#ue4-general

1 messages · Page 120 of 1

safe rose
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@wide sorrel there are some plugins available

tall pendant
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the ANY key. just like "Press ANY key to Start" etc 😛

safe rose
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I think one is free even

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

wide sorrel
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@safe rose thx

safe rose
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@wide sorrel but you can also use the built in tutorial system

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But GL with that

quasi lake
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@safe rose I mean

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I wanna press a key then pause the running game

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And click something in the window

tardy ocean
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Hi small question, how can we use the system of sharing under android in our game UE4 I can not find O.o

quasi lake
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Like a hotkey to the pause button above

plush yew
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rellou

safe rose
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@quasi lake are you talking about in editor?

quasi lake
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yeah

safe rose
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If so, afaik there isn't a "pause" for run

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You can pause simulation tho

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As for the key, it's f8 or f9 to escape pawn and gain mouse control

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I always forget which one

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But it's definitely one of the function keys, you can look at shortcut keys

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In editor settings

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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.

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

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help 😦

regal mulch
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:O

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hands flammenwerfer

wide sorrel
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hands flammenwerfer
:D

unkempt reef
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hello can someone help me with a problem?

regal mulch
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If you post the problem into the correct sub channel, yes

unkempt reef
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not sure where this would go.

regal mulch
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Then post it here

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Asking if someone would help doesn't bring you anything :p we need to read the question

unkempt reef
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im having a problem with alpha textures displaying correctly

regal mulch
unkempt reef
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ok thanks

queen arch
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god damn it... I had a case of "isValid" not trigering

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I changed nothing

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and now it works

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and now it's not working.. again

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for some reason "sphere trace by channel" doesn't give out an out hit hit actor

dire storm
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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.

next badger
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Epic Games account got broken?

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can't login

dire storm
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kinda feel like if I learned C++ all the variable connections and how they work would make a shit ton more sense

floral heart
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Probably true.

dire storm
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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?

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

floral heart
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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.

dire storm
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@floral heart thank you

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So the variable holds the whole BP ref

plucky reef
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wanna play fortnite? anyone?

sudden agate
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The command HighResShot doesn't calculate Mips correctly, does it?

floral heart
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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.

thin walrus
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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

azure sierra
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unreal's youtube has a really good video tutorial on level streaming what what its for

stable crest
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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

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If i set a fixed value like 10.0f instead of the variable it works somehow....

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do you know what I might be doing wrong?

thin walrus
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@azure sierra tx mate, will take a look

dusky dove
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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?

stable crest
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I'm using it and it works

dusky dove
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@stable crest for mobile

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

dusky dove
stable crest
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Ah i guess there is a dependency on mobile

dusky dove
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where do i get it cause microsoft is garbage

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they literally dont have a download

dusky dove
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thats 2015 lol

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@stable crest

stable crest
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oh it's not 2015

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well the download is

minor lily
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@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)

stable crest
viral cape
stable crest
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but i quess you need to have an account there

dusky dove
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there is no community 2013

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also express installs dont work

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so...

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not sure what to do

plush yew
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me2 @next badger

azure sierra
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@viral cape you need to rebuild lighting

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same thing happens if you move an object without rebuilding you will have a dark spot where the object was

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

wooden olive
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Hi all

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can i get feedback on an issue um having

next badger
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@wooden olive feedback != solution

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but, yes, you can (if it's not general, use respective channel)

wooden olive
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it has to do with destructabel mesh

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excuse my spelling

next badger
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oh, i won't be helper here, but you still may ask, maybe someone will answer

wooden olive
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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

worldly umbra
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Is it possible to transfer Particle and Dynamic Simulations from Blender to UE4?

wooden olive
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im sure there is

worldly umbra
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How can I transfer an explosion that I made inside Blender to UE4?

wooden olive
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i think its a plug in but i forgot the name

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also unreal already has an existing explosion

worldly umbra
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I don't like the Default one so this one I made is more suitable for me

next badger
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@worldly umbra probably only by alembic

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@worldly umbra but it's not the best choice

worldly umbra
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What is Alembic??
So what is the correct way??

scenic flower
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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..

safe rose
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...

wooden olive
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Alembic is an export format

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its intergrated in blender

next badger
wooden olive
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@scenic flower you need an experienced and dedicated tean

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team*

worldly umbra
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I am guessing that won't be too optimised

next badger
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@worldly umbra Alembic is pile of garbage in the terms of optimization, also it weights a ton when imported in ue4

worldly umbra
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How do they make explosions inside UE4 then?
Like the ones from Fortnite game

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I am not too good with UE4's particle system

next badger
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@worldly umbra oh, the fortnite have fery fancy tech, i think there was a video about it...

