#ue4-general
1 messages · Page 120 of 1
the ANY key. just like "Press ANY key to Start" etc 😛
I think one is free even
Please welcome @plush yew to the community! :beers:
@safe rose thx
@safe rose I mean
I wanna press a key then pause the running game
And click something in the window
Hi small question, how can we use the system of sharing under android in our game UE4 I can not find O.o
Like a hotkey to the pause button above
rellou
@quasi lake are you talking about in editor?
yeah
If so, afaik there isn't a "pause" for run
You can pause simulation tho
As for the key, it's f8 or f9 to escape pawn and gain mouse control
I always forget which one
But it's definitely one of the function keys, you can look at shortcut keys
In editor settings
But anyway, if you wanted to pause your game, set up a key for it. Then unpossess pawn with whatever key, f8 I am pretty sure. Unless doing simulation, in which you can pause that.
:O
hands flammenwerfer
@plush yew You might want to go to #graphics or #animation depending on what causes this
hands flammenwerfer
:D
hello can someone help me with a problem?
If you post the problem into the correct sub channel, yes
not sure where this would go.
Then post it here
Asking if someone would help doesn't bring you anything :p we need to read the question
im having a problem with alpha textures displaying correctly
ok thanks
god damn it... I had a case of "isValid" not trigering
I changed nothing
and now it works
and now it's not working.. again
for some reason "sphere trace by channel" doesn't give out an out hit hit actor
hiya team. I'm looking to learn more about variable types and how they work. Not floats/ints/bools but the object references, class references. Whats the dif between object/class reference of another blueprint when another BP uses it as a ref if that makes sense. There are also like 1 million variable types. I'm trying to find documentation on wtf all those choices do and how they work if anyone has the time to point me in the right direction.
kinda feel like if I learned C++ all the variable connections and how they work would make a shit ton more sense
Probably true.
I understand how all the basic variable work. As I'm working through tutorials I get kinda stuck on the concept of using 1 BP to call the other. On the surface level it makes sense. But trying to understand the difference of when they make object references or class references. What does each one really do?
Please welcome @torpid oracle to the community! :beers:
An object reference points to an existing object. You usually have to make sure it exists before you do things to it.
A class reference is the dictionary definition for a type of object. You can only read from them.
Someone who knows could probably tell about the other two types... e.g. the purple one.
wanna play fortnite? anyone?
The command HighResShot doesn't calculate Mips correctly, does it?
What's further interesting with object references is that an object reference can point only to objects of the right type, but because of inheritance, any blueprint also counts as the type of its parent. Thus an object reference to an Actor can point to a Character, but a Character ref cannot point to an Actor.
Can anyone point me to a good explanation of the difference between maps and levels? Especially regarding persistent level and level streaming? I want to create something like 'open world' but I don't really know how I should be working.. tx
unreal's youtube has a really good video tutorial on level streaming what what its for
@thin walrus https://www.youtube.com/watch?v=GkDg9GPpzXE
Announce Post: https://forums.unrealengine.com/showthread.php?141784 Alan Willard is back to talk about the different techniques that you can use to handle l...
Hey, I've got a component which inherits from UStaticMeshComponent. In this component I've added a method to set the pitch based on a parameter let's call it TargetPitch. I'm doing some clamping and then I try to set the new rotation via SetRelativeRotation(FRotator(ClampedPitch, 0.0f, 0.0f));
I'm logging the clamped pitch and it seems to be fine (0, 40) but the mesh doesnt update
If i set a fixed value like 10.0f instead of the variable it works somehow....
do you know what I might be doing wrong?
@azure sierra tx mate, will take a look
can i use visual studio 2017? does it work with currently updated UE4?
it says in the tutorial to use 2010 2012 2013 or something
is that outdated?
I'm using it and it works
@stable crest for mobile
Please welcome @foggy gyro to the community! :beers:
Ah i guess there is a dependency on mobile
@dusky dove Nsight is related to Cuda (from Nvidia), depending on the version it may not be compatible with Visual Studio 2017 (they just release Cuda 9.0 which supports 2017, all their tools may not have caught up yet)
Download previous versions of Visual Studio Community, Professional, and Enterprise softwares. Sign into your Visual Studio (MSDN) subscription here.
I've deleted the light source but the light is still there?
but i quess you need to have an account there
there is no community 2013
also express installs dont work
so...
not sure what to do
me2 @next badger
@viral cape you need to rebuild lighting
same thing happens if you move an object without rebuilding you will have a dark spot where the object was
Please welcome @wooden olive to the community! :beers:
@wooden olive feedback != solution
but, yes, you can (if it's not general, use respective channel)
oh, i won't be helper here, but you still may ask, maybe someone will answer
i have a destructable mesh, but there is no texture inside, and i cant get 2 materials in the skeletal mesh, becuase when i fracture it goes away
Is it possible to transfer Particle and Dynamic Simulations from Blender to UE4?
im sure there is
How can I transfer an explosion that I made inside Blender to UE4?
i think its a plug in but i forgot the name
also unreal already has an existing explosion
I don't like the Default one so this one I made is more suitable for me
What is Alembic??
So what is the correct way??
Goodbye UE4.. I am quitting game development. Its been 2 years but I was unable to ship even single game. UE4 is surely the best engine but seems like game dev is not meant for me. Goodbye people..
...
@worldly umbra https://docs.unrealengine.com/latest/INT/Engine/Content/AlembicImporter/
there's no correct way, it's probably good thing not to make explosions outside ue4
Describes the Alembic File import process along with import options.
I am guessing that won't be too optimised
@worldly umbra Alembic is pile of garbage in the terms of optimization, also it weights a ton when imported in ue4
How do they make explosions inside UE4 then?
Like the ones from Fortnite game
I am not too good with UE4's particle system
@worldly umbra oh, the fortnite have fery fancy tech, i think there was a video about it...
@worldly umbra oh, btw You mean the one from the cinematic or from the game?
The Game play one
I just need to know the basics of creating an explosion inside UE4 rest I can manage... So is there a proper tutorial for it whether official/unofficial....
game one made with particles, cascade, or even niagara...
