#ue4-general

1 messages ยท Page 124 of 1

plush yew
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๐Ÿ˜„

hexed sundial
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How to warn Epic Games that their Unreal Engine's blog feed isn't working properly?
I tried it with many feed managers but none of them is able to load it, it looks like it embeds all blog articles:
https://www.unrealengine.com/en-US/rss

fierce tulip
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answerhub comes to mind, or forums

hexed sundial
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I'll answerhub it! Thanks!

humble crow
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anyone remember where the unreal files are like presentations and powerpoints from talks that epic does?

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can't seem to find the link

storm helm
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Hey guys, any ideas why changing the texture quality changes the LOD of the Landscape? On Epic settings, it's as expected, but lowering it to high or lower and this happens. Only happens in Standalone and a cooked build, displays correctly in the editor strangely. https://gyazo.com/b2d0eadfaabbfe3e49af470571e87442

idle thunder
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guys where is option to see mesh and rotate camera around for better renders ?

empty prism
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Hey! I am shipping-packaging my game but the steam overlay + steam matchmaking does not work (does not work in any packaged form). I have done this:
BUILDFOLDER\Engine\Binaries\ThirdParty\Steamworks\Steamv139\Win64\ steam_api64.dll
BUILDFOLDER\steam_appid.txt -> where only text in file is: 480
Should this be enough to get the steam functionality present in "Play Standalone Game" into a packaged build?

orchid coral
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this is built on the 2d side scroller projct

ember shuttle
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Does anyone know of any good UE4 c++ beginner tutorials?

latent roost
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doing the udemy course as we speak, starts off with quite basic c++

deep adder
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isnt c++ for complex stuff? a beginner can go for blueprint instead

latent roost
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@deep adder you would need to learn c++ at some point if you plan to do complex stuff, right?

deep adder
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a beginner doesnt start with complex stuff anyways

latent roost
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@deep adder I don't consider myself a beginner at programming, but I have no prior c++ experience, that is why I do an online course on c++

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if he is complete novice in programming, he should maybe try a non-object oriented language first, or at least avoid working too much with objects

deep adder
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i have some nice c# knowledge, but no c++

frank escarp
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C++ and begginer do not go together

latent roost
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neveer used c#, been coding C, ObjC and Java, think thats the most relevant coming to c++

deep adder
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i think c++ is needed when doing game mechanics and the rest is done with blueprint

frank escarp
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c++ is a ridiculously complex lenguage that will explode on your face constantly unless you manage to tame it

deep adder
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@frank escarp is it possible to make everything with just blueprint?

frank escarp
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yes

deep adder
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i dont think that i will learn c++ for now, as there are others languages i have to learn (java, html, css, javascript)

cobalt owl
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ue 4.18 release when?

tall pendant
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When its done.

cobalt owl
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k

latent roost
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html and css are not programming

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there is even debate wether javascript is

deep adder
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i know its not programming, but they are languages

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javascript is pretty much programming

mint raptor
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how is javascript not a programming language?

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I missed my restore tab prompt, is there a way to restore tabs without it?

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btw I just set Restore Open Assets tabs on restart so I guess this won't be an issue in the future.

latent roost
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@mint raptor It is debated, there are certain groups insisting that JavaScript is advanced scripting and that scripting is not programming.

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I myself don't know enough JS to participate in that debate

mint raptor
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well if the criteria to seperate the two is having to be compiled then I guess JS isn't a programming language

dire storm
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So say I'm running 100ish sims scaled down to 50% top down BP and I want a good variety of animation sets per unit type. Does including a large variety of animations opposed to a smaller variety have a significant impact on performance? I'm assuming yes because of BPs/coding required to determine which animation set to use but I haven't played around with animations much yet.

latent roost
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@mint raptor I have done my share of shell scripting and python, and I would argue that the power of some scripting languages are sufficient to call it programming.

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@mint raptor though some insists that only compiled code are programming

spark belfry
floral heart
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It'd be hysterical if someone managed runtime compilation of C.

spark belfry
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2007 omg I feel old

deep adder
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lol

latent roost
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@floral heart if the code is not too complex and your machine powerful enough you could, but it would be rather unpractical

lilac zinc
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Hey guys, quick question regarding weapons/Unreal, I'm hoping some guys at various studios can give me some info about how they do it internally... do you guys use one socket for all weapons, or a socket for each weapon type or each weapon

weary hull
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theres a huge ue4/c++ course but ive no idea how good it is

frank escarp
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@floral heart there is a Dlang library that compiles C at compile time

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it has a metaprogramming C compiler

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why? for the hell of it

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and becouse D metaprogramming stuff is out of this world

dire storm
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hmmm perhaps I'm doing something wrong. I wanted to watch my AI with the AI debugger. I watched the unreal tutorial on it. However when I select it from the viewport drop down with a checkmark nothing pops up when I run the game

grim ore
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I think you have to toggle it on with ~

frank void
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is it really necessary to have a default pawn class as well as a controller?

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I'm trying to do an RTS thing and it doesn't seem necessary to have anything but a controller to me- am I wrong?

trim trail
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is there a way for anything that is placed in level, to be placed in the selected folder in world outliner? it's kinda annoying to move asset to this folder every time its placed in world

wind briar
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lol, my computer crashed 3 times trying to put foilage on a landscape

fallen tartan
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@frank void I haven't tested this myself because ive never had a reason to not use a pawn, but I believe that you can't get proper locations from controllers unless you use the 'attachtopawn' feature, so if it was me id still use a pawn for managing my cameras and moving around, worth giving it a test and some more informed people chiming in on that issue though

dire storm
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Hello everyone. Quick question (maybe): Say I have 50 sims/characters running around my little village in a top down game. I was going to set up event begin overlap with enemy (think evil beasts that roam the woods) actually on the enemy units since they are few in number and only come up from time to time to prevent my sims from constantly having to check themselves. I'm assuming setting up the event on the enemy overlap then having that event notify the sims to run away would be more efficient then having it on the citizens. Is there a more efficient way I'm not considering?

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basically I want my citizens to run to their homes if an enemy unit is within say 1000 units from them kinda thing.

lilac zinc
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Ezeki: I can look at it, been delaing with contractor agreements for 14 years.

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something about it concerning you?

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Np

dire storm
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Does everyone have their favorite "go to" resource for learning/implementing game logic. I've been trying to hammer this down and I wasn't sure if everyone just does "learn from tutorials/ trial and error" or if there's a solid resource for learning how to implement game logic and how it all works.

next badger
minor thistle
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my first terrain (& first real geography) import test appeeeeeears to have worked ๐Ÿ˜Š I'm geekin out pretty hard ๐Ÿ˜‚ Now im gonna rebuild the lighting and see if anything explodes. โœŒ
https://www.youtube.com/watch?v=o4rG2JDcRMY

Spent the afternoon working on importing real geography into UE4 after going through a blueprints tutorial that isn't really relevant to anything I'm doing y...

โ–ถ Play video
mental helm
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Is there any sort of standard what direction is North in UE4 or game engines?

minor thistle
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mmmm i saw a "skyrim style compass" object tutorial somewhere on youtube today

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I don't know off hand

mental helm
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Was going up use X for North South, Y for east west

grim ore
warm mountain
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so eh

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when one releases a game and makes sales using UE4

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how do we go about paying the royalties?

cloud cobalt
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You report them quarterly

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@warm mountain

warm mountain
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ah

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so every quarter of sales I'll just show them my sales report and send them a cheque

cloud cobalt
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You don't even need to show them anything, you just fill a report form.

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After that you can wire transfer or use paypal

warm mountain
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ah nice thx!

cloud cobalt
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Also you need to do a shipping notification

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When you start releasing, there is another form for that

warm mountain
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alrighty

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It only applies to the game itself that is being sold right?

