#ue4-general
1 messages Β· Page 122 of 1
I'm thinking gladiator type setup. Basically battle royal except the world is trying to fuck you too... Its almost like they made a movie about this hmmmm
The Hunger games meets Tron meets cyberpunk.
If you steal my idea put me in the credits π
Sure lol
You laugh but look at all the lust over battle royale right now
whew. Progress is made, though my pinball is flying off the table with alarming regularity
@dire storm True it is the new "thing" to do, but your safe π
does nativization work while running in the editor or is it just a packaged thing?
Packaged thing.
unfortunate but expected
The fact that Nativization exists and works is enough lol
It also wouldn't give the editor any performance benefit
Oh its fine. I'm not complaining! I'll just have to package and test how many AIs I can spawn as I make progress
so I can find the sweet spot in what I can allow
Hi guys, is there a super nice website that showcases projects of all kinds that are made with unreal? I pretty much like the "made with unity" approach.
This website is pretty nice π
Im sure there is something out there of that descript but im not familiar with one that focuses on UE4 alone.
sure thing π but I mean a "super nice website" haha.
@dire storm you should profile performance in cooked builds anyway
profiling in editor is at best overview but nothing to rely on
@plush yew I don't know of any, but if you find or create one pls. let me know π
hey guys
i'm absolutely stumped atm
i'm trying to create imposter cards for the grass but i have no idea how to change the resolution of it
the renders are coming out too blured as seen in the preview
sliding the resolution multiplier seems to have no effect
any ideas what might be wrong?
i'm using the render to texture BP in the art tools
Hey guys anyone know of a reason every time I make a multi layered blend landscape material this happens.
Materials
Sooo textures then?
No, materials.
Also lighting, post-processing, object count, particles
Textures and triangles are distant concerns most of the time, except on mobile maybe
having a dilemma in making a game character rn(anndd it is for mobile)
can't decide on whether to go for high poly low quality textures or low poly high quality textures
materials are probably set on unlit
If you're using unlit materials, performance is probably not going to be a concern
And "high" / "low" poly have varying definitions
guess i'll try making both versions anyways
Stranger technically something that is 6k polys with 4k textures in that sense
would still be less expensive in processing vs something that is 1k with 1k textures but has multiple maps inflouencing the lighting?
assuming the 6k poly 4k texture mesh is completely unlit
and only has a diffuse
6k unlit triangles will be faster than 1k lit triangles
4k textures might be an issue on mobile
For a character ?
For world geometry, just use baked lighting
alrighty
You'll get basically the same performance as a baked diffuse
gotcha
right now I'm also trying to replace my grass with imposter cards
using the render to texture BP so it looks more dynamic than a billboard for the curved ones
having a resolution problem though
Solved it
In case anyone is stuck with it too
I reduced the number of imposter cards per render
and exported them out batch by batch
while manually rotating them to new positions
guys ive got these materials with nodes and stuff but
also some with no nodes, just parameter groups
where u can change each part
easily
anyone know how to change a node material into one without?
parameter groups
I'm a complete beginner to game making in general. I've only ever messed around in game maker. But I was curious about the general work flow in 3d. To my understanding you model externally in blender or something like it and all of the animations and texturing is done within unreal engine itself?
And are animations done in a timeline type fashion or are they just generated during the game through scripting
animations are created in third party software as well (e.g. in blender, yep)
it is timeline based
you just define poses for time frames and interpolate between them
Oh ok. But texturing is done with UE
Or is it normal for people to texture in blender and UE sees that an will do it's own thing with them
Texturing is done in software like Photoshop or Substance Painter/Designer
+that yep, and you create a material in unreal which uses the texture(s)
i dunno where to post this so i'll post this here
i want a trace line from my canon to the point where my mouse cursor is like this -> https://youtu.be/fONJTFNIW5w?t=14m16s (just for ref so you know what im talking about)
Peggle - All missions list: 00:00:03 - Level 1-1 00:01:46 - Level 1-2 00:03:35 - Level 1-3 00:05:32 - Level 1-4 00:07:38 - Level 1-5 00:09:21 - Level 2-1 00:...
how would you do this?
particle?
Anyone ever had the issue where it won't show up that you're in spacewar? Same executable works perfectly fine on my end
Hello all
@sacred crater Only one reason for that imho, forgetting to add the steam_appid.txt file in the right spot
is blueprint by any means better than text?^^
wat
creating variables like Slot1Item, Slot2Item, etc, is horrible in BP
just one example oO of perhaps thousands
waaat
οΌ
?
XDD where do oyu got this question mark
Yeah, sorry, I had Japanese input enabled...
I'm not, but I know Japanese. π
ooommmg a alien who can speak japaneseeee
coooooooooooooooooooooooooooooooooooooooool
AWESOME!!!! 10 POOOOINTS
::D
in text you write it one time and copy paste and edit
in bp you...
have to click on a strange button
lol
and then paste
You can also right click and duplicate.
text is obviously easier
ya and then click everytime you wanna edit...
in text you dont need to click
easy and fast arrow keys in text
no
Or yeah, press arrow keys or whatever.
you use arrow keys
And that's faster than clicking?
π€
try it out?
I use a tablet so clicking anywhere is effortless.
press arow up and edit a letter inyour message
here in discord
its very easy
no imamge first clicking on it with the mouse..... a very slow mouse..
did you ever program?
You can right click your message and click Edit Message too, not much harder.
Not really, but I write python scripts.
No. π
even first grabbing the mouse take slonger than just use arrow keys
And it's impossible to edit messages higher than your last one using the arrow keys too.
You were the one that brought up Discord. π
But it's the same in normal programming, if you want to go up 10 lines, you need to spam the up arrow.
Or just click there. π
main topic os programming
example is discord as a user case
you are mmuch faster with 10 up key....