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@worldly umbra oh, btw You mean the one from the cinematic or from the game?

worldly umbra
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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....

next badger
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game one made with particles, cascade, or even niagara...

worldly umbra
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I saw there is a pipeline of Houdini to UE4 but I am an Indie dev and can't afford that software

frank escarp
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houdini is 200 dollars for an indie

worldly umbra
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There isn't any proper tutorial existing that tells how to create explosion inside UE4 using Cascade or anything

frank escarp
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so similar to substance and others

worldly umbra
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That's too much for me

frank escarp
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becouse you need the textures first

worldly umbra
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I can create textures

frank escarp
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you can create the textures from other software, but houdini has dedicated tools for it, and some real fancy stuff like normal mapped explosions

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or motion vector to get super high framerate explosions

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once you have the texture, its trivial

worldly umbra
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I can do with cartoony one

next badger
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@worldly umbra i think there are explosions demos in ue4 learn tab or among free assets on the marketplace

frank escarp
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you go to cascade and tell it to use it

worldly umbra
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Ok I will check the learn and marketplace sections

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I think I need to master the Cascade

next badger
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@frank escarp no news on Niagara?

frank escarp
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there is a crastastic WIP thing you can enable

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essentially you create your own emitters

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using a node graph like the material one, or blueprint math

next badger
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@frank escarp i did, it crashes the ue4

frank escarp
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and that defines the behavior of particles

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told you its crastastic lol

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just wait til 4.999 when they enable it

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epic is actually working to develop it

next badger
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@frank escarp i thought maybe you know what was on recent stream about 4.18

frank escarp
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becouse they are trying to enter the movie-cinematic market

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and to do real fancy FX niagara would be killer

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didnt saw that stream

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ill go have a look atit

worldly umbra
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Future is bright but can't wait much longer I need to create something cool for my showreel

next badger
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yeah, the houdini quality realtime fx would be noice

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

frank escarp
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@next badger houdini is just a movie tool for FX

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for the game fx it exports fancy stuff that just works with the normal tool

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you can use that stuff in any engine (and in fact they use it like that for AAA)

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im having a LOT of fun with it

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automatic terrain, automatic level design, fancy FX... its a great tool

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but it is STUPIDLY hard

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dont give it to anyone who isnt a programmer

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it expects you to actually write geometry/simulation scripts for stuff

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using python or a c-like lenguage

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

wooden olive
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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

next badger
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@wooden olive material goes away?

wooden olive
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i create a second material in the destructible mesh editor but when i click fracture, it goes away

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the only material is material 0, the model texture, i need material 1 for the inside

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@next badger

next badger
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@wooden olive i think it's in chunk parameters #2

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@wooden olive nope it's under element 1

wooden olive
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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

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@next badger

next badger
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@wooden olive you fracture before

wooden olive
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ok, then

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becuase trhe inside is empty

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

wooden olive
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@next badger

next badger
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?

blazing crane
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this happened on my last project

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using c++ seems to cause crashes but i never have any idea why

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compiling with 0 errors and yet the game crashes the editor on runtime

wooden olive
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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

glossy flame
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@blazing crane well, compile errors and runtime errors are very different things 😃

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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

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Getting stuff to compile is the easy part in most cases. :p

blazing crane
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coming from unity, it's a big step up in difficulty

next badger
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@glossy flame in most cases it's just a rogue pointer...i.e. forgot to test against nullptr

blazing crane
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i'm doing the ben tristam course but it moves like molasses

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is there a c++ resource you guys recommend?

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for somebody who knows c++, and is a professional unity dev

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(Me)

wild kestrel
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when you crash you get errors in logs

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go check it

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if log cuts that means it a crash due to CPU instructions, in most cases this means calling function on null pointer

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then debuging is needed

blazing crane
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how could I debug?

glossy flame
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Yeah, #1 rule when starting C++ is check your pointers

blazing crane
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ahhh

wild kestrel
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VS has debugger ;p

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tun with debugging and when crash happens VS shows oyu where crash happened in code

safe rose
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@blazing crane haah, yeah that C++ course is kinda slow

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especially tanks

blazing crane
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it's insufferable

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i wish he would stfu lol

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and just do it

safe rose
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But still pretty good, especially for newbies

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You can check out BatteryCollector