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So if I were to realease prints or soundtrack of it seperately

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I only need to count the game sales

cloud cobalt
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@warm mountain Look at the EULA FAQ for that. I think a separate soundtrack is fine

warm mountain
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Gotcha

cloud cobalt
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Prints of UE4 screenshots are probably not

warm mountain
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Understandable

solar quarry
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anyone know how to turn off eye adaptation?

cloud cobalt
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Set both min and max values to 1

solar quarry
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friend of mine was having trouble with it but he seems to have fixed it now. Thanks

wary wave
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I wish they'd either remove that eye adaptation, or implement it properly :/

rich sparrow
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between that and the cinematic tonemapper...

fierce tulip
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I love the new tonemapper. just wish we had an additional material input that just adds glow to base color. that would remove all the problems the new one gives.

rich sparrow
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It's nice, particularly for our arch-viz stuff. We have a low-poly isometric-style project, the colours fit the style much closer with the tonemapper off

light thunder
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Trying to optimize... I'm getting error message "Too manyh overllapping shadowded movable lights, shadow casting disabled".... I have a bunch of duplicated lights based off of a BP.....do I need to just go edit the static mesh model to Static in that BP? or do I need to do something else?

sinful thorn
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hey people, I'm using the Flying Template and I want to make a camera that follows my character through a tube, but only get the forward location, no going up down / left right.. how would one go about doing this?

light thunder
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@sinful thorn Something like SetRelativeLocation and only use that direction that is "forward" that or do a clamp on the values you don't want changed

sinful thorn
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@light thunder thanks, I'll try and see where it goes

trim silo
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Anyone knows how much it would cost to get someone to make one dragon/wyvern model with animation set etc?

surreal viper
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it can cost anything from nothing to damn lot depending on person/region/quality

short onyx
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Hey guys, i just see that EpicGame take down UDK download, did they have something that do the same? Cause i wanna create a map for Rocket League for the Workshop on Steam and for create a map, you need UDK :/

feral echo
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@short onyx nothing same, but there were link to donwload UDK from community, you should try to google it

short onyx
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Yeah, someone give me the best UDK for RocketLeague, but it's stupid to take down UDK if they don't give something that do the same or equivalent :/

honest vale
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how do I load a blank map? My editor crashes on startup since I did some quite extensive refactoring to my c++ classes and now serialization broke and the editor complains about corrupt data

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as a fix I figured I'd load an empty map

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huh, well, I just moved the map ๐Ÿคท

fierce bluff
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Anyone else having problem launching a packaged project if the VR plugins are disabled? Mine is missing a shader and most searches so far just say "Enable the VR plugins".... But the VR plugins starts my game with 2 windows for some reason on some computers.

azure sierra
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I know this isn't exactly unreal specific but I will be using unreal to learn and I wanted to start doing a game a week type challenge and I wanted to document my experience so I was wondering whats a good blogging platform for this type of thing? I know itch.io is great for posting your projects but I want a blogging type community where I could get some good feedback

feral echo
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@short onyx well, unreal engine is next step for epic games and they dont want to provide udk anymore

short onyx
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Yeah but oh you can make WorkShop work for your game without give the project? :/

feral echo
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I thought rocket league was made on ue3 or ue4

short onyx
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ue3 yup

glossy zenith
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so. anyone able to tell me if monoue is c# bliss for those who dont want to leaarn c++, and is a a fully working solution to that problem ?

frank escarp
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are you sure you want to use a very unsupported plugin @glossy zenith ?

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for something as critical as your game code

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i definitely wouldnt trust it in the slightest

glossy zenith
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yeah curreently torn between 2 worlds.

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the stable world of code, and the other place with blueprint spaghetti.

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is blueprint able to cover all aspects of making a decent sized game ? or will i need to use code ?

brave lark
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anyone have the kite demo installed on 4.17? I'm curious about other peoples performances.

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I'm getting absoulte crap performance on a system with a 1080 and a 6th gen i7 and 64 gbs of ram

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makes zero sense

weary hull
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kite demo performs badly on new versions of ue4

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they broke something

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my 1070 gives less than half the fps my old 780 gave when kite demo was new

grim ore
brave lark
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the performance is just freaking terrible and I was noticing it in my non open world game on 4.17

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downloaded the project for research purposes and its confirmed my suspisions about 4.17 being broken somewhere

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That really suck too because I need the VR features

summer dove
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which is better do you guys think? A story based rpg thats single player only, or one that has multiplayer capabilities but is lackluster at best in terms of functionality

weary hull
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I'm not sure if its 4.17 or something was changed in all recent ue4 releases that breaks kite

brave lark
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@summer dove I'm debating the same thing

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I might go the MUD route

summer dove
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MUD?

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@brave lark

brave lark
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MUD

A MUD (; originally Multi-User Dungeon, with later variants Multi-User Dimension and Multi-User Domain), is a multiplayer real-time virtual world, usually text-based. MUDs combine elements of role-playing games, hack and slash, player versus play...

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For me this would be like a super watered down verision of dungeons and dragons in the sense you'd have sort of a character sheet and so would ai. Dungeons and overworlds would be semi randomly generated

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I'm thinking the overworld would be single player and dungeons you could have up to 4 friends from online join you

safe rose
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Make MUD have fun

summer dove
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i think that sounds like a fine idea. wasnt too far off of what i was thinking either- personally making a 3rd person game myself and was thinking the hub town would be singleplayer and maybe the missions would be multi. dunno tho

brave lark
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yeah just like that. Overworld structure would be mostly the same each campaign generation, but some stuff could be shifted around a little and different quests could be pulled from a bunch of premade ones

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for example fetch quests are so generic they could be randomly generated. Or like this group of so and sos have been causing problems for the town so take care of them

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but then really main story quests wouldn't change all that much. So the game wouldn't be quite the same each play through.

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gunna use zelda as an example here

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hyrule is always in a grassy field area so I could always have hyrule spawn/generate in that "biome", but where that biome is on the map in relation to the other "biomes" might change at campaign generation

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as time goes by I could have dlc or workshop where you can add different story elements or missions etc to it

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seems not overly complicated to set up, but performance is something to consider

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thats the main of it for me anyway. Multiplayer is something I'm just tossing around in the back of my mind rn

brave lark
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I just switched the kite demo to forward rendering, will let you know results shortly

plush yew
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ue4 light theme when

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ducks

weary hull
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I'm trying to load kite into 4.18, its taking forever

brave lark
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weird enought the cinematic runs better in realtime than just trying to fly around the map

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still ran like shit though

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everything is loaded into memory. I see no reson for this crap performance

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It's not even using more than 20% of my processor

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doubtful my 1080 is being maxed

weary hull
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im sure its broken, they've changed something that kite doesn't like now

brave lark
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not even just kite.

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my vr project has been suffering since the update.

weary hull
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wondering if its crashed, been at 72% a long time

ruby chasm
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If I delete my project's /Saved/Config directory, will it re-build it and reset all of my project engine ini settings to default?

brave lark
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idk about the .ini

fierce tulip
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@ruby chasm yup

brave lark
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also If I let the demo sit and run several time the performance goes up but so does my processor

ruby chasm
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@fierce tulip Thanks

brave lark
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which is weird. the second time the cinematic played my processor jumped to 40% and my ram jumped to 35%

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also the demo doesn't convert to 4.18 nicely, it asks you to compile something in visual studio

ruby chasm
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Any idea why my FPS drop down to like 50 FPS whenever I move the mouse during play/simulate? If I hold down the right mouse click (without actually rotating the camera) it also drops down that far. Starts at 120 FPS. It's also a steady 120 FPS in the editor at all times. This is a VR project and in VR, it drops down to 45 FPS. It wasn't happening earlier today and I just deleted the config folder in case some settings I changed were the cause, but it stills happens. I just finished re-formatting my PC and restarting everything hoping it would fix it, but it's definitely project related. In my project, it happens in a blank level as well.

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Going to test a template project rq

brave lark
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^^^ same thing happens to me

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@ruby chasm are you on 4.17? this is what I'm testing for right now with the kite demo

ruby chasm
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4.16

brave lark
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really

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interesting

ruby chasm
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Okay so a template project is fine, 120 FPS in the editor and 90 FPS in-game / simulate, which is what I want

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It's weird, every time I move the cursor during simulate it drops down to 40-50 FPS

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But keeping it still leaves it at 120

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Crazy performance hit on the smallest of cursor moves..

