#ue4-general
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Hello guys,
can someone help me and tell me where i can find my android device id?
I've been struggling the past two day looking for it and couldn't find it
i've been told that after running a development package on my device it should appear, does anyone knows where it appears?
how can I reset a timer to its full duration?
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when I build my game in 4.17 I lose all the vegetation. Worked fine in 4.16. anyone get that too?
play in editor is fine, build and vegetation is gone
Vegeation of 3D
is the vegetation 3D? yes
Simple question i think, how can I fxs attach to meshes?
anyone pls help i accidentally closed my minor tabs in my animation blueprint screen
is there anyway to get them back?
Please welcome @plush yew to the community! :beers:
How it's possible to record all movement (jumping) , then say to an AI to reproduce ? , any advice ๐
So far so good
It's just optimization basics
like the different graphs
analytics
stuff you honestly might not need the stream for
but if you're not sure where to start with optimizing a good stream
which is I assume their goal
What would be the best place to store team lives?
game mode probably?
game state?
heyyyy no sub-channel for Sequencer round here?
Does anyone here use Speedtree?
Absolutely @violet cove
Mindif I ask you some questions about it?
Its really hard to find good documentation or help with the program
Check collision.
show collision IIRC
Alternatively, double check that the mesh is actually touching the origin plane in the pawn's BP.
Your last screenshot is of the mesh, not of the pawn BP
And suspicion confirmed.
You need to tweak either the size of your collision capsule in the pawn's BP or offset the mesh further down.
You should have the bottom of the characte align with the bottom of the capsule.
For obvious reasons
I may just ask this again, as now more people are online:
Image in image: https://puu.sh/xzCSM/b503583dd6.png
It's UE4 time! Ohhh yeah! https://www.youtube.com/watch?v=4-NjkEHckkM
ummm
im having a weird problem i made an on screen ui and it kinda doesnt stay on screen it just flashes on screen every couple seconds
@regal mulch sounds like an #audio question.
I'm going to guess there are no docs on that though
Yes you can do your tool as an editor or runtime module
That's what I did in the video above
Hm
I did a custom details view and custom type
What's the usual price for someone to make it
Making a plugin is automated via the edit->Plugin menu to generate the stubs for you
From that C++ with Slate to do the UI
The marketplace doesn't have support for plugins yet, mainly because each engine version needs recompiled
Oh
When you make a plugin, it has to be compiled for each engine version
k
As far as I'm aware, the marketplace doesn't support adding your source and the system builds for whatever version the user tries to download with it
?
So, are you saying that the marketplace does not allow code plugins? So that a user can download and use in their project?
For example just going between 4.15 and 4.16 the order of includes changed. So it's not a trivial thing.
I honestly don't know what you're talking about lol
Maybe I just didn't get what you're saying
But anyway. The marketplace has allowed plugins for awhile now
to sell
In your C++ files depending on the engine version you either include your module.h first or another .h first. And there's no macro way to detect that
yeah that makes sense, maybe it supports that
Cool I should get on that.
That's why I was really confused by what you were saying
Anyone know how to get Chinese language installed for a Chinese localization? I'm going to make most localization in blueprint branches, but I can't get text renders to be chinese. I can copy and paste chinese on my computer but in unreal they are [] [] [] [] [] [] []. When I try to make a font I don't have a font called chinese
Chinese is not a font, @humble crow.
You need to find a font that supports the Chinese range of code points.
Whatever font you're using just doesn't have any glyphs for those code points.
Please welcome @leaden spire to the community! :beers:
Chinese fonts work in Unreal by default, like if you paste ไฝ ็กฎๅฎไฝ ้่ฆ้ๅบๅ๏ผinto a UIWidget even Roboto the default it works. It doesn't work with text renders b/c its an offline font. But even fonts I download that are chinese fonts, and I set them to offline, they aren't working b/c it seems to only bake the default american letters.
anyone know how to enable all the characters?
I don't, but there are some interesting properties in there
Like Character Set
and Unicode Range
thanks. yeah looking into unicode but chinese is the one language that doesn't seem to explicity have that? or there are too many characters... not sure. I;ve tried character set, still trying cobinations of unicode and character set.
hey so i made a on screen widget for my hud and well
it has a phantom hud that pops up randomly
thats transparent
@humble crow I wrote a lot of the localization tech in UE4. It sounds like you're not very familiar with Unicode and text encoding?
Chinese is a can of worms to support. Unicode has a few "planes", among which are the "CJK" planes. Chinese, Japanese, Korean.
You can find the range of code points (ids for "characters" in the Unicode range) for each plane.
Thanks. It is a can of worms, hah!, I think I got it now, but I tried somethig that the computer has beenn generating distance fields for that past half hour. But once thats done I think I got it
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Hey, I was just wondering if anybody could help me, I am trying to create a 4 directional sprite game, each direction has a flip book of it's own and needs to be switched manually rather than rotation.