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Andf TanksvsZombies

blazing crane
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it reminds me of the rick and morty episode with the purge, and the old man won't stop telling his tale

safe rose
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I havent' tried TvZ though, so no experience on that.

wild kestrel
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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

safe rose
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But BC was pretty good.

blazing crane
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yup it was a null pointer

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i commented out anything with a *

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i thought i knew what pointers are. I don't.

wild kestrel
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pointers are ints that contains memoery adderss to the varable it pointing to

blazing crane
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why use pointers as opposed to referencing a variable?

wild kestrel
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if you gonna try to access invalid pointer you either get crash or get some trash data

blazing crane
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for optimization?

wild kestrel
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hmmm refrence can't be null, it kind of like hard pointer

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pointer can have null state

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also all UObject interations happens via pointers

blazing crane
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would it be better for me to just get a book on C++, break out the old laptop and vim, and go from there?

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i guess I really need a better understanding of c++

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i get by as a unity developer without a cs degree level of understanding

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i guess that Unreal isn't really that way

ornate forge
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you don't need a CS degree to figure out pointers

wild kestrel
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ok then maybe start learning standard C++

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but if oyu do that you need to remeber soemthing

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UE4 expect you to use exclusivly it's APIs

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the notmal C++ tutorial will teach oyu about standard C++ functions which are not used in most cases in UE4 coding

blazing crane
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pointers and header files seem to be the biggest differences from c#

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at least when it comes to unreal

wild kestrel
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thats why peopel call C++ in UE$ as "UE4 C++" but it still same C++

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C# is complitly diffrent language ;p

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asside of syntax being quite similar

ornate forge
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UE4 has some macros and a custom build system that may throw off newbies but it's really just usual C++

wild kestrel
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C# is morel iek scripting language while C++ is a code that is translated direclly to CPU instructions

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C and C++ was made to save time and sweat of assbler coding

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by generating CPU code

shell jetty
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now you do F#

wild kestrel
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Also worth noting is that by making C++ gamep roject, you really just adding extra mdoule to the engine, technicly just extending it

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UE4 code is modular kind of like Linux kernel if you seen that

ornate forge
wild kestrel
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yes :p but C++ was made from ground up to generate CPU code

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while C# is compiled to machine code which JIT just compiles to CPU engine

ornate forge
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C++ compiler does not generate CPU instructions directly if you use LLVM/Clang

wild kestrel
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it still requite that huge .NET runtime

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in you understand core of C++ you should understand what i mean

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i mean oyu can dirrecly place assebler code inside C++ via compiler buildin functions

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maybe let me explain this way

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true C++ and aspecialy C don't really need runtime,

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because what you code is changed direclly to CPU machine code

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C++ runtine is only those standard functions so you dont need to start from absolute 0

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like in assebler

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while C# and all .NEt languages are fully managed and can be run in VM, you can really direclly interact with CPU

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maybe there is ways but i dont know

shell jetty
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still you have build.cs in UE

ornate forge
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the important difference between C++ and C# is the lack of garbage collection, not the way machine code is generated

wild kestrel
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build.cs is just build scrit for UBT which is tool coded in C#

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thats why UE4 editor requires .NET and Mono

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no

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let me explain this way you mae a main()

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and just int8 x = 0; int8 y=0; int8 z = x + y;

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this gonna be converted to CPU instruction without any runtime needed

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because that job of standard normal C++ compiler

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while .NEt languages complitly relay on that runtime it has

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even for simples tasks liek this

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inmt erms of low level high level C and C++ are between assebler and .NET

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when oyu code in C++ you knwo that if oyu do int x; it will be just place in memory

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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

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see what i mean ;p

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it more raw programing then .NET

dusky dove
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can somone link me the visual studio they use that actually works with android? really hard to find

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

remote fulcrum
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hello

midnight flax
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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

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

sullen swift
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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)

wet spire
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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)?

keen carbon
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did you manually commit the changes in the first workstation?

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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.

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

keen carbon
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Welcome @molten oyster

wet spire
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@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

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Thank you.

keen carbon
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Huh. Weird

wet spire
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I miss it when I had a perforce server, lol.

keen carbon
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Lol. I find it too expensive for pre Kickstarter.

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But it seems so much easier

wet spire
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I had access to it for over a year. But now that gig is over. I'm on my own now.