I saw there is a pipeline of Houdini to UE4 but I am an Indie dev and can't afford that software
houdini is 200 dollars for an indie
There isn't any proper tutorial existing that tells how to create explosion inside UE4 using Cascade or anything
so similar to substance and others
That's too much for me
becouse you need the textures first
I can create textures
you can create the textures from other software, but houdini has dedicated tools for it, and some real fancy stuff like normal mapped explosions
or motion vector to get super high framerate explosions
once you have the texture, its trivial
I can do with cartoony one
@worldly umbra i think there are explosions demos in ue4 learn tab or among free assets on the marketplace
you go to cascade and tell it to use it
Ok I will check the learn and marketplace sections
I think I need to master the Cascade
@frank escarp no news on Niagara?
there is a crastastic WIP thing you can enable
essentially you create your own emitters
using a node graph like the material one, or blueprint math
@frank escarp i did, it crashes the ue4
and that defines the behavior of particles
told you its crastastic lol
just wait til 4.999 when they enable it
epic is actually working to develop it
@frank escarp i thought maybe you know what was on recent stream about 4.18
becouse they are trying to enter the movie-cinematic market
and to do real fancy FX niagara would be killer
didnt saw that stream
ill go have a look atit
Future is bright but can't wait much longer I need to create something cool for my showreel
yeah, the houdini quality realtime fx would be noice
Please welcome @lucid venture to the community! :beers:
@next badger houdini is just a movie tool for FX
for the game fx it exports fancy stuff that just works with the normal tool
you can use that stuff in any engine (and in fact they use it like that for AAA)
im having a LOT of fun with it
automatic terrain, automatic level design, fancy FX... its a great tool
but it is STUPIDLY hard
dont give it to anyone who isnt a programmer
it expects you to actually write geometry/simulation scripts for stuff
using python or a c-like lenguage
Please welcome @ornate forge to the community! :beers:
i have a destructable mesh, but there is no texture inside, and i cant get 2 materials in the skeletal mesh, becuase when i fracture it goes away. can anyone help
@wooden olive material goes away?
i create a second material in the destructible mesh editor but when i click fracture, it goes away
the only material is material 0, the model texture, i need material 1 for the inside
@next badger
@wooden olive i think it's in chunk parameters #2
@wooden olive nope it's under element 1
In this video i show you how to create a destructible mesh by creating an exploding oil drum. Music: Tobu - Colors https://www.youtube.com/watch?v=eyLml-
i get this vid, but hoe do i get 2 materials, when i click add i can but then i click fracture the second material disappears
@next badger
@wooden olive you fracture before
Please welcome @last moss to the community! :beers:
@next badger
?
this happened on my last project
using c++ seems to cause crashes but i never have any idea why
compiling with 0 errors and yet the game crashes the editor on runtime
Alexey Mak (S-ed) - Today at 4:25 PM
@Amplific mods aka (Sly) you fracture before
Amplific mods aka (Sly) - Today at 4:26 PM
ok, then
becuase trhe inside is empty @next badger
@blazing crane well, compile errors and runtime errors are very different things 😃
C++ doesn't give you the benefit of just saying "errors reported during run"—you crash in most cases—so you need to be much more careful in setting up your code to avoid that
Getting stuff to compile is the easy part in most cases. :p
coming from unity, it's a big step up in difficulty
@glossy flame in most cases it's just a rogue pointer...i.e. forgot to test against nullptr
i'm doing the ben tristam course but it moves like molasses
is there a c++ resource you guys recommend?
for somebody who knows c++, and is a professional unity dev
(Me)
when you crash you get errors in logs
go check it
if log cuts that means it a crash due to CPU instructions, in most cases this means calling function on null pointer
then debuging is needed
how could I debug?
Yeah, #1 rule when starting C++ is check your pointers
ahhh
VS has debugger ;p
tun with debugging and when crash happens VS shows oyu where crash happened in code
But still pretty good, especially for newbies
You can check out BatteryCollector
Andf TanksvsZombies
it reminds me of the rick and morty episode with the purge, and the old man won't stop telling his tale
I havent' tried TvZ though, so no experience on that.
IF you used Bluiepritns for a while you already should know most of fucntions, because most blueprint nodes are just bindings of C++ functions in engine
But BC was pretty good.
this looks nice: https://wiki.unrealengine.com/Entry_Level_Guide_to_UE4_C%2B%2B
yup it was a null pointer
i commented out anything with a *
i thought i knew what pointers are. I don't.
pointers are ints that contains memoery adderss to the varable it pointing to
why use pointers as opposed to referencing a variable?
if you gonna try to access invalid pointer you either get crash or get some trash data
for optimization?
hmmm refrence can't be null, it kind of like hard pointer
pointer can have null state
also all UObject interations happens via pointers
would it be better for me to just get a book on C++, break out the old laptop and vim, and go from there?
i guess I really need a better understanding of c++
i get by as a unity developer without a cs degree level of understanding
i guess that Unreal isn't really that way
you don't need a CS degree to figure out pointers
ok then maybe start learning standard C++
but if oyu do that you need to remeber soemthing
UE4 expect you to use exclusivly it's APIs
the notmal C++ tutorial will teach oyu about standard C++ functions which are not used in most cases in UE4 coding
pointers and header files seem to be the biggest differences from c#
at least when it comes to unreal
thats why peopel call C++ in UE$ as "UE4 C++" but it still same C++
C# is complitly diffrent language ;p
asside of syntax being quite similar
UE4 has some macros and a custom build system that may throw off newbies but it's really just usual C++
C# is morel iek scripting language while C++ is a code that is translated direclly to CPU instructions
C and C++ was made to save time and sweat of assbler coding
by generating CPU code
now you do F#
Also worth noting is that by making C++ gamep roject, you really just adding extra mdoule to the engine, technicly just extending it
UE4 code is modular kind of like Linux kernel if you seen that
CLR JIT actually also generates CPU instructions from C# http://www.telerik.com/sfimages/default-source/blogs/understanding--net-just-in-time-compiler-figure-170ea752614cf-png
yes :p but C++ was made from ground up to generate CPU code
while C# is compiled to machine code which JIT just compiles to CPU engine
C++ compiler does not generate CPU instructions directly if you use LLVM/Clang
it still requite that huge .NET runtime
in you understand core of C++ you should understand what i mean
i mean oyu can dirrecly place assebler code inside C++ via compiler buildin functions
maybe let me explain this way
true C++ and aspecialy C don't really need runtime,
because what you code is changed direclly to CPU machine code
C++ runtine is only those standard functions so you dont need to start from absolute 0
like in assebler
while C# and all .NEt languages are fully managed and can be run in VM, you can really direclly interact with CPU
maybe there is ways but i dont know
still you have build.cs in UE
the important difference between C++ and C# is the lack of garbage collection, not the way machine code is generated
build.cs is just build scrit for UBT which is tool coded in C#
thats why UE4 editor requires .NET and Mono
no
let me explain this way you mae a main()
and just int8 x = 0; int8 y=0; int8 z = x + y;
this gonna be converted to CPU instruction without any runtime needed
because that job of standard normal C++ compiler
while .NEt languages complitly relay on that runtime it has
even for simples tasks liek this
inmt erms of low level high level C and C++ are between assebler and .NET
when oyu code in C++ you knwo that if oyu do int x; it will be just place in memory
while if you do that in .NET it will be something un run time which in the end is placed in memoery by the runtime
see what i mean ;p
it more raw programing then .NET
can somone link me the visual studio they use that actually works with android? really hard to find
Please welcome @remote fulcrum to the community! :beers:
hello
ok so when i import my gun model into unreal engine it imports the pieces seperatly and animates all the seperate pieces does anyone know how to fix this
Please welcome @old bison to the community! :beers:
I have a box thats subdivided, when I important it with matching custom collision, the collision looses all the subdivisions. How do I prevent that (intended to use for a spline mesh)
I'm look for someone familiar with using git/Source tree and multple work stations. I have two work stations and When I try to move from the first to the second workstation after uploading all of my changes to source control I get this Error everytime on the second workstation. Regardless of which one i used first. Blueprint could not be loaded because it derives from an invalid class. Check to make sure the parent class for this blueprint hasn't been removed! Do you want to continue (it can crash the editor)?