If that's the case you probably need a better mouse. π
then to grab your mouse, then go to the goal, and then try to click on the exact position.
good luck with that if your font isn't 20 px wide
i have a logitech g 502 bro
who do you think i am? oO
π i am not a amateur
ok.. shifty_face
But I don't really remember how using a mouse felt like, I just use my tablet for everything, it's way better for the hand too.
And I usually hold the pen between my thumb and index finger when typing instead of placing it somewhere, that way it's easy to go back to clicking somewhere.
Of course using a keyboard would be faster in something like VIM or Emacs though, if you know that stuff.
Anyway, that has nothing to do with BP, I think that works fine. π
Well for clicking, I write the code with a keyboard...
And I don't mean a tablet like a windows tablet or whatever, I mean a pen tablet input device.
you blueprint on a tablet with a stylus? o.::O
ah
oooooh
coooool
awesome japanese speaking guy who uses GT for unreal engine
GT?
Ah ok.
Does anyone know how to fix: fatal error C1083: Cannot open include file: 'new': No such file or directory , when creating a project
let's say I want to use some song in my game as easter eggs from various bands
do you think it is possible to do that without paying for licences? if I try to contact the bands will they just ignore/laugh at me or is there any chance that they approve and I can add their music?
Is anybody know how to use HEX color value to set parameter value via blueprint
@surreal viper it honestly depends on the artist
Why are the rocks there got lighting
@severe glen You can do it in the color picker, but I don't think you can do it in a set parameter node.
You would have to write your own parser for hex values.
Not too hard though, just a few switch on string or whatever (0-F) and some math.
yeah I think theres no any node convert to rgb . I will use split node for r,g,b π
You could write your own function that takes a string input of hex values (6 letters), splits them into 3 pairs of 2, then finds the value of each one (16*value of first letter+value of second letter)
Or 8 I guess if you want alpha too.
Then make a linear color struct from that.
I achived it get rgb from web color picker via WebSocket
o_O
Its working set vector parameter value
but after 4 times
color is not change
π
O_o
does anyone know a good freelance dev team they would recommend
im looking for some individuals who can help me make something similar to the RAGE combat system that was seen in the warriors
if anyone knows of/ is interested, shoot me a message or something
did you try #career-chat
^
do we have any both anime and racing game fans here
Is it possible to create dynamic material instance from any bsp component?
@severe glen Wouldn't use BSP for production though
Dark Blog
But since you can drop a Material on BSPs, why not
I want change color in game . but I think blueprint doesnt allow me to do it
You need a dynamic material instance to do that.
I checked parameter value . Its changing but in game doesnt change anything..
the watch value is green color
Your color values are way too high.
They are 0-1.
So 255 would be 1 for example.
You can use a Map Range Clamped if you need to convert 0-255 to 0-1.
Should I divide 100 the values ?
@severe glen /255
ohh
thanks mate
you saved me π
first one is my web page
I changed color via webSocket
guys im having really trouble just rotating a material
π¦
and scaling
adding a tex coordinate node but it's only scaling the texture, not the bump map and others
any way to scale and rotate the entire thing?
are you putting the output from the tex coordinate node into the other textures as well? the bump and such
no i'll try that i guess but
other than that you might be able to turn the material into a function then put that function into another material then scale/rotate the output from there
it seems completely insane to me that to simply rotate and scale the material u gotta add 12-13 parameters?
you only need 1 tex coord node that you would plug into all the other nodes you want adjusted
if you want a texture to be changed, you need to change it basically. You have 3 separate items each with it's own settings that you have control over so yes you would plug it into all 3 if you want all 3 changed.
It needs to be this way because you might have various different scales for say micro and macro texturing
ok
what about UV and heightmap
they dont need that right?
so i add a multiplier to each sample
then 1 tex coordinate
attaching to all 3?
where are you adding in the tex coordinate node?
chances are you can do your scaling after the mapping node
since that is feeding into all your other nodes directly
mapping node?
PoM
you have a UV input on the PoM node, have you tried adjusting it in there? using the tex coord node and the multiply?
it's been a long time since I've used that node so I forgot most of it π¦
UVs (V2)?
yeah
ill need multiplier?
maybe make a tex coord node, multiply the output by whatever you want, then plug that result in there see what happens?
its empty, texcoord can go striaght in right?
you dont need a multiplier but then you have to adjust the tex coord by hand and it cant be a parameter in an instance. If you dont need to do it like that then yes you can plug it in directly and edit it directly in the material.
hmmm
so if i create new instance on this material
and have multiplier, i can change it in that new instance ?
why multiplyer makes it do that?
UE is confusing π
instances let you adjust any parameter at runtime or easily at edit time
yep, check out the info on material instances if you ever get to the point you want to adjust it easier or at run time later π
also if i wanna to rotate the texture
the material
ill add a rotator into the UV too?
with a multipler
cus the tex too
look at the custom rotator node
here is an example picture you can look at, you would plug in your tex coord into that node and then that node would rotate it and that plugs into the UV on the PoM instead of the tex coord
and this pallax system is with every material ill download?
i can do the same with each?
ahh damn
it's sstill not right anyway
its scaled the main texture
but there is still big bump parts
it hasnt scaled
damn
ohh
nvm
i had unplugged something
hmm
@grim ore thanks man, u have fixed what i want
im good for noe
now
β€
@half mango ARE YOU THE OWL???
Dark Blog and Wiki. @UnrealEngine #UnrealEngine #ue4 #gamedev #indiedev https://t.co/C3hfmchZnd
https://t.co/9FcxdGj0mo
Morning everyone! I hope everyone is having a great productive day!
And succeeding at outperforming and destroying your enemies!
Darn I was trying to use ShareX to share a viewport screenshot but even trying to take the capture caused a hitch on performance
You could profile in standalone instead, the extra windows open in the UE4 editor lower performance.
You mean like running play through a BP. The popout window?