I need to make it so the character is always facing the mouse, to do this i need to split the screen into 4 sections using math and then when the mouse is in that section set the correct direction in the main character
something like this
Player in the centre, if i move my mouse to the red one my character would switch to the look up sprite, etc.. etc..
using blue prints
hey all, im just wondering if there was a limit to how large a gamespace could be? Not talking about landscapes, just the limits of the engine
@heady obsidian rephrase please
I mean, no one can really specifically tell you what the "limits" of the engine are
You make those limits yourself
It's too broad of a question
You said not world space...soo....what then?
to give some context, if i were to use distances of millions or even billions of unreal units, at what point would i hit a "wall"
People are making MMOs and MOBAs with UE4
@heady obsidian the only wall I can possibly see is the int range
Or float
I mean. The skies literally the limit
whats the int or float limit?
ohh ok got it
But I know a few devs doing space sims on ue4
thats why i ask : P
So, like again... Your question is poorly worded
I mean, yes of course there is going to be some hard number eventually
But there are always ways around it. Make sure to plan it out before hand
yep, thanks
You're going to hit other limits long before the raw integer or float ones.
UE4 does have a built in world size that's hard capped, would have to look it up.
That can be changed, pretty sure it's a simple #define
Yeah he already mentioned that. So I had assume he already did.
But you're going to run into performance issues sooner than later.
And ultimately, there's the problem of decreasing precision as your float values diverge from 0.
There's some kind of world composition stuff, not familiar with it myself.
And some system for rebasing the origin of things to avoid the precision issue.
But, these aren't things I have any familiarity with.
i was reading up on that, figured i was going to run into precision issues eventually
Definitely. And I don't know how these systems are implemented or their API or anything, just that they exist.
yepyep, thanks
NP
This was added to the UE4 roadmap today. https://trello.com/c/A1STdvap/198-support-for-visual-studio-code-on-windows-mac-and-linux
You can now use Visual Studio Code to write code on all UE4 host platforms. To use it, select โVisual Studio Codeโ as your preferred IDE from the editor preferences dialog, or add the -vscode argument when generating project files on the comm...
Core
๐
It's a great code editor based on Atom. Much more lightweight, lots of great web dev features.
Atom is my preferred code editor. โค
I guess this would be something you would use if you used different OSes
Like, home a PC, work a Mac, friend has a Linux
whatever
Otherwise, I don't get why the need for it
Or if you don't want to install the monster that is VS but still want to code for UE4.
the problem of vs code is...it has no VAX
it has intellisense tho
Yeah, it does have Intellisense.
more like notepad advance =)))
It's like Atom but with some VS features added.
oh...don't use GIT there
I don't like the interface for VS Code, but it's a very nice editor.
i did and it cost me my repo
I guess I'll try out Code when 4.18 ships, I mean, nothing to lose
it does many things w/o confirmation...like delete
I just don't see how it could compete with regular VS with VAX
IF Code got a VAX extension, that could be interesting
I don't think it's really supposed to compare with VS.
Like you said, it's a kind of VS lite.
When VS Code support lands, I'll certainly be more willing to submit PRs on GitHub.
indeed, vs code is not like vs, but in terms of development for ue4, pretty obvious to compare
VS Community is an absolute monster.
I might switch to VS Code if I can make a good theme for it and turn off features I don't care about.
I read the other day that my preferred terminal emulator can be integrated with it.
You can run a terminal right in the editor, which is cool.
maybe they are working on some c# build pipeline...afaik there's working version of mono on github...it's limited, but still
There are similar plugins for Atom, but I didn't have a good experience with any of them.
Maybe. Certainly some really interesting stuff coming down the pipeline.
Can't wait for more editor scripting stuff to hit the editor.
That's going to be really cool.
Python...oh, yeah...
Yeah, Python is one of the languages that the API will support.
God. I am a C# dev full time.
Man
There's already some blueprint nodes in 4.17.
Python is getting crazy big
My FTE project is gigantic.
VS lockups, insane.
Jumped through all the hoops and whistles to try to improve speed.
We decided to try Rider instead.
Holy Hell. No lockups.
I hate VS so much.
the problem of ue4 source, it's mixed c# and c++...so You can't use CLion or Rider
also, VS community is free, it's hard to compete there
today i start vr development ๐
just need to accualy recive it hope it comes today
otherwise i have to wait like 3 days ๐ข
Found the World_Max size value BTW: https://gyazo.com/fee0ea13bd86d5cbd07a81e780a5d7fe
But like Sion said, if you origin rebase, that number means poop.
@heady obsidian
Hey! Does anyone know if its possible to build light on all levels in a project at once? i tried the Automation tool.. but it doesnt seem to be working.
How do I set an AI's spawn facing direction?
Please welcome @drifting owl to the community! :beers:
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seems that 4.18 has been branched on github
Please welcome @hollow sonnet to the community! :beers:
hello
o7
@honest vale what's new on 4.18? other than that shadow thing?
everything up to few hours ago
haven't checked the commits but the latest dev rendering merge was in at least
yeah, but anything exciting there?
oh right, they update the roadmap again
thanks
heh, 4.18 bug fixes
stating the obvious
destruction into plugin, that's nice
Didn't know it didn't have everything.