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

keen carbon
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Welcome @autumn portal

wooden olive
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Can anyone help me with, destructibles, you must have a very advanced knowledge because documentation dont go as far?

dusky dove
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why is there no Arcore section alex

kind pumice
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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

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shit was not easy and I'm afraid to touch anything now that it replicates properly LOL

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still don't fully understand them, and my players can walk through the DM walls still

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documentation isn't great for multiplayer DMs for sure

wooden olive
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@kind pumice I have a problem with inside texture not existing

warm mountain
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I just realized

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I have dishonored the unreal engine community 😦

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All this time i've worked on UE4 without realizing the abbrieviation of my home address 😦

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I live in UNITY STREET and work in a complex called UNITY ENGINEers LOL

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I never really bothered to search what US and UE meant in my address XD

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

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

spiral juniper
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ayye whats up people

mint raptor
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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?

radiant ermine
spiral juniper
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can i get someon to help me with something i have an idea for?

kind pumice
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@wooden olive do you have the inside matrial set here - when you open the DM you should have more than one material

magic garden
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@spiral juniper Please be specific. What do you need help with?

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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?

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I tried

    {
        float dist;
        int pto;
        bool operator <(const tDist& x) {
            return x.dist < dist;
        }
    };```
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But later it said "error: invalid operands to binary expression
('const APawnCamera::tDist' and 'const APawnCamera::tDist')
return A < B;"

spiral juniper
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@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++

magic garden
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All right, it was missing a const (I guess) :

            return x.dist < dist;
        }```
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@spiral juniper Sorry, I have done the FPS tutorial other day, I think you still have to do a few other tutorials

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I really have no idea

spiral juniper
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huh i also saw you have to pay to get add-ons for the emgine is that true?

tall pendant
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What paid add-ons?

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You can buy plugins etc on the marketplace, but you dont have to.

spiral juniper
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@tall pendant

worn granite
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None of those are a requirement

spiral juniper
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i wasnt saying thay

worn granite
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And some of those are a waste of money (not those specifically)

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There are also some free "add-ons"

spiral juniper
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let me rephrase is there anyway to import something such as a guns in the engine without buying these add-ons

worn granite
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If you can make it yourself or convince someone to give it to you for free

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Otherwise you'll have to pay for the models

spiral juniper
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how can i make it for myself

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like i said im really bad at this and wanna get better

tall pendant
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uhm. i'd say download Blender and check some tutorials.

spiral juniper
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hmm alright thanks man

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

safe rose
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heh

floral heart
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If he expects those guns to function, he's gonna have a fun time.

plucky reef
#

guys what does MS means in the viewport?
under the FPS

tall pendant
#

... milliseconds ?!

worn granite
#

no its clearly microsofts. its 8 microsofts

tall pendant
#

i knew i was wrong hehe

plucky reef
#

haha

remote fulcrum
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hey guys i could use some help with UE4 real quick

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also need someone whos just as equaly proffecient in source engine

plush yew
#

Please welcome @forest heart to the community! :beers:

weary basalt
#

@remote fulcrum Just ask your questions in the appropriate channel and someone will get back to you.

remote fulcrum
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@weary basalt thats kind of the probelm im not sure which channel to use

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since this issue is both texturing, exporting and importing based

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and ofc source engine knowledge

weary basalt
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Just ask here then.

quasi lake
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Can I ask something about c++ grammar?

weary basalt
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@quasi lake That question would be more appropriate for #cpp

quasi lake
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OK

remote fulcrum
#

so basically

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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

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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

tall pendant
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Just curious: We're not talking about Space Hulk: Deathwing, right?

remote fulcrum
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we are

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and you dont need to have it

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cause ia lready exported everything

tall pendant
#

You wont find any help regarding ripped content here

remote fulcrum
#

hm?

#

how come?

weary basalt
#

Ripping and reusing content is usually frowned upon.

#

Especially when the vast majority of this community work really hard to create original works.

remote fulcrum
#

ja, i guess

short onyx
kind pumice
#

eww

#

do you have two copies of UE4 open by chance?

short onyx
#

Nop

kind pumice
#

damn

short onyx
#

Files are on read only, it's that?

#

PS : i never touch that, so dunno why i have this now

kind pumice
#

are your UASSET files marked as read only?