@ionic sedge I'll try that out
I can run 70ish AI with basic building construction AI right now following this tutorial. There's still a lot more to add/tweak. Hitting 18ms on the GPU using the stardard mesh for the citizens
I have no idea what I'm doing but its fun π
when nobody replies to any questions about todays livestream
https://i.giphy.com/media/b9aScKLxdv0Y0/giphy.webp
Answer what question? About the livestream or question for the livestream? ???
about
is it over?
unless some weird timezoen shift should start soon
Woot woot I might actually remember to watch this one
I'm always forgetting to watch until its been over for 30 minutes
if it is exactly what they announced, the exact same thing can already be found on their yt channel
btw Luos I love your work man
appreciated π
I'm probably gonna buy some packs and/or contract some work from you down the road if possible. Still got a long way to go
take your time, i dont intend to go anywhere anytime soon hehe
I have very specific "needs" lol. Alot of it can be modified from your packs and I can learn from them but if I can afford it I would rather pay to have it done custom. Basically top down god mode stylized effects. Kinda cartoony (think fortnite footsteps feel). Still hamering out the look and feel I want exactly then I'll hit you up
Anyone here seen the paragon char pipline flow video?
yo was there an unreal project a while ago of like a massive mechanical underground mine tunnel thing?
Trying to google it and I cannot find it
no I think it was more of an art piece than a game, might notv been unreal but I feel like it was
if this is in the wrong place sorry but I packaged my game and put it on a USB gave it to a friend and when he launched the .exe file an error poped up saying directX and visual studio needs to be installed. Is there a work around to this or is it bc he ran the file straight from the USB drive?
you gotta make sure you include the redistributable installer when you package
if you don't then your end-user will have to go track down the things that installer would install
is that in the packaging settings?
include prerequisites installer? that was checked
so have them run the UE4PrereqSteup.exe file first?
should do automatically, but yeah if it doesn't already have them run it
it did run after he tried to lauch the game, just failed after 10-15mins of trying to install
how do i detect and hit event from a gpu particles onto a mesh ? Anybody ?
@fierce tulip He's the particle guru. Did you check youtube/google/official documentation?
Announce Post: https://forums.unrealengine.com/showthread.php?121092 Sr. Dev Relations Tech Artist Alan Willard is back in action with more VFX training. Thi...
MVP (Minimum Viable Product) Series showing how to create the basic prototype for a FPS (First Person Shooter) from scratch in Unreal Engine 4. In Part 9 we ...
MVP (Minimum Viable Product) Series showing how to create the basic prototype for a FPS (First Person Shooter) from scratch in Unreal Engine 4. In Part 5 we ...
@still solar First search result from youtube. This what you looking for?
thanks, I checked the particule tut for live training but to no answer... i'll check the mvp series and see thansk
triggering an event when a specific object get hit by gpu particules , ( seed getting water on, after a certain amount of water, grow ?)
the key would be to have the gpu particles trigger on hit event on mesh
you can only trigger events on non gpu particles afaik
thank luos,..
So why not have something like besides the gpu particles trigger the event you want. I'm sure there's a somewhat simple way to set that up.
^
You know where your GPU particles are coming from and where they are gonna end up?
so say in your example its water pouring from a cup. You have to click on the on the plant right? Add event under cursor. That kinda thing. Get hit results through some other means besides the GPU and just fine tune it until it matches what you need.
yop , from can to seed... particles get active base on can rotation angle.. VR set up, holding the can
and drip drip
You could easily use a cylindrical raytrace for that?
You can set it up so that every time its "watered" it increases a growth multiplier.
i can use distance from can + and is a can pouring water and ...
^ raytrace would be a good idea. There's tons of different ways you can do this and a lot of tutorial material on how to implement the events. Just setup everything how you want the event to work. Then fine tune it so it matches with the particle effects
@still solar I'm no expert by any stretch. I just watch tutorials and fumble my way through it π
@dire storm thanks, that the fun part...fumbling around
I ll use a shape trace cone it from of the nozzle of the can...
feels good bro
Zoom and Enhance! Zoom and Enhance! damnit if CSI can do it why can't I π¦
mfw im getting destroyed by this
and cant find which lerp is causing it
nvm fixed omg
Invoking DenverCoder9 protocol: Post your solution.
Coercion failed lol
Btw
That was an error in some earlier version of the engine
Like err
4.17-something
While that one might've been your fault, I had legitimate "coercion failed" errors on otherwise correct code
I fixed it by omitting the coercion failed error in the shader compiler, lol
Cause it was still valid HLSL
I had a rma map feeding directly in to a lerp instead of just r channel
Anyone good with P4V (perforce) on here?
Anyone know how to setup a new deopt and subsequent file mappings in P4V?
Google does
How to setup Perforce so that you can share assets with other on your team.
Ever wanted to work with friends on an Unreal Engine 4 project but just couldn't figure out source control? Look no further! Collaborate with your friends, w...
This document covers how to set up a new Perforce server and populate it with an Unreal Engine source build alongside your projects. This is the most basic setup for 'beginner' Perforce pipelines and does not cover things like streams. Please note that you should only do this if you
Listen man you need to stop. Thats only the first mapping.
If you dont know what first mapping means then maybe ease up.
What are you going on about exactly?
he's battle hardened when it comes to source control man
Not a single one of those links has the answer.
lol
SVN-GIT war veteran
@safe rose !dontask is on GDL.
I've only been using Perforce for 4+ years, yeah my bad
@livid haven Aye I know
π
Well great maybe you can help!
Nah, I'm good now.
When you say subsequent mappings what do you mean tho
@safe rose Hey man If you dont want to help thats cool. But I'm trying to get this worked out so...
@worn granite When you first setup a depot you are mapping files to it from a wrokspace folder. Super easy. My issues is that when I set up a second depot on the same server and then try and create a new workspace to link to it, it fails.
I have an error 1 sec
file(s) not in client view
Hm.
I cant seem to get them to map properly
Yeah I wasn't real sure what you meant. I don't really play with multiple depots though.
We didnt untill today
But how are you creating your new workspace?