did you manually commit the changes in the first workstation?
Otherwise, I use github to centralize our project. I find with the combination of the github desktop app and git you can create multiple "masters" (one for each workstation). So when you commit your project on UE, you go to the desktop app and commit to the main master.
Please welcome @molten oyster to the community! :beers:
Welcome @molten oyster
@keen carbon I had tried that before. This time removing the files not tracked by git and rebuilding the project worked. It didn't on my last project which is still completely broken
Thank you.
Huh. Weird
I miss it when I had a perforce server, lol.
I had access to it for over a year. But now that gig is over. I'm on my own now.
Please welcome @autumn portal to the community! :beers:
Welcome @autumn portal
Can anyone help me with, destructibles, you must have a very advanced knowledge because documentation dont go as far?
why is there no Arcore section 
destrutable meshes took me forever to get replicating correctly in multiplayer - I ended up using the DENT blueprints on the marketplace and tied the Shooter Game template into them by exposing a few of the weapon projectile functions
shit was not easy and I'm afraid to touch anything now that it replicates properly LOL
still don't fully understand them, and my players can walk through the DM walls still
documentation isn't great for multiplayer DMs for sure
@kind pumice I have a problem with inside texture not existing
I just realized
I have dishonored the unreal engine community 😦
All this time i've worked on UE4 without realizing the abbrieviation of my home address 😦
I live in UNITY STREET and work in a complex called UNITY ENGINEers LOL
I never really bothered to search what US and UE meant in my address XD
Please welcome @dapper ibex to the community! :beers:
Please welcome @spiral juniper to the community! :beers:
ayye whats up people
So I purchased a pistol pack that has FPS animations and they use the mannequin skeleton but seem to have their weapon_mount bone and hence WeaponSocket down at the root? Why would that do that and how should I go about correcting this?
Full title leaked
can i get someon to help me with something i have an idea for?
@wooden olive do you have the inside matrial set here - when you open the DM you should have more than one material
@spiral juniper Please be specific. What do you need help with?
I need a struct to hold a distance and an index. Then I have a TArray of that struct. I want to sort the TArray by distance, but I'm having problem overloading the < operator. Can anyone help me?
I tried
{
float dist;
int pto;
bool operator <(const tDist& x) {
return x.dist < dist;
}
};```
But later it said "error: invalid operands to binary expression
('const APawnCamera::tDist' and 'const APawnCamera::tDist')
return A < B;"
@magic garden For example im trying to create an FPS but how can you import another type of gun for example a ak-47. imma noob at creating and codding with c++
All right, it was missing a const (I guess) :
return x.dist < dist;
}```
@spiral juniper Sorry, I have done the FPS tutorial other day, I think you still have to do a few other tutorials
I really have no idea
huh i also saw you have to pay to get add-ons for the emgine is that true?
What paid add-ons?
You can buy plugins etc on the marketplace, but you dont have to.
None of those are a requirement
i wasnt saying thay
And some of those are a waste of money (not those specifically)
There are also some free "add-ons"
let me rephrase is there anyway to import something such as a guns in the engine without buying these add-ons
If you can make it yourself or convince someone to give it to you for free
Otherwise you'll have to pay for the models
how can i make it for myself
like i said im really bad at this and wanna get better
uhm. i'd say download Blender and check some tutorials.
hmm alright thanks man
Please welcome @copper tulip to the community! :beers:
heh
If he expects those guns to function, he's gonna have a fun time.
guys what does MS means in the viewport?
under the FPS
... milliseconds ?!
no its clearly microsofts. its 8 microsofts
i knew i was wrong hehe
haha
hey guys i could use some help with UE4 real quick
also need someone whos just as equaly proffecient in source engine
Please welcome @forest heart to the community! :beers:
@remote fulcrum Just ask your questions in the appropriate channel and someone will get back to you.
@weary basalt thats kind of the probelm im not sure which channel to use
since this issue is both texturing, exporting and importing based
and ofc source engine knowledge
Just ask here then.
OK
so basically
i have around 500 mb of a bunch of models from an UE4 game called deathwing, and the guy who helped me export and recompile them said that the RGB and color maps need to be combined and then the models need to be converted from the fxvb or whatever it is-format, into the SMD format and then into the MDL format so that source engine can support it
anyone here with the capability to do alll those things will be welcome i may even pay you (err in steam games cause i kind of have my money on steam right now) if you do your job right
Just curious: We're not talking about Space Hulk: Deathwing, right?
You wont find any help regarding ripped content here
Ripping and reusing content is usually frowned upon.
Especially when the vast majority of this community work really hard to create original works.
ja, i guess
kill me please
Nop
damn
Files are on read only, it's that?
PS : i never touch that, so dunno why i have this now
Nop, only the main folder
my folders are like that as well, so I wouldn't think that's the issue
what about security permissions on the uasset files - is your user account listed with full access?
you can just add everyone with full access to be sure its not a security issue
I have touch nothing and i'm admin on my PC :/
Where can i see the perm for the files?
right click the specific UASSET your trying to modify and do properties
Security tab
Oh on windows ^^
yeah
you should be able to add the "everyone" group to teh file, then give it full control
that will eliminate permissions as being a possible reason
Can i change this for ALL files in my folders or i need to do it one by one?
yeah, you can do it from your main project folder and it should inherit down
I would just do one file though to be sure it is the culprit
that way you don't mess with permissions without having to
for a bunch of files/directories
Oh ok, i don't have perms for modify this ._. But i'm admin ;.;
I won't promise its the reason until you can save the file after giving full control over the file. shootin gin the dark here lol
ahhh is it giving you an access denied type of error?