For rendering there's the new multiple sun bounce thing for baking lighting, makes it look better.
It's the official version of the lightmass edit in the forums.
yeah, I saw the thread about it ages ago, didn't know they included it
there were dll's in the forums for the previous versions for that
Another big one is the new physics asset editor.
they are replacing phat?
Any Steam developers from Canada here?
But I haven't tested the master branch so I have no idea how it looks.
Yes, it's completely new I think.
I never used skeletal meshes much myself, that's where you mainly need it
They even renamed it from PHAT to physics asset editor. ๐
But if you really want to know what's new you can just read the commits themselves, the ones that say something like Copying //UE4/Dev-AnimPhys to //UE4/Dev-Main, they are usually pretty huge. Not only features though, they list bug fixes too.
Can someone TeamView me to take a look at a problem
My spawned AI moves sideways if I try to alter his spawned rotation haha
Then you're probably altering the mesh's rotation, not the actor's
Or you're just another victim of UE4's crap pathfollowing
Does your AI keep moving sideways or does it rotate towards the movement direction over time?
seems to keep moving sideways
Here's how I tried to set it up
That "Crawler_1" cube is rotated and based on that, he spawns facing a certain way. It looks fine until he starts moving. He faces the direction I spawned him in, but his forward-facing movement is always fixed to the same spot no matter how far I rotate him
Here he is moving away from the camera, facing the wrong way.
This was taken some time after he spawned so he never fixed his orientation.
Please welcome @plush yew to the community! :beers:
@ruby chasm Shouldn't you spawn it first and then set the rotation (on the Return Value reference)?
@ionic sedge When the actor is spawned, he stands in one place because there's a 7 second animation of him digging his way out of the ground. I need him to be facing the player during this (done). Once he's done, a custom event causes him to seek the player and this works, too but once he does start moving after that 7 second delay, he doesn't face forward in the direction he's moving in.
Only reason I force his spawn rotation is so that when the animation of him digging up starts, he's facing the player (the player's position is fixed, more or less [VR])
Ondrej Virag, Tomas Hajka and Lukas Hajka
So how are you moving the actor forward?
Destination 0? o_O
Destination is only used if I preview the scene in the editor. If I have the VR headset on and I play it through that, the 'Target Actor' is where the AI moves to (this works)
I have other AI using the same code and they all work fine. This one, because I'm tampering with his spawn rotation, doesn't face forward.
If I leave the spawn rotation at 0, 0, 0
He moves facing forward.
So as I said, can't you spawn it with 0,0,0 rotation and change the rotation after it spawned?
I'll try, one sec.
@ionic sedge This does set the rotation to what I want on spawn but he still walks sideways
Here are some settings I tweaked on the AI when I started working (these settings allow him to rotate smoothly and it works for AIs that are not spawned with rotation offsets):
And
That, as well.
Could these be affecting it?
Disabling orient rotation to movement didn't fix it
But yes, ideally I'd keep the settings this way
Could you try Move to Location instead?
No idea. ๐
How does it move if you don't set any rotation? (when following the player)
It moves properly
Couldn't you set the rotation back to 0 after playing the animation and it would follow the player then?
hmm.. Interesting
I'll try now
oh nvm
I'm doing this inside the level BP
a function
It won't let me do delays
How are you playing the animation?
Animation states. On spawn, the spawn animation plays. After a delay, it transitions into the Move animation. Etc. etc.
You should be able to trigger an event then, from exiting the state.
Left State Event, then type the name of a custom event (where you set the rotation).
Start typing bug report, go AFK, complete bug report, send, Unable to Execute (got logged out), go back, changes are gone.
๐ค
that's why you copy / paste the text into notepad before clicking send
I usually do that too, but the one time I didn't it screws me over. ๐
Please welcome @pale sage to the community! :beers:
But if it worked properly it should take you to the automatic log in thing and just post the bug report anyway.
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is there anyway to see the location/rotation of a foliage instance?
anyone care to give me a hand testing a template i am working on "multiplayer scfi third person jetpacking shooter with a vehicle that can carry a driver and passenger" thing-a-ma-jig requires steam and about a 500meg download?
Please welcome @brazen jasper to the community! :beers:
Hello there :)
I have trouble getting a custom made vehicle to work properly (following the official dokumentation) and am now stuck. Is there a channel for vehicle setup? Where is the right place for me?
Thanks in advance ๐
I guess u can search for " Ben Omstard" or " Medal Design UE4"
Thanks Bombz. Found a youtube channel called "medel design". No results under that name though
Thanks, found that video of him doing an vehicle setup.
https://www.youtube.com/watch?v=0WvWrKCcPVY
Hi guys! I bring a new tutorial, a car system! I was looking for some tutorials for last UE4 versions, but I didn't found enough information. I made it by my...
You're welcome ๐
Will doublecheck with the video, will report back. Thanks again for the ressource.