Fair question
I've tried a few different ways. The most basic way is I just click on the workspace tab and create a new one. Then I set the workspace root, and what depots to include or exculde.
I go to add files and bam
file(s) not in client view.
I'm no P4V wizzard so I might be doing something wrong.
Yeah I'm not gonna waste your time - sorry I can't be of any help here. Seems like I've gotten that error but I don't use multiple depots
You should probably check your config
Well, you did chew someone out when you were using the wrong terminology... so you're probably doing something wrong. π
then ensure that the workspace name is correct
follow up to all that, ensure that the client and workspace in your config are set when you switch depots
Then properly set
the config
you will have to do this each time you switch for obvious reasons
This is usually more an issue when using streams however
BTW, I have three depots on the same home server.
Ensure that permissions are set appropriately
in P4admin
@worn granite Thanks for takeing the time to listen instead of just spaming google links. π
Victor and I aren't particularly chummy, but now you're just being shitty when he actually is trying to help, despite however rude his initial efforts were.
Well, you could have easily found that out by Googling though, so I don't know why everyone is up in arms about Google
I did think it might be perms but assumed it'd be something more multi-depot specific
IIRC default perms shouldn't restrict people to any one depot
Hmm
The config thing stikes me as weird - maybe I'd check the environment settings (which you can do from the UI) - but I'd expect p4 to not require me to follow up on changing my workspace. I don't really use multiple workspaces/depots though so maybe that's my inexperience there.
Well, your Env Settings come from your config
yeah but you can update them from there
idk personal preference
i like google
Zach when you create your new workspace you need to make sure that your other Depots are not included in the Workspace View.
You mean under work space settings under workspace mappings?
He said he already did that
Well he must not have
Well, I have to assume he did, if he says it
I did exclude the others
Having mulitple deopts with diffrent workspaces is a normal everyday funciton right?
LOL
You know it
Make sure that your workspace is pointing to the correct location on your disk
Yes it is
Been there, didn't make a new depot
Its just pointing to the folder with the files i need in the depot.
?
I feel like I must be missing something...
1 sec
Get High Schooled
@weary basalt (im quaderuple checking)
file(s) not in client view.
Not in client view is usually an incorrect mapping
Recreating it
I'm assuming it's due to his /VR_Main and /VRAGAIN those directories are not on the depot
Can you post your error message and the depots you have?
@safe rose "those directories are not on the depot" What do you mean when you say on the depot?
Not trying to be pedantic
@bitter edge Post the screenshots that @weary basalt requested
@weary basalt Ill screen cap it. What exaclty should I screen cap?
when I wrote this, I forgot to add "path" in between workspace and name https://gyazo.com/123956cad2fa9d6be41dceaa2b20a61c
The depot
The Depot tree and where the errors appear
Also what are you attempting to do when the error appears.
All of them?
I get it now
His is making new depots
But trying to access the original depot files?
no
Then what are you doing?
I'm making new depots and trying to add new files
How do you add those files?
with a new workspace
And is your workspace empty at first?
I'm droping files into the workspace and then trying to add them to the depot.
I'm a little confused because I get the feeling that you're trying to overwrite a previous depot
So, your newly created workspace is 100% empty at first?
Yes indeed
is there like a wizzard to add files that I'm missing...
I feel like this is user error
Have you got an new depot at the moment?
The issue is that your depot
and workspace is not in sync
Is the depot that you want to Get Latest from empty or filled?
Drop an text file in the directory of your Workspace
Then go to Perforce and right click on the Depot and choose "Reconcile Offline Work"
Alrighty
An window should appear with your Text file in the middle box that says "Local files not in depot"
Oh, found a good video
We now accept donations at your discretion at http://www.paypal.me/BlenderTek We are always uploading models, scripts, articles and more at http://www.unreal...
That looks relevant
Hey it least you posted a usefull link this time π
Skimmed through it, if you still have any issues, it's definitely user error
Yeah Victor stop posting useless links
@weary basalt I'll try to reconcile it offline
Treat em mean keep em keen
Be back in 10. I'll let you know how I messed up in detail.
ok
cant wait to start learning how to use ue4
@bitter edge Did you do what I said earlier?
About the config?
if you type in p4 info
in command prompt
@safe rose going to start soon either later today but i got some hm to finish
@bitter edge dont use underscores
Will that mess things up?
spaces sometimes do
Worth a shot
it might look at underscores as spaces
Underscores are fine.
Is there a depot mapping step I'm missing along the way?
Sometype of asscociation besides folder location?
What are you doing exactly when you get the errors.
Sigh
Storage location for versioned files. Can I leave it as is?
Use this: https://docs.google.com/document/d/1YvMuzkzPk_R7I_OTLxDWm_nk1Pm7ipNdyJbE4jZkpHc/edit?usp=sharing
Download the P4V Client: https://www.perforce.com/downloads/helix-visual-client-p4v Install P4V Client Breeze through all the settings using defaults. Open P4V Client and youβll be presented with this: Under Server, you should probably see localhost:1666 or local:1666, we will be changing that t...
Wait, you're making the depot there
O man did you just make this?
Why don't you watch the ones I linked?
That Perforce Instructions yes
Had to, too many game jams
too many new people who didn't know how to use perforce
I apreciate the info man but I've done all this
One thing I hate sometimes when helping others
is there a problem with making the depot in the admin panel?
Is when they don't drop their guard
And actually listen π
Just because you've done it countless times before, doesn't mean you did it the correct way
And it's obvious because you are still having issues
So, take a step back. Start brand new.
But anyway, gotta go. So take my advice, or don't. Good luck!
Yo, I was weondering, is there anyone here who could help me with an issue I'm having with Unreal?
No. None of the 1939 people online (though potentially AFK) can help you.
darn
Translation: Don't ask to ask... just ask your question.
Just trying to be polite, yo
It's generally more spammy and annoying, unfortunately, when people pop up and just ask to ask - generally, because they don't know what they'll get roped in to, they don't want to commit.