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Gonna test with a packaged build

brave lark
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seems a lot of other people are doing or did what I'm doing now to test

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somewhere between 4.14 and 4.17 things got all messed up

ruby chasm
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The fact that it worked flawlessly and then instantly got messed up

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Is what confuses me most

brave lark
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ok so it was in fact a bug thats related to landscapes and or grass node and or foliage painting

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they moved the bug fix to 4.18, but it doesn't look like it'll make it there in time if you ask me

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people are still asking about it this month with no reply from epic

uneven fractal
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Does a player controller exsist if there is no pawn/char?

livid haven
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One can, yes.

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They typically would in a menu level/gamemode setup.

quartz patrol
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Hello, someone knows how to avoid player jittering when he standing on moving platform, he's like sliding abit

unborn matrix
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I'm Colorado bound! Denver/Boulder. Anyone doing anything cool ๐Ÿ˜Ž? I'd be down to hang / talk dev

buoyant lake
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boulder county?

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good morning everyone

stoic folio
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good bye unity hello unreal

plush yew
light thunder
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My base pass in GPU visualizer is 14.29.... I need to really optimize (VR project) so I need to know look further into reasons why it is so high, like shader complexity and so on?

light thunder
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Also, how can I get the editor window to display error (like the red x's over lights that exceed static overlap?

quasi lake
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May I ask something about HUD?

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Here's the thing
I'm learning from a demo project
I saw a main menu hud ,but I cannot find it in the wordsetting

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But from the reference finder it really is in this level

grim ore
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if its a HUD then its set in the Game Mode

quasi lake
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UI is like this

grim ore
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if its a UMG widget then who knows where it is lol

quasi lake
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Here's the world setting

grim ore
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yeah that looks like a UMG then

quasi lake
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It's a widget blueprint

grim ore
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yep then somewhere in your game it's being created and added. Possibly the level blueprint

quasi lake
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How it's added

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There must be somewhere to add it

grim ore
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its not added, its created using blueprint nodes

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have you checked the level blueprint for that map?

quasi lake
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oh cool

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Here's the level blue print

grim ore
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yep that would be it

quasi lake
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Where

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I dont see it

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Where's that widget bluprint used

light thunder
grim ore
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the first node is to create the main menu widget, then it adds it to the viewport

quasi lake
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cool

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Problem solved

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Thanks bro

grim ore
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@light thunder check to see if that light source is static or not

light thunder
plush yew
grim ore
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@light thunder just type in Light and look in those results

light thunder
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the profiler named it lightsource but that didn't come up when I used that phrase in the world outlinre search

grim ore
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what comes up from just Light? not lightsource

light thunder
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oh, it doesn't give you the name of the offending light?

grim ore
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it probably turns it from Light Source to LightSource_0 due to the whole spacing thing and display name and internal name and tons of other weird stuff

light thunder
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ah found it

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it is movable but i lose shadows when I do that it looks like

grim ore
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yep

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static is probably what you want and then bake the light assuming this was for VR

light thunder
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Correct

grim ore
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You can try stationary then bake it, see how much that helps, but chances are it's going to need to be static and baked out

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and when I say bake I mean build lights lol

light thunder
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I just built lights and there wasn't much change

grim ore
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your shadow depths went from 7 to 0, that is alot isnt it?

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If its on stationary now then you still have shadows being cast in real time so that will still cause more performance than just pure static

light thunder
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I've been watching the videos but I'm still new to proper optimization..... the light source is set to static

grim ore
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welp light source set to static and light maps built out is about the best you can get for that. Make sure all lights are set that way? maybe a skylight is not

light thunder
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when I try to set some lights (their inherited BP) to static, Unreal crashes

grim ore
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oh weird

light thunder
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skylight was movable so there's that

crystal void
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Hi guys and gals. Im importing alembic cache files into UE4.17 and having trouble with the shadows. It seems the shadows are locked in on the firs frame. I cannot move the model in my scene and get the right shadows.... Any ideas?

honest raven
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Guys, is my laptop too bad for ue4 if I just get smth like: 30 fps on full screen on an almost empty scene? xd

plush yew
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what's your graphics like?

weary hull
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ue4 is pretty hard on laptops

safe rose
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Depends on the laptop

hoary breach
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do you know guys how to on a double symetry in Substance painter?

safe rose
hoary breach
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nobody knows it there

safe rose
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Try their discord channel then ๐Ÿ˜ƒ

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or forums

scarlet grove
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whats the channel where rookies go?

last kite
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... how do one know they are a rookie ?

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lol ok sorry, I'm not sure

safe rose
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This whole discord server is for rookies

last kite
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ah

scarlet grove
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some deep toughts there xd

last kite
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someone who knows

safe rose
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Just state your question if you have any

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Use the channels on the left

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If you can't figure out a channel, just start here

scarlet grove
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K Here i go

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how do i get those numbers to the index node here (this is another bp) so then hit by the line it stores that faceindex there

safe rose
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@scarlet grove strange

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you couldn't figure out the appropriate channel for this?

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What

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does "I think" mean?

scarlet grove
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means i think those are the elements i mean they correspond to the mesh but you can never know

safe rose
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?

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You definitely would know

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You just have to look at the static mesh

scarlet grove
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yes o is the doorpanel and 1 is the handle

safe rose
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So what's this "I think" then

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Okay, next

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What's the exact issue?

scarlet grove
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i'd like to get those results somehow set to the index node in the other blueprint everytime the line hits

safe rose
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That's not what I asked

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What is happening exactly, the problem

carmine lion
scarlet grove
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dont know how to do it?

safe rose
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@carmine lion please take that to #lounge

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@scarlet grove ...

scarlet grove
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i tried a variable

safe rose
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I am asking what issue you're having though

scarlet grove
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but i start gething 0s

safe rose
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Okay, and never the Element 1?

scarlet grove
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correct

safe rose
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Hmm, that node's changed

scarlet grove
safe rose
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@scarlet grove what does that Section Index actually do

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hover over it

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and tell me, not in UE4 atm, and the doc for that is old

scarlet grove
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section of the mesh that the face belongs to

safe rose
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K, pretty sure that section index has nothing to do with Elements

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It's how meshes are made

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Mesh Sections

grim ore
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It sounds like you might want to check out the blueprint communication video on the ue4 channel on YouTube by Zak.

safe rose
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Interesting

scarlet grove
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k... well im now to 0 again

safe rose
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Looks like people are using Physical Materials

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To distinguish between the Elements

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Using Get Materials

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And looping through it

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I don't see a node that easily would get a return for a Material Element

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@scarlet grove Oh

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BTW, why did you want this anyway?

scarlet grove
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so im screwed?

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i bought a cologpicker from the marketplace

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but the thing only allows to change it to one element at the time

safe rose
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No, you will just have to devise a system to do what I just described

scarlet grove
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i thought i would be easier to get that element value to a var and then change that each time for the specifict element i would want to change color to

safe rose
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I'm still looking for a node, I just don't see why there wouldn't be one. Seems like a slight oversight if there really isn't

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@scarlet grove Hmmm

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But, you're just changing out the material you hit right?

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So, just because the SM has mutliple materials on it

scarlet grove
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nope the material that is goin to be changed is declared

safe rose
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You only care about the one you're hitting

scarlet grove
#

yes

safe rose
#

So...

#

Why are we even doing this ๐Ÿ˜‰

worn granite
#

the picker probably takes a mesh and material element

#

index

scarlet grove
#

because if a mesh ahve 10 elements and i want to change 5

safe rose
#

Maybe, I don't know that though

scarlet grove
#

there is no way to do that

#

i could only change one

safe rose
#

?

#

So, bascially, you want to hit a door

#

And then have all the material you can change, populate

scarlet grove
#

lets say i have a room with each wall b eing a diferent element id like to change each one of them by hitin them

safe rose
#

?

scarlet grove
#

but cant because the way the picker works its by declarin the element id

safe rose
#

Why wouldn't the wall be its own SM?