U can also search for Mathew palaje
As he also makes some helpful tutorials
Cool, thanks. Got the steering working now. I just have issues with the physiys, My vehicle is rather small (40cm) as it is a RC car. It just gets stuck on its belly, the wheels clip through the floor and do not collide.
I enabled physics rendering via console (show collision) and the physics bodies are where i would expect them.
Any idea where i went wrong?
collision issues
Please welcome @agile spoke to the community! :beers:
@brazen jasper Hard to say, what did you set your collision settings to? Particularly on the floor and on the wheels
@ruby chasm : Thanks for your time. I set up the tire blueprints with the radii of my geometry of the tyres. In the vehicle physics asset, the collision spehers for the tyres have the exact same size.
Physics type is "default" for body and tires
@brazen jasper Are you using a collision preset on the meshes? If so, which?
@ruby chasm I am not sure what you mean by collsion preset?
Click on your mesh (or the component inside the car BP) and in the details panel under collision, you'll see collision presets and settings. Let me know (or screenshot) what you see there
Your current set-up should work so I'm unsure as to why it's not so let's see if we can find out
hmm
Try using 'Block All" instead of Vehicle
Let me know if that changes anything
If the wheels are components, set it to those as well
And np
The result is, that something weird happends, I can not see my car anymore (camera should be pointed at it but is showing sky instantly). The tires are just a part of mesh iside the car, not seperate components.
Ah, what's the end-goal here? If the car itself is just one mesh the wheels can't spin so are you just trying to simulate a moving car without any real wheel physics?
My goal is to have a rc car driving around with a camera attached.
The tires are already spinning, just not colliding with the floor, as it seems. The car is stranded on its belly.
I forgot to ask, are you starting the game while the car is inside the ground like that? As in, is that where you placed it before you hit play?
the car is my pawn(?) and is spawned above the floor. Falls down and then finds its resting position as seen above.
How's everyone doing today?
Please welcome @plush yew to the community! :beers:
Huh, didn't know that.
So apparently you aren't legally allowed to use the fourth version in a game.
I dont think except few patterns of using it it's more of historical symbol
In Greek mythology, the Rod of Asclepius (Greek: ฮกฮฌฮฒฮดฮฟฯ ฯฮฟฯ ฮฯฮบฮปฮทฯฮนฮฟฯ Rรกvdos tou Asklipioรบ; Unicode symbol: โ), also known as the Staff of Asclepius (sometimes also spelled Asklepios or Aesculapius) and as the asklepian, is ...
you should not use this one i think https://en.wikipedia.org/wiki/Star_of_Life
with the star
I seen lot of red crosses in games and no body cares about it ;p but i guess it better be safe
@wild kestrel hey think you could donate some money to Red Cross
Under fair usage it's very very hard to convince a judge the red cross was the correct hue of red to justify the suit.
specially in video games where a computer monitor literally changes the color
From red cross site
Red cross and red crescent emblems
The red cross and red crescent emblems are protected symbols under international humanitarian law and national laws. Any use that is not expressly authorized by the Geneva Conventions and their Additional Protocols constitutes a misuse of the emblem. Use of these emblems by unauthorized persons is strictly forbidden. Please contact the ICRC for more information.
k so?
doesn't mean crap in America tbh
no US Trademark? K don't care.
https://en.wikipedia.org/wiki/Star_of_Life for this the US trademark expired in 97, feel free to use it.
I think that's more meant for real life use, I don't really see Red Cross suing game companies. ๐
in that case then sure that they would have case on
but that would belong in #lounge which I am not being an "on topic" guy or anything I am just saying that's why I assumed video games.
in game use if you use as health kit does that be understand as good use or misuse?
lol thats a good question too
Any use that is not expressly authorized by the Geneva Conventions and their Additional Protocols constitutes a misuse of the emblem
Well by sound of it, red cross is not copyrighted symbol, it is symbol defined in Geneva agreement and it only prohibits misuse
expressly authorized
Pretty sure red cross sued a game company. Kind of silly considering it was hardly the first game to use it, but eh...
Actually the Red Cross in the UK asked a few games to stop using it apparently.
and that you will use the icon, if they disagree with your usage let you know at your email.
Question is, if they do send you a lawsuit, are you going to fight it or just make all your crosses green/blue?
yeah they did
what happen to them?
nothing
and they put out PA2 with the same issue XD
The Red Cross on white background was the original protection symbol declared at the 1864 Geneva Convention. The ideas to introduce a uniform and neutral protection symbol as well as its specific design originally came from Dr. Louis Appia, a Swiss surgeon, and Swiss General Henri Dufour, founding members of the International Committee.
