frank escarp
#

its not about the reusable

#

its about finding stuff quick

#

having a NPC folder that has their meshes, their blueprints, and other stuff, its actually legit

ionic sedge
#

Having all things related to an asset in the same place is pretty useful, that way you can find related assets quickly instead of having to search all over the place/click magnifying glasses.

frank escarp
#

this is the kind of shit that happens when you dont control properly

#

if you see, i have tons of folders from marketplace stuff

#

but then i also have Characters, Cinematics, etc

#

thats why you create a "Game" folder

#

in this case it would be "Game/DWVR/ActualStuff

#

that way the top level contains all the marketplace stuff

#

and its waaaaaaaaay more practical

olive schooner
#

Yup I got that part right after the Great Asset Refactoring 😛

frank escarp
#

in this Aquila prototype i tried to keep it better

#

the reason i have SFX folders and the like are due to migration from DWVR...

#

but all the actual game stuff is under the Aquila folder

olive schooner
#

Messy structure bleeding everywhere after migrations 😛

frank escarp
#

yeah man..

#

and moving stuff isnt easy with unreal

olive schooner
#

Well if you're not going to get assets downstream from the older project you can move those

#

I'm gonna try to use the git plugin from now on, the repos doesn't know I'm moving stuff in-editor and re-starting from a clean repos I want to fix as many annoyances as I can

patent bane
#

#when you open google maps and your first attempt is to move around by right clicking

plush yew
#

Please welcome @strange pond to the community! :beers:

frosty bloom
#

I love subjects about organizing, spent 2 days cleaning up and fixing a project last week

olive schooner
#

I love subjects too, I also love scolding team members when they fuck up 😛

#

What I hate is going after designers and level editors and cleaning up names...

frosty bloom
#

Now it looks like this
-Content
--EnvironmentAssets
---Map1
---Map2
---Map3
---Map4
---SharedAssets
--Characters_Monsters
--PlayerCharacter
and then a few specific maps for stuff such as inventory system, attribute systems and such

#

10 folders, all that i will ever need (don't quote me on that)

frank escarp
#

@frosty bloom not sure about all that "map1" stuff

#

personally, i would sort them by type

#

or by theme

#

for example, "ruins"

#

and then i have Floors, Walls, Ceilings, Misc

#

the idea is to find the asset you want quick

#

in your case, "was that asset on map 1 or map 3?"

frosty bloom
#

Yeah, the maps have their own themes thus their own map. The name map 1-4 were just examples, they got the map name in in my project

#

under each map, they got meshes, materials, textures and perhaps a specific FX and sound etc 😄

honest vale
#

what if I want to use stuff from map1 on map5?

frosty bloom
#

If a name of a map isn't specified it can at least have some kind of indication in the name, perhaps grassland, fireland, iceland etc

honest vale
#

that's why it's just weird 😛

#

oh

frosty bloom
#

You have a sharedAssets folder, its really important to keep your sanity

#

It's usually the biggest one

plush yew
#

Please welcome @cloud bluff to the community! :beers:

sudden agate
#

What does assigning Assets to different chunks do?

ruby chasm
#

Any PSN developers here?

plush yew
#

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

modern kite
#

hello

harsh tiger
pallid compass
#

Cant even read it

harsh tiger
#

i can read it fine, sorry i'll get a better pic

#

InstancedFoliageActor_0 The total lightmap size for this InstancedStaticMeshComponent is large, consider reducing the component's lightmap resolution or number of mesh instances in this component
InstancedFoliageActor_0 The total lightmap size for this InstancedStaticMeshComponent is large, consider reducing the component's lightmap resolution or number of mesh instances in this component
InstancedFoliageActor_0 The total lightmap size for this InstancedStaticMeshComponent is large, consider reducing the component's lightmap resolution or number of mesh instances in this component
InstancedFoliageActor_0 The total lightmap size for this InstancedStaticMeshComponent is large, consider reducing the component's lightmap resolution or number of mesh instances in this component
No importance volume found and the scene is so large that the automatically synthesized volume will not yield good results. Please add a tightly bounding lightmass importance volume to optimize your scene's quality and lighting build times.
SM_Plains_Flowers04 Object has overlapping UVs.
SM_Plains_Flowers04 Lightmap UV are overlapping by 96.7%. Please adjust content - Enable Error Coloring to visualize.

And them last 2 lines just get repeated

scarlet jackal
#

Does anyone know how to keep the editor from hiding when I go into VR Preview?

tame delta
scarlet jackal
#

Ah, thanks.

#

Wow, I can't find that.

#

Nm.

regal mulch
#

Sooo, when using this in my options:

#

How does this apply to new played sounds?