#

I don't know the color picker you're talking about

#

But anyway, so you're saying it takes in a Material Element?

#

And this is a Marketplace Asset?

scarlet grove
#

yes sr

safe rose
#

So, go ask the creator

scarlet grove
safe rose
#

And ask him how to use his system

scarlet grove
#

there is where i define wich mesh element would be changeable

#

i just want that to be variable to the element i hit with the line x.x

safe rose
#

Are you sure there's nothing in there that he or she created

scarlet grove
#

ive been spammin him to a work around D:

safe rose
#

To help you get the material element?

#

I guess I'm confused

scarlet grove
#

nope

#

whny?

safe rose
#

hmmm, because it doesn't make any sense

#

If a system is created that requires the use of Material Elements, but does not provide a way to get said elements....

scarlet grove
#

if i manually change that index value right there, it change the elemenet that would change color but thats it only one

safe rose
#

Okay, it doesn't matter

#

So, off the top of my head

#

Since I can't find a node that returns a Material Element Index, you'll have to create one

#

Like I said before

#

Physical Materials and then == seems to be what everyone's doing

scarlet grove
#

it takes a physical material as reference but it will only change the color vector param based on the declared material so if will keep its properties

#

what if

safe rose
#

Or, add collisions to the separate materials

#

around your mesh

scarlet grove
#

i tried cloning that construc script

safe rose
#

when you hit those components, you will know the element

scarlet grove
#

but when hit the interact

#

the only runs one

safe rose
#

?

#

What only runs once?

scarlet grove
#

then the widget pops even if im lookin at a diferent face/mesh/collition it will only the material to one element

#

lemme try to recreate that

toxic wagon
#

are there legacy non pbr shaders for unreal?

safe rose
#

@toxic wagon hmm

#

@toxic wagon Ask in #graphics ,but probably not

#

But I guess you could just not use Metal/Spec/Rough workflow

toxic wagon
#

issue is UE4 uses mat spec rough

#

I suppose I could just hack the hell out of everything

#

but that'd add an overhead

floral heart
#

With Specular(0.0) or Roughness(1.0) it's a primitive diffuse shader. You can fake specular by adding a term to the emissive, but it would be at the mercy of the rest of the scene.

weary hull
#

I save things to actual folders

floral heart
#

I choose a random organizational structure every time I make a folder. "Oh this time it will be alphabetical by project and month."

proven aurora
#

Do you usually have like one root folder that all your project folders go in? Like a projects folder

weary hull
#

yes

#

but I even group icons on the desktop in folders

#

my desktop is nearly empty

plain flicker
#

Can someone potentially try and help me through a build error?

lilac zinc
#

Finally got my face on.

#

feels nice.

plain flicker
#

feelsgood.jpg

oblique stream
scarlet grove
#

how to cycle trough array index with key stoke?

safe rose
#

@scarlet grove ?

scarlet grove
#

yeah how to cycle from each array index every time user press key? like a next function

safe rose
#

Just increment?

#

I don't know, not sure if I am overthinking this.

scarlet grove
#

next/back function

safe rose
#

Press Button->Increment Index

#

What?

scarlet grove
#

what about backing?

safe rose
#

...

#

Decrement

#

PressButton->Decrement Index

#

+1 or -1

#

But easier to just use the Increment and Decrement nodes

scarlet grove
#

aight lemme try that out n be back ty!

safe rose
#

...

#

I honestly don't know what you want

#

I thought you said you wanted to change the array index

#

Yet, you haven't

scarlet grove
#

i wanted to cycle tru it

#

that array has 3 values

safe rose
#

So, I just need to know real quick, how much experience in UE4 do you have?

scarlet grove
#

when E want it to go to 1 when Q to go back and so on

safe rose
#

Anyway, it doesn't even matter.

#

SO, you asked me how to change the index

#

And I told you how

#

But, you never actually change it

worn granite
#

the value of the element is not the index

safe rose
#

Because it's still at 0

#

If you want to change the index, you need to promote the variable

#

Or just Get whatever you are setting

worn granite
#

if you wanted to change the value of the element you should have said you wanted to change the value of the element at a given INDEX

safe rose
#

Right

#

So, I don't know what he wants

worn granite
#

Nonetheless, the reason this doesn't work is because Get returns a copy so the reference that --/++ uses is not the element in the array

#

You can find a Get node which doesn't return a copy

safe rose
#

If he wants to change the array index or the value inside

#

From what he said, I had assumed it was Array Index

worn granite
#

your assumption was fine

#

Clarifying for him

safe rose
#

However, I don't think he knows how Arrays work

scarlet grove
#

by changing the index, doesnt it get the value automatically?

safe rose
#

Hmm

#

No

scarlet grove
worn granite
#

You are not changing the INDEX

#

you are changing AN element

safe rose
#

Okay, so.. technically.

#

Yes

#

In this particular case

#

Because the array index and value are the same

#

But...why are you doing it that way?

#

Do you really need an array? Especially if you don't know how to use them.

worn granite
#

this is the index

#

you are never changing it

scarlet grove
#

so i promote a var there?

safe rose
#

Or get

#

The one you are setting

#

Intr

#

then inc/dec that Intr

scarlet grove
#

?

safe rose
#

Yes

#

If that's what you want

worn granite
#

won't work as is

scarlet grove
#

still not printing

worn granite
#

ofc not

#

its not a one-step solution here

safe rose
#

No, because you now need to inc/dec the right variable

#

And print from Output of GET

worn granite
#

That's like getting on your bike and saying your car won't start

safe rose
#

Buttttttttttttt

#

Do you really need to use an Array for this?

worn granite
#

might be faster to just mockup an example

weary basalt
#

He needs to go and watch/read some basic OOP tutorials

safe rose
#

I know he does

worn granite
#

not even OOP

scarlet grove
#

thats the only way i can figure out how to make this stupid colorpicker blueprint to work

worn granite
#

literally not even OOP

scarlet grove
#

so when E it goes to another element

safe rose
#

@scarlet grove Alright, so I'm going to ask you again, this time, kinda need to know. How long have you been using UE4 for?

#

I know you picked up a Marketplace asset

#

So you're going to be trying to integrate other people's stuff into your own project

#

But, you might have to take a quick time out

scarlet grove
#

i took the lynda courses but nothing deep nor even close on blueprints pure visualizations

safe rose
#

Hmm, didn't even know Lynda had any

worn granite
#

wait there's a lynda course?

safe rose
#

They have Unity ones

worn granite
#

This isn't exactly a specialized course kinda deal though

safe rose
#

I've run through those since I had free sub for school

worn granite
#

They can cover it, yeah, but this is something that there must be other sources of info for

safe rose
#

@scarlet grove Anyway, run through the youtube starter tutorials real quick bud

worn granite
#

you don't need to know how pure nodes in BP work for this

scarlet grove
#

ive tried looking for it but since the thing is just specific for this problem im having a hard time finding a work around

safe rose
scarlet grove
#

i dont even need linetrace to my workflow

safe rose
#

If you can go through this whole page

scarlet grove
#

yet i tried coz of that damn element thing

safe rose
#

You will be a master BPer in no time

#

"no time"

#

Like years

#

But still

weary basalt
#

This problem is easily fixable if you have an basic understanding which you are lacking.

scarlet grove
#

i wish i could ask for a refound and just follow a tut and make my own color picker

safe rose
#

?

floral heart
#

You could do the latter two of those things.

safe rose
#

I mean...you could

weary basalt
#

Take the time to watch some tutorials and get an grasp of the basics.

scarlet grove
#

ive check some of those tuts about variables but not once mencion how to cycle tru the values, the guy spawn and group actors all at once with loops n stuf not the exact thing or even close to what im trying to figure out

safe rose
#

Frankly, you just don't know what you're doing

#

Because there are some fundamental concepts that you do not know

#

And that's fine

#

But if you want to develop them, you can't just run around and hope for the best

#

Much easier to just run through the docs real quick, get your feet wet on some of their tutorials, understand what's going on

#

And why you're doing it

#

oops

scarlet grove
#

try addin a sellsword channel so i can go n buy some

safe rose
#

?