The red cross symbolizes as an identifier for medical personnel during wartime. The Red Cross is defined as a protection symbol in Article 7 of the 1864 Geneva Convention, Chapter VII ("The distinctive emblem") and Article 38 of the 1949 Geneva Convention ("For the Amelioration of the Condition of the Wounded and Sick in Armed Forces in the Field"). There is an unofficial agreement within the Red Cross and Red Crescent Movement that the shape of the cross should be a cross composed of five squares.[citation needed] However, regardless of the shape, any Red Cross on white background should be valid and must be recognized as a protection symbol in conflict. Of the 190 National Societies which are currently recognized by the ICRC, 154 are using the Red Cross as their official organization emblem.
no one has said anything.
lol alright
I mean yes
w/e idc
you technically break convention
literally don't care
How did this even start?
but yes literally the only thing they will do is be like "bruh can you change it"
I don't even see a frame of reference
https://en.wikipedia.org/wiki/Emblems_of_the_International_Red_Cross_and_Red_Crescent_Movement also interesting wikipage about all medical red things
Since the advent of consoles, developers have asked for ways to create games for one platform that you could run anywhere. With the release of the Expanded Resources feature in theย Windows Fall Creators Update, we are taking the industry closer to that goal than it has ever been before.ย Now, developers will automatically have access to โฆ
wait Xbox one only let you use 4-6 cores out of 8?
the rest are OS level
^
use to be 4 that the OS also used
yea but i heard PS4 let oyu use 7
now OS uses 2 and you get 6
Either way it is a good move by microsoft
there usally there 10 threads in UE4 but not all of them are heavy duty
around 10
go see profiler :p
yes sure
they have those thread
but most the work happens on 2 of them
render and game
UWP vs Win32 in threding 3API vs. 1API
and maybe physics if you have async on
which ISN'T DEFAULT
so UE4 has 3 major threads and then a bunch of worker threads
as UWP one api for thread give you information
so you can focus and optimize your code
Hmmm i seen multithreaded tick system in UE4 btw :> i never deep dive in to it but sound of it not enabled if people say there only game thread
i know that im saying htey not heavy dudty
What is the difference between the major thread and a worker thread? Assuming there is one
there isn't one
https://channel9.msdn.com/Events/Build/2017/T6960 this good too and there i got that thread APIs one what most people dont know about
ok
means physics and grpahics, rest is so minor that it does not impact performance
ok
but there is a difference between the game thread (which is the main thread for the application afaik) and the child threads.
Thread is subprocess of process, insted of creating separate process to do pararel work thread you create seperate thread inside the process which OS can assign to different CPU (for OS CPU cores and threads are seperate CPUs). But to get any preformance benifits you need to divide hard work in to threads, which games don't do because its hard to divide work in game which lot of things depends on eachother also it quite complicated to share data between them. If you divide networking for example it is so minor task that runnning it in seperate CPU won't have any impact
Each process is also separate thread so more core = better multitasking, lot of people don't get that ;p
If oyu look in task menager and anable thread count in details tab, you can see that now days there no such thing as "single-threaded application", but task divided to them may not give performance boost
hah UE4 shows 105 threads on task menager :p
but editor ofcorse
might be also threads from libraries that UE4 don't have idea about
@wild kestrel might be also that those are more apart of each resource what those threads use too
Ah i found it
you can turn on Async tick and have multithreaded ticks :>
tick.AllowAsyncTickDispatch
hmmm i don't have any heavy physics projects to test this ;p
also might be depended on what ticks are doing
by look of code i seen it executes each in pararel in tick groups
i bet it also create wait on registered dependent actors
i might test it to see if it actully works other day, need to figure some heavy case use :>
Please welcome @jovial rapids to the community! :beers:
A quick poll if you have a minute http://www.strawpoll.me/13938264/r
"Doesn't interest me"
I'll do better next time
๐
Needs an "I copy all my code from developers who program their games at starbucks while I stand over them and it's taking forever" option.
VORI
Hahaha
We have one around where I live since 2 years ago but I am too lazy to go since Tim Horton's is better.
yeh they put pure sugar flakes on their chocolate chip ones
like actual chunks of sugar
who does that
just curious, is there any support for tizen os?
interested in making a game for my watch but I can't find any information that it is, so I'm assuming not.
hey
but it's also just a hybrid of linux... so don't know if it needs major changes to run
Is it now easier to make software for a watch than for MS-DOS?
Please welcome @timid mist to the community! :beers:
Did you delete your sky box or all lights?
I don't know.
But I just made a new level since I didn't exactly need that one.
I was just testing stuff in it.
Please welcome @glacial tartan to the community! :beers:
Please welcome @fringe pine to the community! :beers:
Please welcome @icy gate to the community! :beers:
Well, there are job interview assignments to create an algorithm to traverse a maze or to get a random number from 0 to 99 by only using rand(9) and operators...
and there are job interview assignments to create a minecraft clone in a week
๐
guess which one i just received? ๐
A mine craft clone that generates a maze using only rand(9) and operators.
The game over message is "I'm Better Than You".
i have to make it.. i'm trying to switch careers from enterprise java dev to game dev ๐
Please welcome @timid pebble to the community! :beers:
Please welcome @pulsar merlin to the community! :beers:
@stark lynx Same here . Good luck to both of us.