It actually lessens the chances of someone taking you up on it.
Funny, because I thought just coming in and asking would come off as spammy π
Sorry, that was ambiguous
I mean that other people are hesitant to answer yes when they don't know what they'll be roped in to if they say yes.
Nah man, I get what you're saying
Nah, it's fewer messages if you just ask - it's what everyone's here for.
Cool, thanks for the heads up
So, whatcha need?
Well, any time I make a new blueprint and make a change to it, even a simple one like checking a box, I get this "unrecognized tab" when I try to re-open it later
Happens even in a blank project wiht no starter content. I've tryied verifying unreal and even reinstalling and it still happens
for reference, here's a before pic of a blueprint
Change anything, and "unrecognized tab"
it's the newest version, 4.17.2 I beleive
That's super strange. I have never seen that particular behavior.
Unrecognized tab? Yes.
That's basically a saved layout for windows getting loaded up, but the windows/tabs for which it was saved don't exist/can't be found.
But why that would be happening when you edit a blueprint? Beyond strange.
I have gotten that stupid error also
just close it and move on
4.17 is riddled with bugs
if you close your bp, and reopen
should go back to normal
happens even after closing the bp.
Basically: new bp > open > make a change> close > reopen > unrecognized tab
I"m gonna reinstall an earlier version to see if that fixes it. Although someone on reddit said it might be a video driver issue
Whoever said it's a video driver issue doesn't know what the hell they're talking about. π
I know exactly what that is, I just don't know what is triggering that to happen.
Y'know how you can rearrange editor tabs around and they'll open up like you left them? It's that.
For whatever reason, that layout is being reset when you change stuff in a BP, and the data it's loading up for the saved layout has tab ids that don't correspond to anything that is registered for the layout that it's trying to load for.
IE: Some code registers a "BPPaletteTab" for example and that id gets saved to the layout file on disk, but if the BP editor tries to load that up and "BPPaletteTab" is no longer registered as a spawnable tab by the BP editor, then a tab will get spawned... with a generic "unrecognized tab" message in it.
So the layout file just contains a mapping of tab id to some tab layout data structure, the tab layout code loads it and looks for a registered tab data structure with that id and if it exists, it'll use that data structure to fill in the tab's content widgets.
But again, no clue how editing a BP would cause a reload of layout.
You could try nuking your layout files which are located in...
Engine\Saved\Config\Windows\EditorLayout.ini
Layout file. Just one.
Deleting that should clear out any potential bad state, if it's a problem with a corrupted layout file.
That's a very interesting issue
But it may not be. π€· Could be something wrong with the actual code in 4.17 messing it up at runtime.
If that doesn't work, or if Reset Layout is the same thing as deleting that .ini
Yep. Don't know where that option is though. :X
Try to Reset Layout
Hell, someone could have changed something about the BP editor layout in code, which usually requires that you manually increment the version number of the name of the layout so that it totally ignores the exist saved one, but forgotten to change that bit.
UnrealEd_Layout_v1.4=( "Type": "Layout", "Name": "UnrealEd_Layout_v1.4", "PrimaryAreaIndex": 0, "Areas": [ ( and so on, as seen in the INI. The "version" is nothing but part of the name.
If someone changes it and forgets to bump that number in the name, then the new data structure in code may not match what's saved in your INI, which it will try to load due to matching names, and end up with unrecognized tabs or just an unintuitive layout.
Shouldn't be the case though, or it'd be busted when you open the BP editor at all - obviouslly it has to be loadng up the layout then or it wouldn't know where to put any of those tabs.
Did a fresh install of unreal 4.17 and even epic games launcher, issue still persists. tried resetting the layout, still the same
even making a new BP and just closing and opening it causes the issue
however resetting the layout will get me the 'class defaults" tab, but if I close the tab and reopen the BP I just get a blank window
Does anyone know any 3D starter game tutorial series (for beginners)
Video tutorials demonstrating concepts and techniques in Unreal Engine 4.
weird though, after resetting with the 'class defaults' tab, I can get an option to open the full editor
which then opens everything back up
I'm tryting to recreate the issue atm to see if this is a fix
That seems to have been the fix, resetting the layout 3 times. I get the unrecognized tab at the start, but if I hit ful. editor everything stays kosher. Doesn't feel like a satisfying fix though
But thanks for all the help everyone
thank you im gna try and get some sick particles for the Campfire and for the other things as well
OMG the spagetti chaos in the Paragon character textures!!!!
so.... I want to recreate a place where I hung out as a kid. Is it possible to load weather based on the actual date and time? like -- spring/summer/fall/winter and time of day? (not literally the actual current weather in that place)
I guess part of that would be dynamic materials on the trees. I don't know shit about trees yet but maybe I should just build different game versions with whatever materials are specific to that season
Hey folks, I'm starting a new series on AI in UE4, and I'd appreciate your thoughts :)
https://www.vikram.codes/blog/ai/01-basic-navigation
season levels
Welp I'm gonna move from Blender to 3ds Max 2017
I have tolearn a new modeling program. But its better
It is ?
My friend Nikson says so. He's teaching me things in UE4. Plus blender is weird to me still
Ah, someone said so.
Why move away from blender?