#

@scarlet grove Buy what? Tutorials?

scarlet grove
#

related to that doc thopught i was structure of this server

#

buy some sellswords

safe rose
#

It was something I proposed to @maiden swift last month

#

For the channel restructure

#

I still don't get sellswords though lol

floral heart
#

I thought sellswords were medieval mercenaries.

safe rose
#

Aye

scarlet grove
#

buy/hire ppl to something? for money? x.x

floral heart
#

Blueprint or death! God save the king!

scarlet grove
#

like killking this stupid problem

#

killing*

safe rose
worn granite
#

dangit

safe rose
#

I'm so confused

scarlet grove
#

wow didnt see that one

safe rose
#

lol

scarlet grove
#

dont know what im doin with my life

worn granite
#

So like

safe rose
#

Hmmm, so, you could get a tutor

worn granite
#

Do you have a spec for what the integration should look like?

safe rose
#

But, you could just watch all those tutorials

worn granite
#

Cause if not, go make one

#

assuming you don't want a tutor

scarlet grove
#

i think im killing my self trying to solve this since obviously require some knowledge beforehand i mean opening doors and light swich were meh not that hard

#

but this.

#

pfff

#

have me really stressed out beacuse i have to figure out a way to work around something and i dont even know if that is goin to work of it even exists

#

xd

worn granite
#

the reason I haven't posted the solution is because that's not actually your real problem

weary basalt
#

You have an lack of knowledge on the fundamentals.

scarlet grove
#

i do know that

weary basalt
#

Then take the time to grow your knowledge instead of diving into something that is way above your skills.

floral heart
#

It appears the documentation assumes you already know what an array index is. This is troubling.

slate orbit
#

I just published my first game as of like 10 seconds ago

ripe zenith
#

Hi, I'm trying to package my project, but I always get some errors, I dont know how to fix this...

ATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogPhysics: Error: PHYSX: (D:\Build\++UE4+Release-4.17+PhysX_Compile\Sync\Engine\Source\ThirdParty\PhysX\PhysX_3.4\Source\PhysXCooking\src\Cooking.cpp 198) eINVALID_PARAMETER : Cooking::cookConvexMesh: user-provided convex mesh descriptor is invalid!```

And for several object it says `UATHelper: Packaging (Windows (64-bit)): Cook: LogInit: Display: LogPhysics: Warning: Failed to cook convex: *location of the mesh* 0 (FlipX:0). The remaining elements will not get cooked.`