I am planning to start a studio. You may want to play nice ๐
me too.. but that's a long way down the road
Yeah
now i need to change the scenery as enterprise is killing me slowly
Yup , not that i dont like coding , but enterprise development gets monotonous after a while
Haha.
They let you use an engine for the minecraft clone I hope? ๐
management is all "new features guys"
no time to refactor
yeah
they told me i could use whatever i want
so i'm going UE
So what applications are you building exactly ?
Wow
Did you have prior experience with Unreal ?
yes
Ok
learning the ue api may be more time consuming
i was making levels for Unreal 1 ๐
You are way ahead in your path to make a game studio
while in high school
i'm building a roguelike in java as a side probject now.. but it's on hold until i get this MC stuff out
Hmm that counts as research i guess
lol
i played nearly every game there was back then...
and you really don't want to see my anime/manga collection ๐
Im building mine up but i dont think i would be close to your league
Although one of my favorite events of 2017 was closure to the samurai jack series
I'm waiting to get my hands on the Kimi no na wa bluray
Makoto Shinkai was the guy that got me to watch anime with his hoshi no koe when i was 18. And Kimi no na wa is his latest anime and... (98% on rotten tomatoes...nuff said)
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hey peeps
wave
!gameidea
A simulation game where you devastate cubes in a huge mountain fortress and your sidekick is a kitten.
you know, this random idea sounds like minecraft
A simulation game where you tackle black holes to make virtual money and your arms are chainsaws.
That seems doable
A simulation game where you raise rabbits during the Middle Ages but you have no arms.
I can think of a 100 differnet ways to do that
!gameidea
A role-playing game where you lift boredom to save a princess and it never ends.
A fighting game where you go to war with mermen to make virtual money and your sidekick is a cow.
!gameidea
An adventure game where you hunt shapeshifters to find love.
!gameidea
A puzzle game where you pull souls because the world is a crazy place but a strange old woman keeps trying to stop you.
okay i'm done, 4am is too late (early?) for this crap
that second to last one sounds like a huniepop game
?help
!help
@tulip vault, Sent you a DM with information.
Ther you go
you know what is an odd thing that i just did? hooked the living room TV to my PC
so i have my desk and then WAAAAY over there is my TV
I just have Wallpaper engine running the beach scene
on it
Where is the package error log?
Yeah
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@ruby chasm still?
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hi
Hey so I bought the facerig now
oh no nevermind I didn't bought it I changed my mind sorry haha
it's too expensive
hi there
I just wonder. Can I make live video streaming from UE4 ? in Gameplay and it will show from a web browser
display it in where?
you can use different streaming apps like OBS
you can just capture your monitor/app and stream it live in twitch/youtube/facebook
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@plucky reef I just want special stream . for my project
i have a circular dependency bug in my project. i'm cutting out all 50gb of content, to make it a small project that has only one thing - this bug.
but it still has some NDA content
how can i report this bug without uploading the project to everyone publicly?
@plucky reef I dont want use OBS or any third party program. just need create my own stream server
idk I feel like you should just get in touch with them 
Make a post on the UDN answerhub (or whatever it is). Then ask for somewhere to send your project.
I've previously made an answerhub post and was able to send a project to them without posting it publically. That's likely not the best way.
have no access to UDN yet
Then do it on the normal answerhub.
I'm talking about the public answerhub, for clarity.
Make sure it's reported as a bug report too.
i wonder if they accept bug reports without repro steps, just with bugged projects
I think "Download this project, do xyz" counts, but not sure.
That's essentially what I did because I had no idea what I did to break it
and they accepted it? fixed the bug?
The point of repro steps is to end up with the bug, but if you've already got the bug you don't really need steps to get there. ๐
Well they accepted it, no idea if they fixed it. It was a bug with BSP collision going absolutely nuts, so who knows if that's even a priority for them.
mine is a circular dependency. personally i think this circ dep fiasco has to be their number 1 top A one top one number 1 priority
"we are working on many projects here at epic and have never encountered this circ dep thing... sounds like an urban legend to us here at epic"... is basically what they say
was such a trivial and niche thing.
Well that's likely because Epic don't really do "heavy" things in BP
if they did, they'd have seen it.
they say they do a lot of stuff in BPs
Or maybe one of the guys who knows what's up with it said "Hey do this like that, and you'll avoid certain issues" and its pasted on everyone's desk.
lol
but somehow the magic trick is secret
Anyway, I'm sure there's plently of BP graph usage, but I'm sure if they need something complex they throw it towards VS rather than drop nodes until the problem goes away.
@plush yew How do you know it's a circular dependency?
there've been bugs with blueprints losing their values or references to objects that are set in the editor. and it's been found that it's a circ dep bug, because it's usually fixed by deleting some blueprint entirely, and it fixes some other blueprint that references it.
it's a classic thing
In 4.17?
i've seen this since 4.8, but it was fixed in 4.12... and now it's back since 4.16
maybe it's some new bug, but it sure looks like circ dep rearing its ugly head again
You're not using child blueprints?
i do
Did you test it in 4.17? (a copy of the project)
i got this in 4.16 and in 4.17
i use a workaround. when i have a broken ref, i find all actors of this class, find the right one, and assign back the reference on begin play. i think it's awful. i'm spending the entire day prepping the project to make a report today
If it still happens in 4.17 you should report it for sure.
it's happening with widgets for me. so i have a long chain of fixes on begin play where i find a widget of class "hp bar", and assign it back to MainHud's "HpBar" variable...