Yes 😦
windows can be crap with file/folder inheritance
lets go to the root folder of your project
go into its security tab then advanced
yup
It's say that i'm the owner :/
windows permissions can be hell
I litteraly touch nothing but now it's work >.<
usually when weird crap like that starts happening, I run a virus scan out of paranoia
lol
totally good habit to have on a dev workstation, second only to backups
Please welcome @drowsy bough to the community! :beers:
anyone here manager to add nvidia hairworks to UE?
when i play game in main map screen my game does not work as it should do but when i am in the bp window and play game its work exactly i want so what the problem
maybe you're playing in new window
make sure that your active play mode is in SELECTED VIEWPORT
Playing from the BP well open a new Window
and what is the "my game does not work as it should do"
If he only presses play (and not play in new window), then the non-bp play (so the one where you see the viewport) will start in the viewport
That shouldn't do any different though
And yeah, he needs to explain his problem better
If words are missing, try a video
yeah
@plush yew
ya
when i play game in main map screen my game does not work as it should do but when i am in the bp window and play game its work exactly i want so what the problem
it will better explain by screen share
@plucky reef that's the engine source code, with hairworks integrated to it
you need to compile the whole engine
and that's now based on 4.16.3
so if your project is made in 4.17, those files will not open in it
@plucky reef also, it's not polite to tag random users to ask help, just do it here and try not to bug our moderators about your issues
people will answer if they know the answer or have time to explain things
@plucky reef Never needed it :P so no
@regal mulch I see, I wanna try everything tho haha
@cursive dirge oh I see, so I just need to clone it and then compile in C++ and it's good to go? I can now add hairworks files? thanks
oh yeah, so rude of me, sorry
Can some one have a spear time 10 min to test a game
depends on what kind of game 😄
What a question is that
and what is the thing needed to be tested
maybe the second question is more important 😄
okay I can help u with that
@plucky reef yeah, once you build the custom engine, you can use it, the branch I linked accepts hairwork files (and it has some simple test scenes as well)
just make sure you build that hairworks branch if you clone it manually
tell me when u have entered in game u need steam by the way
Is it a nice game? Should i download it? x)
I click clone and OPEN DESKTOP using github
@dawn apex I just started the game
can I use that an open my project?
@dawn apex still there? I could not find any server, started my own and did some running around, also shot some paper zombie 😄
@plucky reef you need to build the whole engine...
instructions from the github forks readme, yes
thank you I'm downloading it now
Please welcome @uneven fossil to the community! :beers:
Hi guys, i was just wondering... do you think that UE4 is a good engine for a MMOFPS in the scale of planetside 2?
i mean.. hundreds of players in the world at the same time
or an engine from scratch might be a better option?
You could take a look at HeroEngine
Modifying an existing engine will always be better. With that many players, you may need to modify unreal engine to change the way it controls and tracks actors, but it should be fine.
my game behave different as i want to do when i play it from level editor play button but it work perfectly when i play it from bp editor of any
Huh?
interesting
looking at hero engine now
eso and swtor started with it.. though eso has it's own and swtor is heavily modified
for MMO stuff HE is probably the best option. at least better than UE (without some staff to make mods to the engine)
UE4's Dedicated Servers are not made for large scale games without modifying it
Newest patches (4.19) will improve that a bit
Due to Fortnite supporting 100 Players now
A custom engine can be also better than using a existing engine like UE or Unity btw
depends on your project and your companys long term strategy
how about using something like photon?
You can use UE4 and bypass the normal server stuff and implement your own networking for that
Iirc there are solutions for this already
i don't have a company or manpower yet 😄 i'm just doing a bit of a research
Sure, however an MMO will need you to do a lot of backend coding
yup^^
There is no plug and play solution for such a massive scale.
At least not for ue4
well that i kind of understand
Check the latest blog posts from Ue4
They posted about the changes coming from Fortnite
Maybe that helps already
"On January 24th, 2015, PlanetSide 2 hosted 1,158 players from all three of the game factions – Terran Republic, Vanu Sovereignty, and New Conglomerate – in a massive battle on the Jaeger competitive server." - this is the scale i'm interested in
i'm a backer of Dual Universe.. and their networking system intrigues me
the further the object is, the fewer updates the client receives
and smooth movement is simulated using prediction
That's how it's usually done, yeah
You can modify ue4 to do that too
Or just use the net cull distance
The problem is probably the Server itself
It needs to manage 1k+ players
yea
when i was thinking about the less frequent updates... i always come up with the sniper problem
their Continuous Single-Shard Cluster system is interesting
let's say that i have a sniper rifle with an effective range of 2km (let's say it's a laser and it's scifi)
2km is a huge distance for smooth and accurate updates
that's why i'm kind of unsure about the system
Do you have any vs plugin recommended for c++ coding?Except Visual Assist
I found much error with Visual Assist for c++
So I'm looking for some other good plugins
😫
Hi, I just reinstalled my computer and switched to Visual Studio 2017 but when I generate the project files for the Engine (which I compile), the project in VS2017 is named "UE4 (Visual Studio 2015)". Is this normal? How can I make it so that it actually uses the VS2017 compiler?
@minor lily What version of UE4 are you using?
Hey guys, is there anyway to rotate a bone on just one axis? Every time I try to rotate on one axis it will adjust the others a bit as welll.
watch this bad joke https://blogs.unity3d.com/2017/10/04/neon/
unity is teaching others to pay ridiculous amount of money for assets you barely see
throw 50 usd for a ship you see 0.2 seconds
they get an cut of the money right?
dunno
@mint raptor I am using the release branch of github, so this should be 4.17.3
For anyone trying to do the same as me in the future, when calling GenerateProjectFiles.bat to generate the Visual Studio project files, pass it the -2017 argument.
It should look like this then:
GenerateProjectFiles.bat -2017
🤔
i dont use unity
buut the 50 bucks for the ship isnt that much for such quality
if u click the link below to the model it also has animations and such
yes ^^ but in that demo scene the spaceship does... exactly.. nothing except standing or moving..
so a 200 faces low poly spaceship would suit perfectly
yeah the scene is quiet lazy made
just one scene to fast show off everything they wanted to sell and try to make a "cool" effekt for it
yes..
has anyone managed to use render target to get a 3d mesh in 2d HUD effectively with alpha'd background?