Everyone has a favorite tool, then again, I've always failed to see the value of 3DS. For that price, it has to be like twice as good
Same; 3ds always seemed like over priced playschool toy :\
feature wise, they are pretty much on par with one another though
Tried it, it's okay for some purposes but I went with a real issue tracker
morning folks, I'd like some advice about an implementation problem I'm working on
I have a spline, and I'm placing meshes down it's length - what I would like to do is do a little bit of analysis on the spline shape and determine which meshes would fit in the next section
i.e if I have a tight bend in the spline, the long meshes wouldn't be good fits
at the moment I'm taking mesh length, and getting the theoretical start, middle and end locations as points, treating it as a triangle and calculating the most significant altitude / base ratio, but it doesn't seem to be working too well for me as it's hard to control
perhaps instead of using plain old meshes use actors
and define a "center" point in the actor
that wouldn't really solve my problem (and they couldn't be actors anyway, since this is happening in construction script, and there are thousands of these meshes in a given level)
they are HISMs
I think the question is more related to having a good way to determine if a mesh is too long to comfortably fit a given section of spline on account of the splines curvature
might try comparing start-to-mid gradient and mid-to-end gradient
just need to work out how to reasonably compare 3d gradients xD
do these meshes have tile texture in one direction (like wall or something ?) or they just not connected at all ? In first case it cloud be easier to let the meshes defrom and handle it at material level to keep look at reasonable level
the meshes don't deform, they are HISMs
I don't think any of the meshes we have at the moment have tiling materials though (nor do I expect them to), so that in itself is not a problem
Is there a way to make a timeline not update while its paused?
or I guess to generally check to see if its paused?
shouldn't update when paused, what's the problem?
let me double check my sanity, but I'm pretty sure its continuing to update while paused lol
lol nevermind, I was all kinds of confused
anyone know why the tracks get all messed up like that when I try to add the plane to to the curve ?
Seems the Technical Details of the Marketplace (in the launcher) is broken.
If i would like to find someone that could help me with creating a mod for ark where should I go?
the ark modding forums?
Anyone got a link?
Thank youβ€
Does anyone here have experience doing InstalledBuilds of the Engine?
I can't get the LocalBuilds folder to turn up after the script runs. I even tried to output the InstalledBuild to a new directory, but that directory is empty.
Are there any requirements in order to send private messages on the forums? I hit "Post" and it just redirects me to my message center thingy...
I can't find it π€
There's a "Messages" link under the top bar, I also tried directly from the user's profile I want to message. Wrote the message, hit post and it redirected me to the Message Center with my outbox empty π’
@olive schooner https://gyazo.com/0aafae2c0aa94ea08c04379becdb4e51
You don't see the Private Message button?
if the system is like the old one, members will need 2 or 3 posts approved before they can send PMs
Aye, something like that
Gotcha, thanks
hey guys
I have a texture that contains transparency which is part of a set of static meshes
I found that creating the texture map inclusive of this single plane that contains transparency seems to lag up the place
I'm guessing I should keep all transparency materials seperate?
oh
i forgot to merge the layers.... nvm
hey guys what processor would you recommend for building a new unreal rig, intel or ryzen?
@copper tulip PowerPC
Not an Unreal Question
Since this would just bring random personal prefs into play
@copper tulip But you can search up top
and look at the other countless debates such a question has started
For your answer
@safe rose yea sorry didnt mean to start a flame war π just curious since i will soon be creating a new build and would like to hear out some opinions π
i apologise π
@copper tulip Nah no worries, I kind of wish we had an FAQ section by now
Because that definitely runs up there
@copper tulip BTW
I would take that with a grain of salt though, TR was not tested.
Read the comments
I would personally look at the 7700k or the 8700k depending on budget
very good price / performance ratio
tbh, that article basically says the same thing anyway, lol
doesn't include the 8700k though, too new
loads of reports that nobody is even selling the new ones
again i apologise for starting this π thank you all for the input and advice π
when gif doesnt cut it
https://i.gyazo.com/4c9173658881eac7ed78c9fcbc1a7dc5.gif
buy the best you can afford that will get the job done that you want plus a bit more. If you don't know what that is you can never go wrong with a mac π
oooh or an iPad. Get one of the new iPad pro with the pen and you can draw your blueprints
I really wish I could recommend a mac to be honest. If they added a decent GPU in a base model it would be easy to just go "get the new imac blah" or whatever as a baseline
all the Premade PC stuff is so damned confusing with models and makers
well yeah true i guess you could do that but then its "which GPU do I get" argument π¦
ignoring price a nice base model machine to recommend would be... nice
13 minutes to compile the engine
wonder if they did the regular development editor build or something else
it does beat my 46 min compile times :p
haven't tested since I did small OC tho
13 minutes does seem a bit quick
it's for i9 7900X (10-core) π
it should be quick
800 seconds
compilation times are pretty much relational to raw core count in that chart
13 seems about right. I think I am around 20 on my 6 core 5820k for an editor build from source
but thats editor only not a full rebuild
One more gen I think until my upgrade. Then cores/performance/prices will be stable
i would be interested in an comparsion of i9-7900X vs. 1950X
Can anyone direct me to a good tutorial for learning about the Cloth system?
I can't seem to find a good one.
It changed in .17 and .18 and I think I heard that they are working on making the docs correct unfortunately π¦
It's not much but the docs are in progress here https://docs.unrealengine.com/latest/INT/Engine/Physics/Cloth/Overview/index.html
An overview of Cloth creation using the in-Editor tools with Unreal Engine 4.
Hi guys, how would you go about making something like Starcraft zerg creep?
I was thinking about splines or something
i am a cat mewo π±
that moment when the parameter of a function is in radians while every other ones are in degrees is in the entire engine, and you understand it after 1h of debugging...
because, why not ?
lol
Hmm which room would cover some legal questions?
I have a question, how close can someone get to other game without getting in trouble?? How similar my game can be to other game and still be released with no issues? Could i make an original IP that's kind of spiritual sucessor to other game that i don't have rights to etc??
depends of the guys owning the game I guess...
game mechanics are not protected, but you can't make it feel like it's part of the same franchise
you shouldn't go for exact in either case
you can make a platformer like mario, but if the visuals are similar to mario then you have a problem
if you took mario's mechanics, but it was a scifi game, that'd likely be fine
though you should make something distinctively different so that you're not being derivative.