You could also test it in the 4.18 branch and see if it happens there.
The preview will be out the next week I think, if you send a bug report with that version it will be pretty high priority I think.
i also have another bug where c++ interfaces break nativization, so a long day ahead prepping the project..
an engine build takes 2 hours for me, so i think i'll skip 4.18 for now
Any1 release a title yet? PM me
ue4 has alot of gottcha moments..
@sinful umbra something must go wrong with materials D:
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'Ello.
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what are the benefits of using construction script?
as in... if i just had an empty scene, what would be the benefits of having construction script for the whole game
Uh, that's not quite true
If you mean on the release branch, yes.
(since there hasn't been a release since 4.17.1)
Plenty of commits on other branches (last one on master was 5 hours ago)
@sinful umbra Kill it with fire!!
Would you like them to commit to the release branch when there aren't releases @plush yew?
๐
No its just i was looking into the commit history
when 4.16.1 came ount, the did consistent updates daily
but then on 4.17.1 they have done nothing since
That's not how the release branch works
The merged commits show up in the history once they do the huge merge with the new tag
Just watch, once 4.17.2 comes out a ton of commits will just pop up out of nowhere
("nowhere", since they're getting merged into the release branch for the first time)
If you want more up-to-date changes, use the promoted or master branches. The whole point of the release branch is to only have updates each time there's a release @plush yew
Even look at the 4.17 or 4.18 branches, commits are pretty constant.
Saying "its been a whole month
since unreal did a commit to github" isn't really accurate when you're looking at the branch that's created for the sole reason of not changing often.
๐
Yeah, the 4.17 branch was updated 2 days ago.
Even says this on the main page: The release branch is extensively tested by our QA team and makes a great starting point for learning the engine or making your own games. We work hard to make releases stable and reliable, and aim to publish new releases every few months.
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i have been curious about something, is lod something that can be generated?
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@hollow sonnet Yeah, either using this https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/HowTo/AutomaticLODGeneration/ or importing premade LODs from a 3d software.
How To use the Automatic LOD Generation system in UE4.
@glossy flame true, honestly. the statement "the release branch hasn't been updated in a month" is true
lol
mhm
literally i think i checked for 4.18 like a few weeks ago or something
and didnt see it
That's because it's a pretty new branch, it was in Master before which is the bleeding edge stuff.
And is 4.19 now. ๐ฎ
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If you are ever in need of an answer, just consult
what kind of monster is that
It's the node
fancy
Again, the node :p
your node?
I didn't make the node
Is it related to post processing?
nope :D
๐ฎ
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i've seen monstruosities like that before xD @sacred crater IE: Character phrase according gameplay situation.
but yeah xD
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I think this is a hard question: when I rebuilt the lights will it rebuilt all lights that are in the world and even the lights that you've already built or does it build only the lights that are left to build
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All the lights.
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How much more of this can I do before I run in to problems for VR?
I want to have a huge open world but not sure if it's possible without destroying FPS.
@everyone How can i achive a low polly look on mountains in ue4?
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@plush yew make high poly mountains and retopology them to low poly?
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Er what's the tool that's used that stages certain translates and rotations and stuff?
Not matinee
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Sequencer? @brave horizon
@plush yew It is kind of a shame there's no modelling channel, but #work-in-progress and #graphics are the two closest ones
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How's everyone's night going? I'm currently plugging away on some udemy tutorials. The pinball one is fun if a bit fast paced. Lots to chew on for a newbie ๐
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Hello everyone! I dabble a bit in Unreal and I stumbled across a link to this server so I thought I'd join.
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What would you call it when you move/rotate/rescale things and pivots around in the editor? I wanted to call it "actor manipulation" but maybe that's a bit vague.
An object is anything that counts as a thing. An actor is an object with a position. A pawn is an actor that can be controlled by a player controller. A character is a fancy pawn that ... has more features.
Can I take the Velocity of my Character and add it to its current location, then make that into a rotatorXvalue to rotate my actor towards his direction?
My end goal is to have my Paper2D Character "Leaning" into his falling state based on which direction hes moving
so hes angled like " \ " when pulling backwards and "|" when falling neutral and "/" when moving forward
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hi bot, thanks to be here ๐ I made a MUD code base recently (https://github.com/whitehorse-io/encarnia) and am moving onto graphical game dev now
So gentlemen, anyone aware of a telnet (text server connection) client made in unreal? I have a telnet game server running and am hoping to make a graphical UI to go with it. Resources on making graphics with unreal are obviously easy to find but connecting to an existing server and just receiving text from it isn't as obvious
@fluid storm #multiplayer
oh sorry
No biggie, welcome btw!
hey there. is it normal that 4.17 doesn't render out materials any more when using HLOD? It doesn't create any assets. Or do I mix something up?