@honest raven downgrade your driver ?
Has anybody ever made practice assets for people to use?
odd question, What is the most frequent thing that causes AI Actor's to lagg when becoming a massive number of them? Polygons or the actual ai system
That's a good question, I hope someone @'s me when it's answered.
Why is this not working? Get streaming level and the string are not firing when running the game
Are you sure that's not firing?
If the object you get out of the getter is invalid or doesn't implement the interface, the function isn't called, which will return an empty string to be printed
You can use a breakpoint (F9 while node selected) to see if the node is truly getting fired or if there are other issues
If you've confirmed it's not being called, however, your input might be getting consumed at a different level
Please welcome @pastel storm to the community! :beers:
Please welcome @plush yew to the community! :beers:
I had to change the sublevel to always streamed
and now it works
thanks both of you
@pallid compass You need to have your mesh outside of your level (including the sky sphere) and make sure the scene capture is pointing away from the level so that the background behind the mesh is black
Can anyone direct me to a good place for learning about making low poly terrain?
Please welcome @plush yew to the community! :beers:
What's the BP node to add a Sprite to an UMG Overlay ?
Hellow all. I'm OPRation as when I was young I wanted to be a gamedeveloper. I realy want to make a game now just for seeing what i'm capable of. The struggle for me is always about what topic must the game be. As I want to create a Open World game (GTA Style ish) I'm realy quick lost in what need I to do. And how to get started. If anybody would be kind to help me find a way for me to make games. Thanks
Please welcome @warped hatch to the community! :beers:
Grab pen paper
Draw
Environment
Write
Story
Write features
Complete design document
Write implementation details
hile learning engine
Man retargeting skeleton mesh has been a pain. The asset I bought has the weapon mount on root but the skeleton I want has its weaponmount on the hand.
So I'm manually moving around the weapon mount saving, retargeting and checking to see if it looks right just so I can tweak it again, and worse yet, the orintation seems so inconsistant. There has to be an easier way.
hey, anybody home ?
Please welcome @warm tangle to the community! :beers:
heya
Please welcome @tulip plinth to the community! :beers:
Welcome @tulip plinth
hi thx
Hey, someone know a good YouTube channel for complex (not basic) blueprints tutorial? Thanks ^.^
I hope everyone is having a producting weekend! What is everyone currently working on? I'm running through some RTS tutorials to learn about building placement/unit spawning. A little advanced for me (I understand the flow but I don't think I could recreate it on my own without heavy "cheating). Just wanted to give a shout out to the awesome people here who chat it up, help out and keep the dev process somewhat fun 😃
@short onyx What do you consider advanced?
Not the basic tutorial you can find quickly like movement and other xD
Like the good tutorial i found for elevator made like a AAA game, super smooth, configurable and other
Or like procedural generation
I mean instead of searching for "advanced" BPs I would just go to the unreal documenation and get down all the frameworks and how they interact with each other. The best bet might be to just follow a tutorial series and then look up everything you don't know while you're following it. I'm doing one of the RTS tutorials on youtube. There's a few of them to choose from. They pretty much cover every aspect of BPs as you are working on them. Really testing my ability to follow along and critically think about wtf is going on as there are BPs calling BPs everywhere, functions and macros having spagetti sex. Pick something you want to learn and go that route. Like if you want to make an inventory system... search that and see how everyone does it. Then if you want to make a better UI, search on the UIs and learn how they do it. I think its easier to learn how to do a mini project and then look up the shit you don't understand as you go as apposed to "I want to learn all the advanced features". Making the project will cement the workflow in your mind quicker (at least for me). Then everytime I dont know what something is, I look it up as I go and take notes.
@fiery token thank you!
productive*
@dire storm give me your channel in private message :) Could help ^^
Ps : yeah, i have my mini project for test think i probably never use but fun to learn :)
https://www.youtube.com/watch?v=-AEcliC5STI&list=PLDnygpcOYwFW2XtNyiandrLDG__OAZs7Q&index=15&ab_channel=3ProngGaming This is the series I'm working through now
In this episode, we continue our building placement checks. This time, we ensure that the building is on a (relatively) level surface before you are allowed ...
Hey guys, I have this extreme frame drop ( from 100+ FPS to 7~8 FPS ) when I add a spline to my scene, even when the spline has no attached mesh, for no actual reason... Anywho do you guys have any idea why ?
Theres a few bumps in the road here and there but overall the guy is pretty freakin awesome. Very to the point. Has a review video where he explains some stuff.
@fiery token is your spline named FPS eater? Jesus that's quite the FPS drop. I have no idea. I've played around with splines "with meshes" and havent had any noticeable drop in framerate in the last week.
is it in a blueprint with an attached loop or something attached to tick?
@dire storm i look it when i can ^.^
I watched a spline tutorial a few weeks ago and the guy screwed up his BP with the spline and basically had it set up so that it was devouring his framerate because of how he coded his tick event to update for the procedural stuff.
This is my blueprint..
Please welcome @nova shoal to the community! :beers:
Is there a site where I can download C++?
Since it's a fork of the engine (private repo), you must be signed in with a GitHub account that's linked to your Epic Games account and in the Epic organization
It's there for sure, GitHub just 404s when you don't have access
Is anyone gonna answer my question?
Well, you don't "download C++".
You're going to have to give a better question as to what you're actually trying to do
Are you trying to get Visual Studio?
Are you trying to get a compiler?
@glossy flame ah thanks yeah
Tried following a YT video but it was on Mac and I understood nothing
@regal drum if you need Visual Studio, it's here: https://www.visualstudio.com/downloads/
Ah, if you're on Mac I believe the big IDE is XCode
I'm on Windows
😄
You can use a plethora of different IDEs, but probably the biggest ones for C++ are Visual Studio and CLion
If you're intending to get into UE4 C++, definitely use Visual Studio
I want to get into C++ in general
There are some studios I would love to apply for when I get the requirements, and all of them require me to know C++
Okay, so personally I would just download VS, make sure you select the C++ tools when you install it, then get going
@fiery token Did you open the debugger and see whats eating the FPS? I'm not super familiar with it yet but you should be able to pull up and see what part of the spline is eating your fps
@fiery token From what I've read on the tutorials and whatnot its probably something to do with that forloop. Did you get your spline BPs from tutorials?