#

definitely don't want that

short onyx
#

Nop, only the main folder

kind pumice
#

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

short onyx
#

I have touch nothing and i'm admin on my PC :/

#

Where can i see the perm for the files?

kind pumice
#

right click the specific UASSET your trying to modify and do properties

#

Security tab

short onyx
#

Oh on windows ^^

kind pumice
#

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

short onyx
#

Can i change this for ALL files in my folders or i need to do it one by one?

kind pumice
#

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

short onyx
#

Oh ok, i don't have perms for modify this ._. But i'm admin ;.;

kind pumice
#

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

short onyx
#

I can't give control to anyone ;.;

#

I'm admin but i can't change perms wtf

kind pumice
#

ahhh is it giving you an access denied type of error?

short onyx
#

Yes 😦

kind pumice
#

windows can be crap with file/folder inheritance

#

lets go to the root folder of your project

#

go into its security tab then advanced

short onyx
#

yup

kind pumice
#

you want to make sure that you are the Owner of the folder

short onyx
#

It's say that i'm the owner :/

kind pumice
#

eww

#

hmmm

short onyx
#

Oh ok, i can change it now ._.

#

wtf Windows

kind pumice
#

windows permissions can be hell

short onyx
#

I litteraly touch nothing but now it's work >.<

kind pumice
#

usually when weird crap like that starts happening, I run a virus scan out of paranoia

#

lol

short onyx
#

I do it every day x)

#

It's fast so.... i do it xD

kind pumice
#

totally good habit to have on a dev workstation, second only to backups

plush yew
#

Please welcome @drowsy bough to the community! :beers:

plucky reef
#

anyone here manager to add nvidia hairworks to UE?

cursive dirge
#

?

#

it's 4.16 atm

#

that's maintained by nvidia

plucky reef
#

how can I run it in my editor?

#

just download that?

plush yew
#

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

plucky reef
#

maybe you're playing in new window

#

make sure that your active play mode is in SELECTED VIEWPORT

regal mulch
#

Playing from the BP well open a new Window

plucky reef
#

and what is the "my game does not work as it should do"

regal mulch
#

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

plucky reef
#

yeah

regal mulch
#

@plush yew

plucky reef
#

@regal mulch

#

you manage to run hairworks?

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

cursive dirge
#

@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

regal mulch
#

@plucky reef Never needed it :P so no

plucky reef
#

@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

dawn apex
#

Can some one have a spear time 10 min to test a game

surreal viper
#

depends on what kind of game 😄

dawn apex
#

What a question is that

surreal viper
#

and what is the thing needed to be tested

#

maybe the second question is more important 😄

dawn apex
#

just to see is online working shoting and walking bla bla

#

to see how it bahaivs

surreal viper
#

okay I can help u with that

cursive dirge
#

@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

dawn apex
#

tell me when u have entered in game u need steam by the way

short onyx
#

Is it a nice game? Should i download it? x)

dawn apex
#

just started it

#

its just test showing and stuff

plucky reef
#

I click clone and OPEN DESKTOP using github

surreal viper
#

@dawn apex I just started the game

plucky reef
#

can I use that an open my project?

surreal viper
#

@dawn apex still there? I could not find any server, started my own and did some running around, also shot some paper zombie 😄

cursive dirge
#

@plucky reef you need to build the whole engine...

plucky reef
#

I just need to follow the instruction right?

#

on the get up and starting part

cursive dirge
#

instructions from the github forks readme, yes

plucky reef
#

thank you I'm downloading it now

plush yew
#

Please welcome @uneven fossil to the community! :beers:

stark lynx
#

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?

tall pendant
#

You could take a look at HeroEngine

keen carbon
#

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.

plush yew
#

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

keen carbon
#

Huh?

stark lynx
#

interesting

#

looking at hero engine now

#

eso and swtor started with it.. though eso has it's own and swtor is heavily modified

tall pendant
#

for MMO stuff HE is probably the best option. at least better than UE (without some staff to make mods to the engine)

regal mulch
#

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

tall pendant
#

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

stark lynx
#

how about using something like photon?

regal mulch
#

You can use UE4 and bypass the normal server stuff and implement your own networking for that

#

Iirc there are solutions for this already

stark lynx
#

i don't have a company or manpower yet 😄 i'm just doing a bit of a research

regal mulch
#

Sure, however an MMO will need you to do a lot of backend coding

tall pendant
#

yup^^

regal mulch
#

There is no plug and play solution for such a massive scale.
At least not for ue4

stark lynx
#

well that i kind of understand

regal mulch
#

Check the latest blog posts from Ue4

#

They posted about the changes coming from Fortnite

#

Maybe that helps already

stark lynx
#

"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

regal mulch
#

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

stark lynx
#

yea

#

when i was thinking about the less frequent updates... i always come up with the sniper problem

tall pendant
#

their Continuous Single-Shard Cluster system is interesting

stark lynx
#

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

errant lintel
#

I search a shortcut or a command to show collision in PIE

#

show collision x)

quasi lake
#

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

#

😫

minor lily
#

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?