See, the game in question is an original classic spyro the dragon, it's a quite simple 3d adventure game that i love and i grown up with, i'm currently making a personal remake project "for fun" https://www.youtube.com/watch?v=HnFDZt3-8Wc&t=62s , but i'm now seriously considering creating my own adventure game out of it
Big update and test gameplay of my project :)
basically i would like to create an original IP but with the same core mechanics
I mean those mechanics are pretty simple
but you should be careful of the style, and the set of abilities
i also always loved dragons, and would love to have a dragon as main character as well, do you think it would be too far? or can only one game have a dragon character
he would look different of course etc, but would be similar to spyro
it should be very different visually
and you need to have some mechanics that are very different
but it seems that glide, double jumps etc are pretty common in other games as well right?
sure, but cartoony dragon with the exact same set of abilities as Spyro is treading too closely to that IP
you can't make something that is trying to be an imposter of the original work, to fool people into thinking it's the same IP.
And you can't just lift the recipe of the original exactly.
like, if you added RPG elements to the character, that'd be something
or give him a combo melee system
or different movement mechanics
or a very different art style
that is one of ideas, having different abilities to be unlocked through progression, as well as maybe changing the cosmetics, kkind of customising your own dragon
I'd avoid customization, that's a feature creep that is generally not worth the payoff for indie projects
fun mechanics + interesting objectives > customization
as customisation i mean just slight edits like "skins" so you might unlock red dragon skin after completing a game etc
totally optional
yeah π it's just an idea that would make it different from spyro
soo some similarities would be ok but don't go over the top i guess
one rule of thumb is that if you have to ask, then you should do more to make it different
Yeah, but i'm thinking how much different it have to be, i mean the game will be totally different, stylized graphics etc, current gen obviously, but the core mechanics would be similar and the layout of the workd
world*, there would be hub levels with sub levels
collectibles
and a dragon main character
but that already seems quite similar to spyro and that's what i wasn't sure about
maybe look at other games with hub worlds, and how they are distinct mechanically
like Donkey Kong 64
or Mario 64
Banjo & Kazooie
perhaps you swap dragon characters like in DK64?
from what i seen they are all really similar and the main characters are usually the only difference
Maybe a little metroidVania in the hub world structure?
but the thing is i just LOVE dragons and i would love dragon main character
have multiple dragon characters?
and spyro seems to be an only adventure game with dragon running on 4 legs
you could have elemental dragon characters
: d so i wonder if activision seen that my game got sucessful for example, they would be liek "omg he copied our IP" and i would get done
you could do a bipedal Wyrm dragon, that breathes lightning bolts
or ya know.. make a fart dragon that shoots lightning out his bottom. Thats fresh!
lol
I actually think that the DK64 structure, with swappable dragon characters, each with their own set of abilities would actually be pretty different from Spyro.
Think of it this way... you can even have a story behind it. The evil bad guy broke his wings but your hero dragon adapted and now gets to fly by fart propellent that lets him get high enough to glide. But he has to find peppers and gassy pickups to keep his gas meter charged.
have jalapenos as the fuel for the fire breathing, lol
xd
you can find a toxic gas pickup.. then his farts melt his victims
the tone can also help separate your project from the inspiration IP.
yeah. A fart dragon sets a good tone
although I would go full out with the voice acting. Its important to have good screams and terror to respond to dying by dragon fart. Player interaction is important π
You'll probably want mocap also. So you can really get the writhing in pain nailed down π
π
Are uniquely vertex painted meshes with the same material split into seperate draw calls or still linked to the same one?
Any mac users?
π Mac OS X 10.12 user
@latent roost sorry, for delay, just wanted to know, are mods tab in launcher available on Mac too? (does it have Hello Neighbour?)
@next badger Oh, I'm not the right guy there, I had to deinstall the launcher on my mac, runs the launcher on my work-win at the moment
@latent roost okay, don't worry
Not enough disc space on the mac π¦
Will have a linux box available within not too much time, hope that can free up some space from the mac
and I hope I can buy out the work computer after the project is over, havn't had windows for ages, and I feel quite confident of returning to windows with win10
i like win10, it has very minimalistic ui + ubuntu subsystem
Hi all I develop on unreal engine an android game and I would like to use the "share" function of android, do you know how to do this with bluesprints?
Hey all just wondering if anyone can help point me in the right direction of finding out a tute for making a dedicated server with blueprints? if anyone please message me π really would like to make this work
You can't build a dedicated server with a purely BP project, you'll need to build the engine from source and make some build file changes to do so
You can still do most of your logic in BP (if what you need is exposed), it's just that the building process itself needs to be done with a little bit more than pure BP
If you're still interested, here's a pretty comprehensive guide on the topic: https://wiki.unrealengine.com/Dedicated_Server_Guide_(Windows_%26_Linux)
@lilac geyser
oh sweet thank you @glossy flame ill look at it and if i need help you would be okay with me messaging you?
If you need help, keep it on the server. It'll get you more help, and it'll also let others learn from it π
oh easy as π do i just post in this chat?
Depends on the topic, you might eventually get into #cpp territory depending on your issue
But yeah, people here will be willing to help if it seems you've at least put in a little bit of effort into solving your problem
Hello, can someone help me figure out the BP in #animation ?
It's a pickup shortcut for my character, picking up a hammer
The hammer is picked up, but I'm having problems adjusting the position of the hammer to its hand
Will be much appreciated
@Kojiro#8889 have a look at sockets- youβll need to create a socket on the skeleton, using the mesh preview to line up the hammer nicely. Then you can simply attach the hammer to the socket when picked up.
And we're back. AWS outage probably affected Discord's servers.
not sure where to ask this but how do you set the struct editor view to horizontal like this?
You don't/can't.
They're not the same UI. They're reusing some of the same UI internally, but aren't actualyl the same UI at all.
o,O then how did this person do it?
?
this is a screenshot from a doc question
Oh, I thought you were asking how to get the right side panel of the left window to look like the right side window.
press the small triangle top left, you can move menu's about
lol no this is what im trying to have my struct editor look like
What does it look like usually?
Possible it changed layout from one engine versions to another?
Huh. Well, it's not a customizable UI - those categories aren't docking tabs.