Yeah I did get it from a tutorial, and it seems to work fine for him.
Clean up your spagetti. Look at your tutorial and meake sure you are using the right index number to start with and whatnot. I'm not too familiar but what I'm doing now when I run into problems is just rewatch the tutorial to see what I missed and then look at other tutorials to see how they do it too. There's something wrong with that BP and my uneducated guess is its the loop. Loops can be scary and devour your FPS if you fuck em up
Let me pull out the spline tutorial I was doing and see how he did it
@fiery token brb
@fiery token hey
what do you use to print screenshots on here?
Yeah, I'm here.
The plus icon next to the "Enter text here"
I mean "Message #ue4-general "
So this is the walkthrough of how mine was done. Spline -> Get Number of Spline Points -> minus 2 from it (for start and end). That goes into your ForLoop
do you have the link to it or something ?
I dont think you're supposed to count the start and end point
and I know this spline works perfectly
because they are the start and end points.. basically think of it as a line. draw a bunch of points in the line. You are worried about the "lines" between the points. Not the points. So you don't coun the start point or the end point.
you're basically segmenting a line. chopping it up into smaller lines
you count the chopped up lines, not the points that make them
so you have to minus 2
I would just link the damn tutorial but its one off udemy
Lemme see if I can figure out how to get a good printscreen. I never use printscreen
AHAH
Just press the start button and printscreen together... the screenshot comes in your Pictures->Screenshots
If you're in the market for a new program (it's free, haha), ShareX is great
yeah I use dual monitor though so its gonna be both and tiny
You can select regions for the screenshot and it'll automatically upload it to an image host (I use imgur)
hmm I'll have to look into it
@glossy flame Where is that regions thing you are talking about. In the ShareX?
@fiery token Was that helpful or do you need more?
@glossy flame Thanks I'm working on it now
@fiery token yeah one sec. I was trying to setup shareX
my progressbar is going to the right,, it does nto start at right and then go to left
@plush yew , can you show your Widget Graph ?
I just saw another tutorial with the exact thing..
as yours?
This video introduces the new splineMesh component and the concept of using it to deform geometry.
As yours..
idk man. I know this one works. Just trying to help out
Yeah, I know.. I was just telling that I found a similar tutorial. Thanks.
I bought the 10 dollar tutorial off of udemy with the shit ton of good reviews by chris (the non C++ one) Anyways he walks through it decently enough and explains why. His explanations don't go into a whole lot of depth but it made sense.
@fiery token Let me know if you figure it out. I'm pretty sure its because your loop is infinate or something similiar
@dire storm Bruh, your BP acts on three different meshes ?
The branches decide when to use each one
I gotta get back to work for a bit. Good luck and let me know if you figure it out and what you did to do it.
Does anyone have a great reference for learning coding gameplay logic and features. I'm curious if there's a compiled list of how features are done. I'm able to follow along tutorials pretty well but struggling on understanding why things have to be done in certain ways in the first place. Like coming up with slope calculations of building placements. I can easily do the tutorial but I can't recreate that on my own if I was just starting my own project. What do people reference when they are designing features and how to implement them. I need to learn the implementation process.
you must start to experement and try out by you own @dire storm
Yeah thats what I'm doing right now. 😃 I'm currently workin on an rts tutorial series and following along. trying to get my camera to ride ujp on the terrain as I move it in game
try to think logical and break it down to simple algorithm
Slope on buildings never looked that great to me. Unless you mean limiting max slope.
tutorials are fine, but it is very easy to get into situation where you can easily repeat them, but cant do anything on you own
@dire storm BRUUHHH !!! I got it working. I tried your method and it didn't work. Then I went back to the old method and then finally realized that around 60 objects were being spawned at the same location. Then I somehow fixed that. Whew.. Unreal can be a bitch sometimes.
Eve I am trying to do stuff on my own, I generally just set a goal, then go to the documentation and take out the technical guide to that particular topic and then get working on it. BUT, sometimes, you justget these mind-blocks and you have to find a work around.
@fiery token Nice work man. What was causing all the spawning
@floral heart basically what the tutorial I'm using does it prevents you from building your rts buildings on hills and such. He doesn't exactly use slope equations and states why (basically some of the placements are valid however they are in areas where the AI can't get to). anywho my camera pawn just flies through the terrain thats elevated instead of riding above it which is annoying. trying to work out the collision on that.
@feral echo I agree but I got to start somewhere and picking up pointers from some people who have already figured it out is a good place to start for me
So in the tutorial I'm following I have the terrain set to colision enabled with block all everything. in my actual camera pawn I have a sphere that floats 100 units above the ground and you pivot the spring arm from it. So you can get the top down view. I'm trying to experiment with the camera. I want the sphere to ride up and keep the 100 units above it as it goes over the heightmap. Right now it just cuts right through everything thats elavated
@floral heart Thanks I'll take a look. I was cookin for the kids. I was wonderin while I was eating if I would have to do a linetrace the whole time or not.
Does it looks the same for you? https://docs.unrealengine.com/latest/INT/Engine/Sequencer/HowTo/index.html
A How To Guide for creating cinematic sequences with the Sequencer Editor.
Ah I see it now. The tutorial permanently locked the Z location to 100 on the sphere to prevent prevent crazy camera rotations while zooming in and out or using his panning. So basically its locked to 100 no matter what or you get game breaking camera issues
is there a way to render out sequences at >200 fps?
i've read that -fps -benchmark -dumpmovie could work but its used for built games as a launch parameter and idk if it would work with the sequence itself
@next badger Pretty much, yes. My window is not as wide.
@sinful forge i think sequencer doesn't rely on actual fps...however i haven't tried it myself
@floral heart what res are You using?
@sinful forge i see, i wasn't aware
@sinful forge oh, that one...hmm...
@sinful forge have you tried spinner and type input?
yea, it reverts back to 200
On that page it looks like "Blending Multiple Transform Tracks" and "Blending Gameplay and Sequencer Animation" are supposed to be buttons to articles, but they're just plain text and don't have the right float properties.
There's another one, "Moving Actors with Sequencer".