And at the end I've got this...
```UATHelper: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Cook failed. ---> AutomationTool.CommandletException: BUILD FAILED: Failed while running Cook for C:\Users\admin\Documents\Unreal Projects\Desert\Desert.uproject; see log C:\Users\admin\AppData\Roaming\Unreal Engine\Auto
mationTool\Logs\C+Program+Files+Epic+Games+UE_4.17\Cook-2017.10.18-04.54.33.txt```
slate orbit
#

if aynone wants to check it out, its over on Game Jolt https://gamejolt.com/games/ThePillage/290214

Game Jolt

The Pillage is about an appetite for murder. It's about killing for sport and reaping organs for reward. It drops the player in a city with only three things, a small knife, a large weapon, and a...

#

Ill be giving away free keys to this chat ๐Ÿ”‘

#

WPqjGTx2
PsnTRPLR
cSPdG8dD
fKtFAbv4
a7iJ4PkS
ZE7PobxJ
BeQK5bTV
4iKicHhm
2todSLhq
BobyN9Xo
ZynziD6F
6ftSpQKD
WYfTATSw
p56BLrvk
7syREWxF

ripe zenith
#

It's strange, because it says D:\Build\++UE4+Release-4.17+PhysX_Compile\Sync\Engine\Source\ThirdParty\PhysX\PhysX_3.4\Source\PhysXCooking\src\Cooking.cpp 198 , but I dont even have a D:\ hard drive

slate orbit
#

thats really weird if you dont have one

#

do you have any partitions on your drives

ripe zenith
#

Nop

stiff marlin
#

Got a question for someone knowledgable with Epic's rules. If you sell an asset (level or something) that can be opened in UE4 on Gumroad, does that product fall under Epic's product definition which is then open to royalty payments?

slate orbit
#

I dont think so

#

I think it only applies to games

#

for example, selling a texture would apply to the same scenario as what you described

#

but epic doesnt own every image on the internet

stiff marlin
#

I meant like engine content specifically

#

levels, shaders, etc

#

Stuff like that

#

but I understand what you mean

slate orbit
#

I dont think so no

muted stone
#

yeah that's what I was thinking

plush yew
#

when did fortnite go free to play?

slate orbit
#

a few weeks ago

#

maybe 2

plush yew
#

was nobody buying it. i thought you had to buy the game.

slate orbit
#

it was always planned to be FTP

#

it was pay to get it before everyone else

stiff marlin
#

Wait

#

Isn't it just the BR mode that's free at the moment?

floral heart
#

Could be the BR mode is free and everything else isn't... but ithe rest of it is going to be free(2play) eventually, that's for certain.

fierce siren
#

It is^

floral heart
#

@slate orbit
The current license agreement:
https://www.unrealengine.com/en-US/eula
*โ€œ***Product***โ€* means any product developed under this Agreement that is made using the Licensed Technology or that combines the Licensed Technology with any other software or content, regardless of how much or little of the Licensed Technology is used.
You pay royalty on all products except for given exceptions.

slate orbit
#

ok that makes sense

plain flicker
#

Can this really be responsible for breaking an entire build? "UATHelper: Packaging (Windows (64-bit)): Cook: LogCollisionProfile:Warning: Profile (UI) - Custom Channel Name = 'Weapon' hasn't been found"

lilac zinc
#

I think I've found that these UE4 channels are no place to get help on anything rather quickly.

plain flicker
#

is there anywhere that does?

weary basalt
#

An warning will not cause an build to fail

plain flicker
#

or a place where people at least get back after awhile? The AnsweHub isn't useful, I feel like people hate looking through build logs

#

I'm usually very good at finding errors, but there truly appears to be none

weary basalt
#

Build logs are only scary if you dont know what your looking for.

lilac zinc
#

Aero: Sorry mate, i was making a general comment, not speaking to you exactly.

weary basalt
#

But like i said that warning shouldnt be causing an build to fail.

plain flicker
#

you're good, and being honest haha

#

there's very few lines between cook start and cook fail

#

any idea what is good to look out for? I am lost

weary basalt
#

Post your entire log in Pastebin or something

weary basalt
#

What version of the engine are you on?

#

Did you recently update the project to an new version>?

plain flicker
#

Source 4.16

#

no updates, only rebuilds, but trying to fix this and thats all

#

I updated a plugin, and added 2 new ones

#

all made for source 4.16,, made sure not binaries

weary basalt
#

You should start by fixing these

#
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: d:\VirtuosoJune2017\Virtuoso\Virtuoso\Plugins\VaRest\Source\VaRestEditorPlugin\VaRestEditorPlugin.Build.cs(7,9) : warning CS0618: 'UnrealBuildTool.ModuleRules.ModuleRules()' is obsolete: 'Please change your module constructor to take a ReadOnlyTargetRules parameter, and pass it to the base class const
ructor (eg. "MyModuleRules(ReadOnlyTargetRules Target) : base(Target)").'
#

There are an few build script warnings

#

Oh, question, are you running steam?

plain flicker
#

no Steam

weary basalt
#

Ok

#

VR?

plain flicker
#

oh wow wait

#

I do have steam open

#

odd, I am not even a gamer, literally never ever use it

#

I exited

#

I also have Oculus open yes

weary basalt
#

Is the project being used for VR?

plain flicker
#

Yes

#

its both non VR and VR

weary basalt
#
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: === Critical error: ===
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error:
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: Assertion failed: Result [File:D:\VirtuosoJune2017\Engine16\UnrealEngine-release\Engine\Source\Developer\TargetPlatform\Private\TargetPlatformManagerModule.cpp] [Line: 497]
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error:
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error:
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error:
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: KERNELBASE.dll!0x00000000DEC93C58
UATHelper: Packaging (Windows (64-bit)): Cook: LogWindows:Error: UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() 
#

Try

#

Disabling all your VR plugins

#

And then build again.

#

Ive seen someone before have an issue with an VR plugin throwing this as well.

plain flicker
#

will try, I see VR plugins on i'm not using for sure

#

lets see

weary basalt
#

Definately disable the ones you arent using

#

Keep the ones enabled that you are using though.

plain flicker
#

same error

#

Should I try to disable the first plugin you showed? It would break the game for sure. Or update the constructor as it says? Not sure how to do that, but its never failed before

weary basalt
#

So whenever you update the engine version you need to get the latest version for all your plugins as well.

#

So long as its the latest version for that engine version i couldnt imagine it being an problem.

plain flicker
#

I disabled the plugin and I get that error anyways

#

this project is made off a starter kit, and has been heavily modified for 2 years. that plugin has always works and I have never touched it or upgraded the engine

#

as far as I'm aware, you can't upgrade the engine without a massive mess

weary basalt
#

If you have made engine changes yeah it gets messy.

plain flicker
#

Oooh! wait

#

An animation plugin has gone from a project plugin to an engine plugin

#

is that possibly an issue?

weary basalt
#

Cant imagine so, if your engine is heavily customised than the chances of there being an solution online will be slim, you would have to step through it manually.

plain flicker
#

meh

#

So is there any further indication of logs of what can cause it to break?

#

The engine is not heavily modified, only the project from the original kit it came from

#

its all tied into SQL databases, a patcher system, and more. I have 2 months to launch lolz

#

everything works flawlessly in the editor, and I have all the elements of the project left to finish the initial release, and out of all the complexity, an error doesnt even seem apparent

weary basalt
#

Shipping build errors are the worst lol

broken nimbus
#

Anyone know of a way to update market place assets, such as the infinity blade series?

brittle adder
#

I don't know what dou you mean by that, but most of the assets works if you just copy the folder and paste in the project that you wanna use it (probably you are trying to add something 4.16 in a 4.17 project through the launcher?). Also when you try to add to a different version, the launcher will download it (if it has an updated version)

pine oriole
#

hey guys! i need some screenshots fรผr iTunes store. unfortunately i have only a iphone 6 but i need pictures with resolution 1242x2208 so i decided to do screenshots in ue4 but i can only catch the widgets with "bugscreenshot". Can i somewhere set my screenshot size multiplier? normally its easy with "HighResShot" and so on but it will not catch the widgets. and i cant play 1242x2208 and take screenshots, because i have a native resolution of 1920x1080 on my monitor ...

sweet zinc
#

Hello everyone, not sure if this is the right place to pose the question, but perhaps you might be able to redirect me if not.
I have been struggeling for a couple of days to get version control to work properly for my personal project. I am currently using github and able to upload content to my github repository, however when I checkout a different branch or try to revert the commit the editor does not update correctly. Perhaps I'm not uploading the correct files, but as far as I can see in the gitignore file it seems to be correct.

floral jay
#

Hello everyone I am a game designer and me and my team is currently working on a 3D top down stealth/action game and we need some good audio designer, animator and particle effect designer.anyone who is interested can join our discord server https://discord.gg/XwkMbB

sacred crater
floral jay
#

Sorry

woven cliff
#

anyone knows away to comment online with others on a PDF and edit it ? perferly a free way.

wary wave
#

PDF? No

#

Google docs is on the other hand fine for most use cases

sudden agate
#

Can A Render Target change it's size?

wary wave
#

no

sudden agate
#

ew. Thanks

cinder iron
#

hey guys it's important, in which version was open-gl last supported? I have a partner that needs unreal engine for a little university project but he cannot run the most recent versions (MacOS)

grim ore
#

looks like deprecated in 4.14

#

4.14 can be forced to use it, 4.15 has it removed completely.

brave lark
#

4.15 on seems to just be a load of problems

latent oxide
#

will deleting a class by just deleting the .cpp and .h file mess anything up?

upper heart
#

Anyone know the proper way to rename a level file? Renaming mine created a new _BuiltData uasset that shows in the editor, but doesn't show on the file system. Do I have to rebuild my level after renaming?