mint raptor
#

@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.

late sail
plush yew
#

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

Unity Technologies Blog

Neon is a small environment created by our Demo team’s creative director Veselin Efremov in just a couple of days, with Unity 2017.1 and models from the As...

tall pendant
#

they get an cut of the money right?

plush yew
#

dunno

minor lily
#

@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

cerulean nova
#

🤔

#

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

plush yew
#

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

cerulean nova
#

yeah the scene is quiet lazy made

plush yew
#

perhaps the person spent too much time with shopping on the unity storey

#

hahahahah

cerulean nova
#

just one scene to fast show off everything they wanted to sell and try to make a "cool" effekt for it

plush yew
#

yes..

honest raven
#

Guys, after updateing my AMD video card driver

#

my ue4 editor constantly crushing

pallid compass
#

has anyone managed to use render target to get a 3d mesh in 2d HUD effectively with alpha'd background?

cerulean nova
#

@honest raven downgrade your driver ?

verbal laurel
#

Has anybody ever made practice assets for people to use?

toxic vale
#

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

verbal laurel
#

That's a good question, I hope someone @'s me when it's answered.

queen arch
#

Why is this not working? Get streaming level and the string are not firing when running the game

glossy flame
#

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

plush yew
#

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

#

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

queen arch
#

thanks for the help

#

I found the problem

safe rose
#

Dont hardcore inputs

#

Use input mappings in project settlings

queen arch
#

I had to change the sublevel to always streamed

#

and now it works

#

thanks both of you

plush yew
#

@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

scarlet jackal
#

Can anyone direct me to a good place for learning about making low poly terrain?

plush yew
#

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

stoic moth
#

What's the BP node to add a Sprite to an UMG Overlay ?

plush yew
#

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:

limpid sandal
#

Grab pen paper

#

Draw

#

Environment

#

Write

#

Story

#

Write features

#

Complete design document

#

Write implementation details

#

hile learning engine

mint raptor
#

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.

fiery token
#

hey, anybody home ?

plush yew
#

Please welcome @warm tangle to the community! :beers:

fiery token
#

heya

plush yew
#

Please welcome @tulip plinth to the community! :beers:

fiery token
#

Welcome @tulip plinth

warm tangle
#

hi thx

short onyx
#

Hey, someone know a good YouTube channel for complex (not basic) blueprints tutorial? Thanks ^.^

dire storm
#

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?

short onyx
#

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

dire storm
#

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.

tulip plinth
#

@fiery token thank you!

dire storm
#

productive*

short onyx
#

@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 :)

dire storm
fiery token
#

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 ?

dire storm
#

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?

short onyx
#

@dire storm i look it when i can ^.^

dire storm
#

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.

fiery token
plush yew
#

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

fiery token
#

@nova shoal Welcome !!!

regal drum
#

Is there a site where I can download C++?

dusky dove
#

hey did they remove arcore for unreal?

#

its 404 not found

glossy flame
#

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

regal drum
#

Is anyone gonna answer my question?

glossy flame
#

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?

regal drum
#

I'm trying to learn C++

#

Or well I want to learn it

dusky dove
#

@glossy flame ah thanks yeah

regal drum
#

Tried following a YT video but it was on Mac and I understood nothing

ornate forge
glossy flame
#

Ah, if you're on Mac I believe the big IDE is XCode

regal drum
#

I'm on Windows

glossy flame
#

Oh, I get what you mean now

#

😄

final owl
#

😄

glossy flame
#

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

regal drum
#

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++

glossy flame
#

Okay, so personally I would just download VS, make sure you select the C++ tools when you install it, then get going

dire storm
#

@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?

fiery token
#

Yeah I did get it from a tutorial, and it seems to work fine for him.

dire storm
#

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?

fiery token
#

Yeah, I'm here.

#

The plus icon next to the "Enter text here"

dire storm
#

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

fiery token
#

do you have the link to it or something ?

dire storm
#

I dont think you're supposed to count the start and end point

#

and I know this spline works perfectly

fiery token
#

Why though ?