@floral heart yeah, i think those supposed to me subcategory headers
but it's just my speculation
Yeah, my theme makes no miracle here
I want to get a pelican box that can fit my rig and VR set/accessories.... where on the Unreal Forums would be a good place? the VR subforum?
unrelated to unreal
https://www.roadtovr.com/innoactives-vr-suitcase-is-a-portable-self-contained-vive-demo-station/ is cool
Innoactive has answered the call of nomadic VR developers on-the-go with a super slick portable pop-up, self-powered Vive station in a case, it’s called the VR Suitcase and it’ll put a serious dent in your wallet. Whilst the HTC Vive offers incredible room-scale VR experiences, no one could ever describe the SteamVR powered package as …
should get you started, that's how I got mine @light thunder
well made mine anyway
@safe rose I appreciate it - I've read that post and almost ordered one! However, I wasn't sure about having everything in one huge case or two smaller cases...still undecided.
It depends, how is it traveling?
And where is it traveling?
If it's being shipped on it's own then I would say one big case. If it's part of a larger shipment like a pallet for a convention then smaller ones so you can play Tetris easier so you pay less
If it's going into your car it depends on how many trips you want to make and how much you like working out before playing it. Do you like dead lift or aerobics?
Building a city building game == Making an UE4 editor with sounds and silly animations...
sup
anyone ever get lightmap issues on a really complicated mesh?
doing interior stuff and the basic doors and chairs look really nice but a big traditional dresser with loads of cockbeads and cornice etc really struggles even with the lightmap resolution at 4096
with mad settings
and no overlaps
loads of shadow bleeds and patches
anyone clues?
any clues*
Which program do you use to model with @half mango?
blender mainly, i start out in sketchup for more basic things which causes no issues really
then in blender i do the more complex stuff to the mesh and modifiers
Are you sure unreal is looking at the lightmap you setup in blender?
They look the same?
seems fine for everything else
Can you send a screenshot?
like things like this seem ok and small objects
but with a bigger one, sec
ill show the issues
this is the big dresser
lots of small issues
and it has an insanely high lightmap res, 4096 :S
0.1 static lighting, 10 indirect light quality, etc
pretty high settings
it must be the lightmap i guess
i'll get a screenshot
it's pretty huge
WOAH
Spacing is important to for lightmaps
there's a decent space inbetween
i'll watch the whole thing now
thanks man
ah yeah maybe i need more padding
for such a large mesh
ive had to increase the padding before for others but, maybe i need to increase it a whole lot for this
could be it
some faces can be shrunk but I would make sure that the more visible parts of your mesh had the largest space available to them in the lightmap space.
lightmaps shouldn't overlap but if there are surfaces that wont be seen they can be just be put in a corner and scaled down on the lightmap.
ok that's good i suppose
maybe i should also delete some faces that can't be seen
inside the mesh
there should be some from all the extruding
keep the faces that will be used to help calculate lighting.
Is your shelf one big mesh? Can you break it up into seperate meshes?
yes i tried that though
well
actually i tried splitting it into 3, i think
with 1024 resolutions on each
and had similar issues
i think there's lots i can do to it im just being dumb
just looking for quicker more simple ways for speed but i guess that's impossible
so split each cupboard into a different mesh?
After they are split you should redo the light maps with the new room you'll have to work with in the lightmap UV view.
How are you unwrapping your meshes?
Looks like blender lightmap unwrap
yea
yeah this one is
I like selecting the front facing faces, going into orthographic view mode, and using "project from view"
i've done some UV maps myself cus i need the grain to run through each door so it looks like for example 3 doors were cut from the same sheet of wood
yeah i use project from view too for that
on wood grains
im pretty new to it
but not sure how to do a proper unwrap myself
seems tricky
I think the lightmap unwrap might have been meant for the blender rendering and game engine. I'm not sure what the back story there is but I've never really had luck with it.
most of the time i get better results wit hthe UE generate lightmap
but on this big mesh it's actually better with the blender one
strange
Substance Painter 2 doesnt like my UV maps
it's 5:30am where i am
spending mad hours on this shti
ruined my body clock
gf rages at me every day
lack of sleep doesn't help problemsolving. And lightmaps are such bitches anyway.
Ew.
yeah they are bitches, i was trying some on my other PC when i first downloaded it
and every time i tried to bake 1 high pixel lightmap my PC had a stroke
but this one is powerful and powers through the light builds
1 high pixel lightmap?
oh.
ok that's weird.
you can run the example epic maps ok?
and build the lighting there?
what do you mean
Like the Epic content example maps.
well on this PC i can bake the entire room with every mesh at 2048
I guess I'm wondering if your PC is choking or if it's the assest you made.
in like 1 hour
like over 100 mesh
multiple threadrippers
3500mhz ram etc
that was the other computer i was using
when i first downloaded it at my gf's
didnt realize how much PC you'd need
Don't use that automatic lightmap unwrap.
i think i'll just do as you said and split into 6-7 mesh's
and use the auto generate in UE
even if that one is not great, i can just overcompensate with high res
Read this. Drink some tea, go and buy your gf chocolates, come back and unwrap your mesh again. Or wait for someone else to give better advice because shit I'd love not to have to push one button and be done LOL. http://www.worldofleveldesign.com/categories/udk/udk-lightmaps-01-basics-and-important-principles-for-creating-using-lightmaps.php
maybe that will work
high res should not be your answer, especially with that kind of mesh. I find it's best to save that for walls or something very flat and horribly obvious when there there's a lightmap error.
true but im gonna sturggle getting this right
if i keep it all as 1 mesh definitely
and from what i see those lightmaps from blender don't seem too bad in this situation
The indented rectangles on the drawer have me puzzled. The rest is really easy with just putting seams on the corners and doing a smart unwrap.
well it's all tri's
so the rectangle is showing the lightmap on the split drawer
where there is a tri
@floral heart knows what's up .
If they're coplanar there won't be a problem.
hmm
yeah ive thought that too but
if i go to blender now and look where the tri splits
an edge in the middle
it's in the exact same place
as on UE
not an edge, just a line
Problem is the lightmap unwrap is making each triangle an island. If they're contiguous and coplanar they should be one island. That's blender's bad.
stuff like this is super easy i love it
just throw things in and slap materials on and smart unwrap
and low res
gotta fix those sharp edges too damn
3ds is better for UE right?
and if that's the case then
maybe i should export them as quads and ngons again
They'll always end up as tris. And I don't have personal experience with 3ds. For solid geo I don't think there's a difference, but if you're animating, maybe.
theres some really nice archviz addons for 3ds now
that would h elp me for interior, but i cant afford that software really
anyway im gonna go sleep now
thanks for the help @floral heart @tribal peak ❤
Goodnight @half mango
how do I link a button to a key in a widget bp?
ui channel seems to be kinda dead
Maybe all the juicy help is asleep right now.
true it is kinda late
So im watching a tutorial series on how to make an RTS (Link in the description on the videos) and I have everthing working up until this point but I cant get the object to follow my cursor. So I made 2 videos ( https://www.youtube.com/playlist?list=PLnVL3XbuLC_Qr0Au1pQKfdSuft2716dBX ) one shows the blueprints I added while following the tutorial one shows the area I think is the issue. Ive also restarted and redone this part of the tutorial twice now. and have had the same result
Please @ me if you have an answer so ill see it or PM me
Hi can anyone help trying to put video on a mesh in ue4 but I think they have changed in the latest up date you used to be able to drag inthe video and it it would play then you mDe a material out of it then threw it on your mesh now I import a video and it doesn't even play
Hi
Hey guys any tips on how to go about modelling foliage that is curved?
is it still done on a plane or is it generally modeled as a mesh?