My guess is engine version differences.
yeah ive tried everything
I do think the horizontal layout is better.
yeah me too and far more efficient for development as more and more variables get added
Again, you checked engine versions yet?
no not sure what version this particular person is using when they took the screenshot
this is the post i saw it in
If you can find a date, you can get an idea of what the newest possible version they could have used was.
hi guys
wondering if anyone will know this issue im having
basically all it is is when i rotate a texture
say i want it 90 degrees rotated so thats .25
it messes up the bump map
so it rotates fine 90 degrees but the bump map is gone and it isnt 3d at all anymore
really strange
@fair violet I will try it out
@fair violet Hello, can I DM you for help about my project?
Dunno, I just see a small white square. O_o
Is making a clone of your current project a viable way to make a backup? I haven't had to back anything up yet since I'm just doing small tutorials but I'm about 2 weeks into this 56 episode series and if I were to break it I would lose my shit π
Pretty much yeah.
@dire storm If you havent already you should seriously consider getting an SourceControl solution as well.
hmm the picture was for some reason removed or idk
After a certain engine version (can't remember which) projects became seperate to the engine.
@weary basalt I know. I know I gotta get there. The volume of stuff to learn how to do is mind raping. Its on my to do list to figure out. I've seen some people talking about it and I've watched a few videos but I haven't touched it yet.
MaxY, assuming you've not got anything on your screen you wish to hide; you can copy & paste a direct screenshot
@dire storm Fair enough.
@weary basalt Almost everything I'm learning now is simple implementation of the basics and learning simple workflow and implementation. Once I start doing projects that are a little more complex I'm def gonna spend some time on source control... and profiling... and debugging... and EVERYTHING. Its all consuming. Thanks for the advice though π
π
What is this? https://www.unrealengine.com/marketplace/learn-alt#
UE4 Terminology
some kind of easter egg?
Just had a random question in my head... is prebaked lighting done before the game ships? Is it done every time the game is opened or what? How do games handle patches where they edit terrain or add stuff in if its all prebaked before it ships? Just off the top of my head. I haven't looked into this yet but it came to mind when thinking about precedural generation of maps during runtime.
@dire storm no, ofc no, light baking only possible with the editor (swarm), lightmaps are just textures
hmm okay
So if its a game with a procedurally generated dungeon or something of the like... How do they handle lighting for games like that? Where the map build hasn't been made yet
@dire storm https://docs.unrealengine.com/latest/INT/Engine/Rendering/LightingAndShadows/Lightmass/index.html
A run down of all the features and settings of Lightmass.
@dire storm buld lighting in preview mode until final ship
@dire storm in procedurally generated dungeon it's probably not possible to bake lighting, or you have to use some tricks
it's beed discussed many times on forums and on answer hub
gotcha. I'll put it on my list of stuff to dive into. Thank you.
@Kojiro#8889 sorry I canβt help 1 on 1 but post whatever problems you have here and youβll have a much better chance of getting a reply!
@UnrealEngine Marketplace dark theme is here! #UE4 #UnrealEngine #gamedev #indiedev https://t.co/JxZtXl3UqE
Ahhh you're amazing @next badger
hmm so if I'm gonna go down the route of doing a top down game and scaling everything to say.. 50%. Should everything be scaled down (asset wise) while making it in blender or just use BPs to scale it to 50%? The tutorials I'm following use BPs to scale down the assets
@buoyant echo just FYI there are themes for most of the website's parts https://userstyles.org/users/501227
@dire storm do not scale outside ue4...
@dire storm you could rescale the asset on it's properties (and hit reimport) or right in the viewport, but that would add scale factor
Why shouldn't you have items pre-scaled outside of UE4?
Wouldn't it make it easier?
Also, thank you for that!
@buoyant echo it's better to have assets in the size it's intended to be in viewport...i.e. if main character is 2cm tall, you better to make it 2m tall, otherwise its will be too small in engine and tolerances may hit...
same for huge objects, it's not very wise to import a mesh that 200Km wide
Hm...
it's only the matter of math, roundings etc
I guess that makes sense. Doesn't scaling things down in-engine also cause issues?
it will, if you go too far, but it's much simpler to scale down skeletal mesh in engine than in blender/maya/3dsmax
and if you hit tolerances - faster to revert
i'm not sure, but iirc FBX stores vertex positions as relative and then multiplies them byt the factor
@next badger Thanks π
can someone answer one of my questions
Whats your question?
how much performance do 4k textures hit
if very hard, then what way there is is to reduce them to 2k without something bad happening
hello?
Does anyone use Substance Painter here? @ me if you reply
texture size hit probably depends on the gpu ram
The target platform(s) should also be taken into consideration when thinking about 4k textures.
first thing is ofc the Question: "Do i really need 4k Textures?"
you dont
its not that much about performance, but about space
a single 4k texture is 64 megabytes
now, you can author the textures at 4k
and just downsize them ingame
by setting the max resolution to 2k or similar
to get the best texture quality, you need to use the proper compression settings and similar stuff
I think the only time a 4K texture made much sense (beyond extremely high definition) was the guy who made a level out of a single texture
or maybe if you were doing some crazy texture Atlasses
shrug meh. either way I'm clockin' off for the ni-...morning. take care guys! π
As long as you keep to the mindset of 512 texel density, you can do whatever with your textures and it'll still be reasonable. Some objects just need it depending on complexity. Saying things like "You never need a 4k texture" is like saying "You never need X polygons" or "You never need Y to be dynamic". It's all situational, use your best judgement.
There's always going to be a need where you actually need a 4k texture, sometimes even more, that's why people are turning to dynamic material layering and UDIMs
it was actually a 1024 texture
what's the difference between WindowsClient and WindowsNoEditor?
I could be wrong but i think its that Client builds w/o editor and server code, while NoEditor builds with server?
I'm not a coder tho
anyone know how to stop ios11 turning wifi back on?
il never understand how epic dont breach 16 textures when using layering on there char's in paragon