#

OR can you just send a screenshot of your Construction Script ?

dire storm
#

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

fiery token
#

AHAH

#

Just press the start button and printscreen together... the screenshot comes in your Pictures->Screenshots

glossy flame
#

If you're in the market for a new program (it's free, haha), ShareX is great

dire storm
#

yeah I use dual monitor though so its gonna be both and tiny

glossy flame
#

You can select regions for the screenshot and it'll automatically upload it to an image host (I use imgur)

dire storm
#

hmm I'll have to look into it

#

@glossy flame Where is that regions thing you are talking about. In the ShareX?

glossy flame
#

I have a shortcut set up for it, though

dire storm
#

@fiery token Was that helpful or do you need more?

#

@glossy flame Thanks I'm working on it now

fiery token
#

I still don't get it..

#

Like , is it possible that you can share the whole BP ?

dire storm
#

@fiery token yeah one sec. I was trying to setup shareX

plush yew
#

my progressbar is going to the right,, it does nto start at right and then go to left

fiery token
#

@plush yew , can you show your Widget Graph ?

dire storm
#

@fiery token Thats the rest of it

fiery token
#

I just saw another tutorial with the exact thing..

dire storm
#

as yours?

fiery token
#

As yours..

dire storm
#

idk man. I know this one works. Just trying to help out

plush yew
fiery token
#

Yeah, I know.. I was just telling that I found a similar tutorial. Thanks.

dire storm
#

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.

plush yew
#

i found problem....

#

wrong var...

dire storm
#

@fiery token Let me know if you figure it out. I'm pretty sure its because your loop is infinate or something similiar

fiery token
#

@dire storm Bruh, your BP acts on three different meshes ?

dire storm
#

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.

dire storm
#

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.

feral echo
#

you must start to experement and try out by you own @dire storm

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

feral echo
#

try to think logical and break it down to simple algorithm

floral heart
#

Slope on buildings never looked that great to me. Unless you mean limiting max slope.

feral echo
#

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

fiery token
#

@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.

dire storm
#

@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

dire storm
#

@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.

next badger
dire storm
#

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

sinful forge
#

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

floral heart
#

@next badger Pretty much, yes. My window is not as wide.

next badger
#

@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
#

@next badger it doesnt, but when rendering there's a hard cap at 200 fps

next badger
#

@sinful forge i see, i wasn't aware

#

@sinful forge oh, that one...hmm...

#

@sinful forge have you tried spinner and type input?

sinful forge
#

yea, it reverts back to 200

floral heart
#

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".

next badger
#

@floral heart yeah, i think those supposed to me subcategory headers

#

but it's just my speculation

dire storm
#

LMAO whoops that didn't work

#

I brokes my camera

light thunder
#

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?

safe rose
#

Google

#

unrelated to unreal

#
#

should get you started, that's how I got mine @light thunder

#

well made mine anyway

light thunder
#

@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.

keen carbon
#

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?

dire storm
#

Building a city building game == Making an UE4 editor with sounds and silly animations...

half mango
#

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*

tribal peak
#

Which program do you use to model with @half mango?

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

tribal peak
#

Are you sure unreal is looking at the lightmap you setup in blender?

half mango
#

yeah i've tried both

#

a setup one in blender and a auto generated one from UE

tribal peak
#

They look the same?

half mango
#

seems fine for everything else

tribal peak
#

Can you send a screenshot?

half mango
#

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

oak tulip
#

WOAH

half mango
#

heres the lightmap

#

seems ok to me

#

think maybe it's just way too big?

oak tulip
#

Maybe

#

heck I ain't good with UE4 yet and modeling

tribal peak
#

Spacing is important to for lightmaps

half mango
#

there's a decent space inbetween

half mango
#

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

tribal peak
#

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.

half mango
#

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

tribal peak
#

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?

half mango
#

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

tribal peak
half mango
#

so split each cupboard into a different mesh?

tribal peak
#

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?

floral heart
#

Looks like blender lightmap unwrap

tribal peak
#

yea

half mango
#

yeah this one is

tribal peak
#

I like selecting the front facing faces, going into orthographic view mode, and using "project from view"

half mango
#

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

tribal peak
#

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.

half mango
#

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

oak tulip
#

Substance Painter 2 doesnt like my UV maps

half mango
#

it's 5:30am where i am

#

spending mad hours on this shti

#

ruined my body clock

#

gf rages at me every day

tribal peak
#

lack of sleep doesn't help problemsolving. And lightmaps are such bitches anyway.

half mango
#

ot

#

it's cool i woke up at like 3.30pm

#

or sometyhing

floral heart
#

Ew.

half mango
#

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

tribal peak
#

1 high pixel lightmap?

half mango
#

so i can keep trying multiple things

#

bake a high pixel lgihtmap*

#

high res

tribal peak
#

oh.

half mango
#

just one wall it was

#

at 1024

#

it died

tribal peak
#

ok that's weird.