I don't really have a problem for straight grass using planes but when its curved on it I can't really see it in correct perspective from side angles
these are my straight grass
my curved grass attempt
@warm mountain depends how highpoly you want to go. You’ll never really have the luxury of having dense curved grass Geo with a reasonable polycount so doing it on a simple bent card is the next best option.
Also when you paint, you’ll fill in the angles- one or two individual cards will have their weak angles- all about making the big picture seem right to the user by balancing density with matching the underlying material to feel as seamless as possible
gotcha
most of this long grass are quite sparsely populated
Although some of it does appear near paddies or roads in the jungle around 200-400k polys visible at a given time
So I'm trying to learn how to animate, but all the tutorials I've come across so far expect some beginner level knowledge which I don't have... I'm trying to use Maya, but haven't had any success so far. Can anyone suggest any tutorial for animations? Bonus points if it's for UE4 specifically...
@leaden garnet Is there anything you're trying to do specifically?
@warm mountain You can try modelling the foliage for up close shots and then using a curved plane as the next LOD
I mostly want to learn how to animate weapon reload animations for now.
So far I have the Epic ART installed in Maya'17
I'm assuming you already have the assets you want to animate?
I got some problem in Github with Nvidia GameWorks
Anyone know how to fix this? I badly need it
@plush yew Yeah. I have the FPS_Arms (or the Mannqeuin used in UE4) and my guns. The thing is, My arms are already rigged, I don't know how to create bones for my weapons...then I don't know how to animate...
gotcha tommy
so model each blade and in the next LOD for it switch it to an image plane if I get that right?
@warm mountain Yup, if the foliage has a lot of overlapping planes like a tree, you can switch to a billboard that changes its texture depending on the viewing angle (known as imposter sprites). You can find more about that here: https://docs.unrealengine.com/latest/INT/Engine/Content/Tools/RenderToTextureTools/3/
nice thx tommy!
@leaden garnet First, you need to rig your weapons. I'm not the best rigger but I found this video to be pretty good: https://www.youtube.com/watch?v=Ah-Jk7d30ks
Get the EXTENDED CUT of this tutorial: http://wp.me/P3V1aP-TL Download the character used in the video here: http://wp.me/P3V1aP-Tm This basic Maya character...
Got it. Looking into it now.
OH
is that the same way how sometimes in games
you find the grass following you or the leaves?
as you move the camera it seems the plane of vegetation rotates with you
Yup, but in those cases I don't think the images are changing depending on the viewing angle. Only the geometry faces you
ah
so in this way we are creating iterations on the mesh when the camera is used at certain angles
so a plane can be substitued to emulate it as if it was the actual mesh but its just a plane
Yup exactly
nifty
Hmmm that tutorial was sort of helpful....
If you have more specific questions, I can try to answer them
Does anyone know how ue4 does it's engine version registration? I'm pretty sure it's using some elaborate thing for for example the change version tool, as it can use custom source builds too.....but can't find where they're storing the engine versions (trying to build something that requires this information for the best experience)
My animations are way off timing with my camera movements when I attempt to render. These are my settings what's wrong
Unreal Engine 4 with Jumping AI.
Working Jumping AI .No AI helpers (not event Nav Link proxys), and no C++ at all. Just some naive code in the AI Controller class and a very simple Behavior ...
Nice
What is CDO(Class default object)?
I know it's something about reflection,but I cant quite get it with answers I've found by google
I'm having an issue trying to figure out how to actually use the data table in BP's, I have a function set up where the table gets all the variables, and I have an event graph to shoot projectile from weapon, but I'm not sure how child Bp's work as it doesn't have the event graph from the base weapon
do I just leave child BP's of the weapon base and only change the variables in the properties window? Or do I need to actually make the "shooting" event in each weapons event graph?
@quasi lake its a bit complicated, but its kind of the "default" object
when you spawn something from a class, it copies the CDO
you can also use the CDO to get "default" values from a class
@heady bridge It should do the same thing as the parent (if the parent event is connected).
I don't think I understand how it works, because it doesn't seem like anything is working in the child blueprints
@frank escarp Thanks .I'm still comprehending
@heady bridge By default you should have Begin Play and another node after that saying parent something.
But you can add that with Call Parent Function or something too.
@frank escarp keke
Cast to "Base Weapon" class?
Okay, I managed to get the character to pickup the weapon from the ground by only using base weapon event graph, there is a Parent node needed on the specific event node in the child
@plucky reef Have you fixed your issue? with download
quick question. On my wifes mac, every time she opens unreal editor it compiles shaders. It takes about an hour, is there a reason for it? it only happened after she installed 4.17.2
shouldnt happen every time
its after you install a new engine vresion
or change some of the settings in the Rendering part
huh, it happens every time she opens it. I'm still waiting... 😐
did you really expect an AAA high end game editor to run in a mac?
XD
once it compiles all shaders it should be fine
no, but it's what she has. We'll see if it happens again, I may have to boot camp it so it doesn't compile every time. I'm a PC guy
it shouldnt be compiling shaders all the time
it should finish the compilation at some time, and then not trigger again
unless you start editing materials, but then it will only recompile that specific material
It threw an error saying xcode was out of date (it's not) and started compiling.
don't forget this one guys
Very nice. Thank you
So im watching a tutorial series on how to make an RTS (Link in the description on the videos) and I have everthing working up until this point but I cant get the object to follow my cursor. So I made 2 videos ( https://www.youtube.com/playlist?list=PLnVL3XbuLC_Qr0Au1pQKfdSuft2716dBX ) one shows the blueprints I added while following the tutorial one shows the area I think is the issue. Ive also restarted and redone this part of the tutorial twice now. and have had the same result. Please @ me if you have an answer so ill see it or PM me