wary wave
#

@cinder iron - can you clarify what you mean about not being able to run the latest versions? Is he on an older version of MacOS that can't run the newer versions of UE?

sour bough
#

hi what CVS do you sue guys ? I go git but seems not optimal with binary/unreal project, should I stick on svn or mercurial ?

upper heart
#

perforce

surreal viper
#

perforce -> $$$

sour bough
#

@upper heart perforce seems expensive and heavy to run

upper heart
#

free up to 5 users

maiden swift
#

I reluctantly use Perforce for my biggest project because switching version control mid-dev-cycle would take too much time away from dev.

#

I use Git for my smaller projects, and plan to switch to Git for my next large project when this one is finished.

upper heart
#

i used git for a long time on our project and outgrew it. perforce has been a lot better

maiden swift
#

Perforce can be used for free up to 5 users (last I checked), and you can host it on a cheap VPS and get reasonable performance.

sour bough
#

well git is not ok with assets afaik

maiden swift
#

It is if you can afford to use Git LFS.

sour bough
#

@blissful reef but I don't think there is serverless mde right ? (for perforce)

upper heart
#

I used lfs and still outgrew it

maiden swift
#

Git LFS is the current large binary file solution, and it's improved significantly this year. There's even an early implementation of file locking.

#

@upper heart I believe it. Game projects can get very big depending on who you talk to.

sour bough
#

well I would use svn instead of git I think then

maiden swift
#

How big is yours @upper heart?

sour bough
#

why is perforce so good ? @upper heart @maiden swift ?

cinder iron
#

ay sorry @wary wave didn't see your notification, welp he uses to be always up to date, he doesnt have gpu though

sour bough
#

can I run perforce on my own host ?

maiden swift
#

@sour bough It's historically better at handling large binary files and very large projects, mostly because it's built for enterprise.

#

My biggest problem with Perforce is the usability and design.

sour bough
#

and it's better integrated I guess, you can compare assets and so on ?

maiden swift
#

Yeah, Unreal's Perforce integration is a little cleaner and more robust since Epic uses it internally.

#

The Git plugin is improving steadily, but it's a side project of a guy I know.

upper heart
#

mine is 30ish gig. I don't really find myself missing git at all, I was worried when I made the switch tho.

maiden swift
#

Gotcha.

upper heart
#

I used GitLab for a while because of the peer review stuff

maiden swift
#

GitLab is great for how many free features you get.

sour bough
#

hmmm the fact is I use git since many years now, but I don't think git is ok, like to lock file stuff in new for example

#

what about mercurial ?

maiden swift
#

I have no experience with Mercurial.

#

And I don't know anyone who does, off the top of my head.

surreal viper
#

Mercurial was said to be very similar to git

#

I never tried it tho

safe rose
#

PLASTIC SCM IS THE FUTURE

surreal viper
#

what

safe rose
#

Wow caps

surreal viper
#

I don't want to live in that future

maiden swift
#

lol

#

That typo, though.

surreal viper
#

that is the worst system I have ever seen

safe rose
#

@surreal viper the future is hidden

#

Many great joys

surreal viper
#

seriously I would switch that to Microsoft Visual SourceSafe

safe rose
#

But really Perforce is da best

#

But PlasticSCM will overtake it one day

sour bough
#

well I start to think I should learn perforce

maiden swift
#

I have serious doubts PlasticSCM will become popular enough to overtake Perforce.

safe rose
#

Git...meh...not sure how it's still poop. Being open sourced

maiden swift
#

Git would come first.

safe rose
#

But I do use Git as well.

surreal viper
#

PlasticSCM will force you to make a local merge each time the server has anything newer than you, even if there isn't any conflict

#

that + the fact that it is slow like hell

maiden swift
#

Git is what most developers want to use. I think Git LFS will get good enough for massive game projects before PlasticSCM gains enough marketshare.

safe rose
#

If you look at surveys, you will see how much people hate using GIt

#

But they are so knee deep in it

surreal viper
#

I think Plastic has serious issues and I really hope it will never be mainstream

maiden swift
#

What kind of surveys? What kind of developers?

sour bough
#

I'm a long user of git, but I don't think it's ok for unreal really

safe rose
#

Git is what most devs use because there were no alternates

#

And technically still aren't for what you get for free

maiden swift
#

It also has the strongest ecosystem.

#

And a huge, robust community.

safe rose
#

Aye because they bought out the competition

maiden swift
#

Who bought out what?

safe rose
#

Git Foundation

#

:)

surreal viper
#

lol ๐Ÿ˜„

safe rose
#

Damn you phone

surreal viper
#

damn edit button, it was much more fun ๐Ÿ˜„

safe rose
#

Anyway, just a quick Google research will get you the info

surreal viper
#

you should have written "wrong chat" instead of "damn you phone" tho

safe rose
#

Lol

maiden swift
#

Right.

safe rose
#

So, Git is big because of it's open sourced nature

#

And free tier

maiden swift
#

In large part, yes. That's a big strength.

safe rose
#

On popular remote repos

maiden swift
#

Git is free, period. Any "tiers" are in the hands of Git service providers like GitHub, Bitbucket, etc.

safe rose
#

Like GitHub, Bitbucket, and whatever else, I forget the other big ones

maiden swift
#

Gitlab is another big one.

safe rose
#

Aye that one.

maiden swift
#

Pretty damn good feature set for the free edition, too.

safe rose
#

Anyway, for big project GameDevs though, nothing will best Perforce for awhile.

sour bough
#

@safe rose git is free etc, but can be madness, and clearly not assets/binary in mind

safe rose
#

Even GitLFS is a buggy mess

surreal viper
#

also it's hard to find a good UI for git

safe rose
#

But I do hope they tighten that up

sour bough
#

even plastic ?

safe rose
#

@sour bough PlasticSCM is actually pretty good right now TBH

surreal viper
#

which would be important for non-technical people

maiden swift
#

@safe rose I agree Perforce will be the game dev champ for a while longer, but I think git is closer to overtaking it than anything else.

safe rose
#

It can compete with Large binaries and workflow of Perforce

#

And it is much cheaper

surreal viper
#

@safe rose have you used it in real work environment with more than 10 devs?

safe rose
#

@surreal viper Perforce or PlasticSCM?

surreal viper
#

plastic

maiden swift
#

Git is gaining marketshare about game developers and middleware companies faster than any other solution.

#

Autodesk switched from Perforce to Git a few years ago. Huge undertaking - we're talking many TB of data - but it seems it was worthwhile for them.

#

They contributed some great work to the Git LFS project.

safe rose
#

@maiden swift if they fix LFS, I think Git will be pretty good one day. The storage/price isn't bad.

maiden swift
#

They've been fixing LFS since they started using it.

sour bough
#

I believe MS as well has helped

upper heart
#

LFS is kind of just a hack. It's pretty clever but still..

safe rose
#

Yeah, it needs a lot of work still

#

Which is probably how PlasticSCM came about

maiden swift
#

I think PlasticSCM is older than Git LFS.

#

It's been around for like 10 years.

#

Git LFS is still in its early years.

safe rose
#

Yeah it is. But like I was saying before. There was no real alternative to Perforce and Git had nothing like LFS

maiden swift
#

Oh I see what you mean.

#

I thought you meant it was a response to Git LFS.

safe rose
#

Like @upper heart was saying also. It's just trying to stay relevant with all the big Indies/engines.

#

But, the issue is... Too many studios have paid stupid money to Perforce.

#

Those licenses are ridiculous

#

So all GitLFS can do, is try to get the newer devs onboard.

maiden swift
#

Git doesn't have to try to be relevant. It just needs to work better with the massive projects game devs are used to. Every step it takes towards doing that is a chunk of Perforce's marketshare.

#

And yeah, Perforce licensing...

#

Oof.

#

But Perforce loves large companies.

#

They specialize in enterprise solutions.

#

Outside of enterprise, Perforce seems really out of touch.

#

Or maybe it's a choice. Maybe they simply choose to focus on enterprise.

safe rose
#

There no max to GitLFS contributors right?

#

I don't think I remember seeing any real restrictions on it. If so, that's a big plus for any decent sized teams.

#

Looks like the nonLFS users can contribute but experience a different workflow than LFS users.

#

Meh.

maiden swift
#

What do you mean?

safe rose
#

Just reading that

frank escarp
#

git LFs is trash

#

at least right now

#

it will die in less than a week of work with ue4 files

unique spire
#

Guys whats the best way to optimize particles in UE4 im using the fire particles that come with UE4 if that helps

safe rose
#

@unique spire Sounds like a #graphics question

unique spire
#

your right i will post it in there couldnt didnt see it

safe rose
#

Plenty of tech artist gurus there

fading knot
#

speaking of Git, has anyone here had success with Jenkins and private repos such as Bitbucket https://jenkins.io/

Jenkins

Jenkins โ€“ an open source automation server which enables developers around the world to reliably build, test, and deploy their software.

humble rivet
#

Anyone that can help me out in #umg

thorn topaz
#

Say I have a character can take damage. So something applies damage to the character causing it to call TakeDamage(100) for instance. The character has some effects on him such as a barrier that absorbs 10 damage, a buff that reduces incoming damage by 10% and a debuff that increases incoming damage by 25. What's the best way to manipulate the incoming damage?

safe rose
#

@thorn topaz ๐Ÿ˜ƒ

#

Good question

thorn topaz
#

Is that the response? haha

safe rose
#

No

#

You have a few options

thorn topaz
#

perfect

safe rose
#

DamageTypes

#

creating your own system

#

I've only used DTs are few times, they are alright

thorn topaz
#

I already have my own system. I'm not using the built in apply damage or the gameplay abilities

safe rose
#

Okay

#

So, use an interface

#

Or create a simple Damage manager

#

Sadly, you could have probably saved yourself some heartache by using the builtin Damage system

#

Anyway, basically, you just need to use math

thorn topaz
#

I would hope so

safe rose
#

Character receives 100 damage initially. But does not get applied to character. Pass that damage through to a "calculator"