#

you can run the example epic maps ok?

#

and build the lighting there?

half mango
#

what do you mean

tribal peak
#

Like the Epic content example maps.

half mango
#

well on this PC i can bake the entire room with every mesh at 2048

tribal peak
#

I guess I'm wondering if your PC is choking or if it's the assest you made.

half mango
#

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

tribal peak
#

Don't use that automatic lightmap unwrap.

half mango
#

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

tribal peak
half mango
#

maybe that will work

tribal peak
#

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.

half mango
#

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

floral heart
#

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.

half mango
#

well it's all tri's

#

so the rectangle is showing the lightmap on the split drawer

#

where there is a tri

tribal peak
#

@floral heart knows what's up .

half mango
#

which is bad

#

maybe needs more padding

#

at that part

floral heart
#

If they're coplanar there won't be a problem.

half mango
#

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

floral heart
#

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.

half mango
#

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

floral heart
#

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.

half mango
#

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 ❤

tribal peak
#

Goodnight @half mango

uneven fractal
#

how do I link a button to a key in a widget bp?

tribal peak
#

@uneven fractal Did you ask in the #umg channel already? 😓

uneven fractal
#

ui channel seems to be kinda dead

tribal peak
#

Maybe all the juicy help is asleep right now.

uneven fractal
#

true it is kinda late

quiet ravine
#

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

jaunty zephyr
#

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

final owl
#

Hi

warm mountain
#

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

fair violet
#

@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

warm mountain
#

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

leaden garnet
#

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...

plush yew
#

@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

leaden garnet
#

I mostly want to learn how to animate weapon reload animations for now.

#

So far I have the Epic ART installed in Maya'17

plush yew
#

I'm assuming you already have the assets you want to animate?

plucky reef
#

I got some problem in Github with Nvidia GameWorks

#

Anyone know how to fix this? I badly need it

leaden garnet
#

@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...

warm mountain
#

gotcha tommy

#

so model each blade and in the next LOD for it switch it to an image plane if I get that right?

plush yew
warm mountain
#

nice thx tommy!

plush yew
leaden garnet
#

Got it. Looking into it now.

warm mountain
#

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

plush yew
#

Yup, but in those cases I don't think the images are changing depending on the viewing angle. Only the geometry faces you

warm mountain
#

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

plush yew
#

Yup exactly

warm mountain
#

nifty

leaden garnet
#

Hmmm that tutorial was sort of helpful....

plush yew
#

If you have more specific questions, I can try to answer them

vale halo
#

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)

viral cape
#

My animations are way off timing with my camera movements when I attempt to render. These are my settings what's wrong

warm mountain
#

I think the results are adequate XD

#

i'm try do the imposter sprites in a bit

urban pumice
keen carbon
#

Nice

vast pine
#

!invite

#

.invite

tall pendant
quasi lake
#

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

heady bridge
#

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?

frank escarp
#

@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

ionic sedge
#

@heady bridge It should do the same thing as the parent (if the parent event is connected).

heady bridge
#

I don't think I understand how it works, because it doesn't seem like anything is working in the child blueprints

quasi lake
#

@frank escarp Thanks .I'm still comprehending

frank escarp
#

you probably dont need to touch it

#

you should never touch it in fact

ionic sedge
#

@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.

quasi lake
#

@frank escarp keke

heady bridge
#

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

next badger
#

@plucky reef Have you fixed your issue? with download

plucky reef
#

yes but this time got problem on building it

#

@next badger

next badger
#

@plucky reef ok, feel free to ask, here on on #cpp

#

i'm using mainly github branches

keen carbon
#

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

frank escarp
#

shouldnt happen every time

#

its after you install a new engine vresion

#

or change some of the settings in the Rendering part

keen carbon
#

huh, it happens every time she opens it. I'm still waiting... 😐

frank escarp
#

did you really expect an AAA high end game editor to run in a mac?

keen carbon
#

XD

frank escarp
#

once it compiles all shaders it should be fine

keen carbon
#

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

frank escarp
#

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

keen carbon
#

It threw an error saying xcode was out of date (it's not) and started compiling.

plucky reef
#

don't forget this one guys

keen carbon
#

Very nice. Thank you

pallid compass
#

to get a components location

#

its relative right?

quiet ravine
#

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