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whoa
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hi
All the light is kinda rekt what do I do.
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Anyone know how to fix this error when packaging a build. Happens as it starts to stage the files
Empty path fragment in staged filesystem reference (GameName/Content/Audio/FMOD/)
I've checked paths and they all seem fine
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Thoughts on the firewatch studios boycotting pewdiwpie?
Bit late on the bandwagon eh?
I think its fully understandable, and i think they were right to do so
Games shouldn't have to be associated with racism
and the only people defending it are his 12 year old closet racist fanboys
you? @pallid compass
Well i dont think hes a racist
also worth saying that when he did say the n word, he used it in a way to mean something offensive
when you're mad you find the most racist word you can think of to use as an insult?
there really is no excuse
You try and say the worst thing possible with out realising iy
Well heres a thing
I have tourettes right
And i say shit all the time that can be way worse
I know its medical condition buy
But my point is
Does pewdiepie have tourettes though?
We are kinda pushed in this day abd ahe
To copy what we see
And from being around other people
Its made me worse
Just general influence
And it applies to everyone
But you cant excuse his actions just because you have tourettes
Yes he shouldnt of said it, yes its racist
exactly
doesnt matter if hes racist or not
How many times do people say the word gay
he said it and thats what matters
U dont see them getting slaughtered for homofobic comments
Why because there not homofobic
You know pewdiepie is basically an 'idol' though right?
U cantt say u have never used a bad word before
i didnt say that
Him slipping a racist slur on accident
but i dont influence millions and millions of kids
Isent really turning 54 million people racist
you say that
If he was pushing racial things it be different
but how many of them defended him?
Because its stupid for people to get butthurt when hes not a racist
He admitted he was wrong
He took responsability
Man he did it as a joke
U need to understand
Everything is funny or nothing is funny
i personally would not want to have my games associated with someone like that
even if it was bringing in cash
Where do u draw the lineu need to be able to seperate the two imo
Yeah, and saying racist things isnt a joke
Someone whos has massive postive infuence on people
because the whole thing is bad
People always notice bad but not good
not true
Hes done few bad things ywah
Do u know how much good hes done for people
Its not even remotely close
you cant just say "oh but he donated all this money to charity so now he is allowed to get away with saying it"
no
Its not about money
Im talking postive influence hes had
On peoples lives and mental health
it shouldnt be about how much good stuff you did allowing you to outweigh it with negatives
thats ridiculoujs
No my point being
like killing someones, but saving someones life
No one is perfect
doesnt equal it out
Theres big difference here
"Do u know how much good hes done for people
Its not even remotely close"
Have u ever used the word gay?
i think everyone has
So ur all homofobic and we should cut ur ties with studios
but whether or not we were kids and uneducated is something different
being an adult and saying it isnt right for definite
U cant say 1 thing is fine and another is not
you realise pewdiepie isnt a kid anymore right?
Id get behind u if he was actually a racist but hed not
U do realise
That u never grow up
lol
Kay ur 21+ now u gotta play peffect ball
What about me
It wasent till 23 that i stopped being a kid
well actually, thats why the law is different dependent on age
I was litrally running around college shouting nigger, queer etc
Allsorts
I was a brat
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Saying random shit with out thinking about it
but cya
Oh no it wasent tourettes
I knew what i was doing
I just didnt care
I do agree with u
And hes should be punished for it
But at same time to strike his channel whwn hes not racist
Iikee the fuck
you know he is the channel right?
he is the person behind it
he said it
simple
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Editor crashes repeatedly, illegal read/write. I don't get any context, callstack or whatever from the crash log. It worked mostly fine at first, but this is really problematic, any idea how to track those problems?
Happens when starting PIE (regular or vr preview)
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kh3 looks kinda off tbh
can you still download the old UDK from somewhere? cant find it
hey so about pewdiepie lol, don't people say the "n-word" on game voice chat all the time?
Hopefully not
I wonder if fornite gives a bad impression for unreal engine?
its so unoptimized
@primal prairie runs at 60 fps on consoles
most of the time
its not really unoptimized, keep in mind the whole world is dynamic and destructible
I would stay it still has some performance hits for how that game looks
I have some old udk scenes I would like to open
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@fluid storm It's pretty silly. He's not even an American, he's a Swede living in the UK.
doesnt even run 60fps on a 970
Anyone having issues with garbage collection in 4.17 ?
I seem to get a hitch every 60 seconds
From GC
(on servers)
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Oh, Hello, all.
Thought this would be a neat place to learn a thing or two.
The forums don't seem as active as they used to be.
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marcus?
when packaging a game, is it ok to overwrite into the same folder's previous build?
for some reason if I change a blueprint, the packaged game's blueprint does not update, meaning its still using the previous version's blueprint
(after I re-package)
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do post people make in here get deleted if we leave this server?