#

You could use gameplay tags

#

And assign each tag a unique modifier

thorn topaz
#

I don't see how any of this is solving the issue

safe rose
#

?

#

I am giving you the answer you seek

thorn topaz
#

In the example I stated, how do I make sure that the damage modification happens before the shield handles the damage?

safe rose
#

Incoming Damage (not applied) = 100, Set Current Damage, I have Barrier (-10) set Current Damage, Buff (get current damage * (1-%) ), set current damage, continue on with math, until satisfied, and Apply Damage

thorn topaz
#

right but the shield shouldn't reduce the damage taken until the damange has been modified

safe rose
#

Is the shield = barrier?

thorn topaz
#

yea

#

sorry

safe rose
#

shield and barrier are diff, k

#

Again, this is just working out the math

#

So

#

Basically, you'll need to have a priority list

#

Again, gameplay tags might be useful here

#

So, you should probably have a function for each damage modification type

#

But only call the appropriate function when needed. And in order of priority.

#

So, going back to your example

#

Looks like you want Buffs to have highest priority

#

So, you would look to see if the character had any buffs on them

#

If not, continue on down a priority list

thorn topaz
#

Yea I've thought of that but I wanted to avoid having a priority list with 50 levels of priority

safe rose
#

Hmm

#

TBH, I doubt you can get away with that

#

But, also, I am just thinking out loud

#

I haven't done such a system before

#

Just throwing out how I would do it without experimentation

thorn topaz
#

Yea most of the way's I have thought of handling would work if the system didn't have so many different ways to manipulate the damage

#

otherwise, the implementation of that alone is huge

safe rose
#

It is

#

But it's a big system

#

You "complicated" it when you needed a priority system

thorn topaz
#

I'll go tell the designer to make a more simple effect system haha

safe rose
#

๐Ÿ˜‰

#

I mean really, you don't need 50 priorities

#

Depends on the game

#

But, usually you would only have one buff on

#

One positive, one negative

#

If you are allowing multiple buffs, well, then yeah, your system is going to be huge

#

But worth it, once you get it together

thorn topaz
#

yea there's multiple buffs

#

and stuff like "Reflect all incoming damage for 3 seconds" for example

#

which would take priority over almost everything

safe rose
#

Aye, so you definitely need a priority system

thorn topaz
#

so that's why I say 50 haha

safe rose
#

But, let's say

#

You have that

#

That's a Pri 1

#

You should only allow one Pri 1 buff

#

But there can be multiple Pri 1 buffs

#

It will just overwrite each other

#

That's how I would do it to ease my pain

#

You could probably get away with 5-10 priorities

thorn topaz
#

Yea I guess just storing a priority level in the effects then in the effect component have an array for each priority level and move through them like that.

safe rose
#

๐Ÿ‘

woven cliff
wild kestrel
#

AnwserHub is dead

#

well it back online ;p

weary basalt
#

Life has no meaning when Epic is down ๐Ÿ˜ฆ

safe rose
#

@wild kestrel You were trolling around in there all night?

#

Put all that time you put in AH and make a game

#

๐Ÿ˜ƒ

wild kestrel
#

i actully didnt spend much time in AnwserHub

#

i just got back from PS4 and checked my email

#

see someone replyed in AnwseHub but i got Service unavable ;p

livid haven
#

@woven cliff Hold on, is that Czar Bar at the East Andrews Bar Complex in Buckhead, Georgia?

#

No. It isn't, nevermind.

#

That would have been an odd coincidence.

vagrant glen
#

hey guys i have a ridiculously simple problem and i need a quick fix like real soon, im doing a matinee, put my door pivot offset where its rotating around, set the keyframes and rotated it but when it plays back it moves all over the place, here there and everywhere however the rotation part functions fine so idk

plush yew
#

That feeling when you model something complex for a level, do perfect unwrapping, then pull it into UE only to get a 79% overlapping error when there are no overlaps in the UV. Then you move it into Unity and get no problems.

devout gulch
#

I request sanity check (;

#

if someone have time to compile Engine from source

sweet zinc
#

Hey guys! I'm struggeling a bit with version control in unreal. I have mangaed to push everything up to my desired repository, however when I try to checkout a previous commit or another branch nothing changes in the editor or content browser.

#

Anyone knows what I might be doing wrong? ๐Ÿ˜›

#

I am currently using git and bitbucket, btw

plush yew
#

Erm I updated to 4.17.2 and now the starter templates is missing...
How can I get it back?

next badger
plush yew
#

Aah thanks, was clicking on the arrow next to the engine launcher lol.

small basin
#

Hey, I'm looking for a way to track hand motion. The leap motion seems to be able to do this, but from what I've heard have a fairly small range, and as far as I can tell aren't being sold anymore. VR gloves are also a possibility. The person being tracked has to be able to freely use their hands though, so just holding a Vive wand won't work. If possible, I also want to track individual fingers (like the leap and VR gloves do). I was wondering if anyone here has any suggestions what works well with UE4, and isn't too expensive?

wary wave
#

Leap motion is pretty much your only reliable bet

small basin
#

Huh, they seem available again. Not sure why, but last times I looked on their store it was always out of stock, so I figured they stopped making them.

#

Guess that is my best option then

#

Thx @wary wave

sharp crest
#

So whats "Collections" in UE4? Seems interesting, not really sure what it is tho. @ me pls

ionic sedge
grim ore
#

Collections are basically tagging assets for sorting purposes and finding them again easier. Nothing super fancy just think of it as custom folders that you decide what goes in but they don't change where stuff is in reality.

oak linden
#

When applying a camera shake that lasts an indefinite amount of time, how do I randomize the oscillation?

#

The oscillation begins to loop after a few seconds, and it is very jarring and noticable

#

I played around with the oscillation and length parameters but I really can't get anywhere

#

basically, I'm trying to do a static cinematic shot with a very subtle camera shake

#

but the shake spins around in a pattern

#

making it look very precalculated instead of slightly chaotic

#

basically, what's the best way to get a handheld shake that lasts indefinitely?

grim ore
#

maybe do it by hand in the camera BP itself? use a timeline in the camera to lerp between 2 values over time but use random numbers for those 2 values

oak linden
#

aha

#

thanks, I'll give it a shot

#

thought maybe there was a simpler way to do it in the camera shake BP itself

grim ore
#

it's been a long while but I don't think you can get it to be truly random if it repeats. You could technically have it just run once then when done run it again and make sure the starting points and the other points are all set to random in the camera shake

#

but looping I think it just sets it once on the start and keeps the same parameters

oak linden
#

yeah

#

I'll just make my own BP

grim ore
#

I thought they were adding/added a camera type for sequencer that can do that but.... I don't touch sequencer lol

plush yew
#

what is better:
for person in favorite_languages:
print("\n" + person.title() + "'s favorite languages are:")
for language in favorite_languages[person]:
print("\t" + language.title())

for name, languages in favorite_languages.items():
print("\n" + name.title() + "'s favorite languages are:")
for language in languages:
print("\t" + language.title())

sharp crest
#

@grim ore @ionic sedge Thanks, shouldve mentioned me tho :P

#

Sounds helpful, I should try to use it

light thunder
#

What am I doing wrong with my particle system- when my player is inside of it, it becomes more transparent like it is redrawing...I'm trying ot make it so they are trapped inside a cloud and can't see the outside of the cloud

#

I've increased the fixed bounds

knotty summit
#

Hi. I have a question about using Unreal Engine logos on trailers.
I'm making a video for introduce my project and I want to use UE4 animated logo. But I'm developing my project own my own, so there is no company.
But in this page; https://www.unrealengine.com/en-US/branding
They want me to fill the Trademark License Agreement. As I said, I'm single person who is not an owner of any company. What should I do? Do I have to use UE4 logo in my trailer video?

fiery harbor
#

@knotty summit you don't have to use any ue4 logo

#

only if you want to use it, to be allowed to do so you have to fill out that thing

#

and does it in any way say it requires a company to fill out? I don't think so

#

individual is fine

knotty summit
#

@fiery harbor Thank you so much for your answer. Then how should I fill in the gaps? If you explain that, it would be great for me.

fiery harbor
#

just with your name and where you live

surreal viper
#

wow that's a 9 pages long document containing law stuff

#

just to use the logo

fiery harbor
#

no, that would be illegal

#

you have to fill out that thing first

surreal viper
#

?

fiery harbor
#

using the logo without filling out that thing would be illegal

surreal viper
#

yeah that's what I mean

#

you have to read the 9 pages long law stuff for that ๐Ÿ˜„

fiery harbor
#

ah

#

I didn't read correctly what you said, sorry

surreal viper
#

actually I'll have to read it too ๐Ÿ˜ฆ

fiery harbor
#

thought you said "just use the logo"

surreal viper
#

I see ๐Ÿ˜„

fiery harbor
#

didn't see the "to"

knotty summit
fiery harbor
#

no

#

the first one is your name

#

the third one is your address

surreal viper
#

the 0th one is the date ๐Ÿ˜„

knotty summit
#

"ABC street etc" should be my name

#

"My name and surname" should be my adress

fiery harbor
#

yes

knotty summit
#

right?

fiery harbor
#

I actually didn't even saw the date one ๐Ÿ˜„

#

I guess I'm not good with reading today

knotty summit
#

Yeah, I'm not good at understanding today. :D

fiery harbor
#

the "I don't know" is something like "game developer"

knotty summit
#

What should I write on date part btw

fiery harbor
#

or "architect" or whatever I think

safe rose
#

Or "Boss"

#

"Da Boss"

#

Or "Supreme Overlord

fiery harbor
#

well I would write the date as 19th October 2017

#

since the month / day is switched in order depending where you live

safe rose
#

reminds me

#

I need new business cards

knotty summit