#ue4-general
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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
answerhub comes to mind, or forums
I'll answerhub it! Thanks!
anyone remember where the unreal files are like presentations and powerpoints from talks that epic does?
can't seem to find the link
nm found it https://www.unrealengine.com/en-US/resources
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
guys where is option to see mesh and rotate camera around for better renders ?
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?
Anyone know why my HTML5 launch is just frozen on this screen? i cant actually get it to launch on HTLM5. however it works on everything else
https://gyazo.com/b60ba085f625be24607fa8a54a3711b1
this is built on the 2d side scroller projct
Does anyone know of any good UE4 c++ beginner tutorials?
isnt c++ for complex stuff? a beginner can go for blueprint instead
@deep adder you would need to learn c++ at some point if you plan to do complex stuff, right?
a beginner doesnt start with complex stuff anyways
@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++
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
i have some nice c# knowledge, but no c++
C++ and begginer do not go together
neveer used c#, been coding C, ObjC and Java, think thats the most relevant coming to c++
i think c++ is needed when doing game mechanics and the rest is done with blueprint
c++ is a ridiculously complex lenguage that will explode on your face constantly unless you manage to tame it
@frank escarp is it possible to make everything with just blueprint?
yes
i dont think that i will learn c++ for now, as there are others languages i have to learn (java, html, css, javascript)
ue 4.18 release when?
When its done.
k
i know its not programming, but they are languages
javascript is pretty much programming
how is javascript not a programming language?
I missed my restore tab prompt, is there a way to restore tabs without it?
btw I just set Restore Open Assets tabs on restart so I guess this won't be an issue in the future.
@mint raptor It is debated, there are certain groups insisting that JavaScript is advanced scripting and that scripting is not programming.
I myself don't know enough JS to participate in that debate
well if the criteria to seperate the two is having to be compiled then I guess JS isn't a programming language
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.
@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.
@mint raptor though some insists that only compiled code are programming
This is a list of notable programming languages, grouped by type.
(Because there is no overarching classification scheme for programming languages, in many cases a language will be listed under multiple headings.)
It'd be hysterical if someone managed runtime compilation of C.
I want to plug this into my game and use it as a scripting lang (j/k) https://github.com/justinmeza/lolcode-spec/blob/master/v1.2/lolcode-spec-v1.2.md
2007 omg I feel old
lol
@floral heart if the code is not too complex and your machine powerful enough you could, but it would be rather unpractical
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
theres a huge ue4/c++ course but ive no idea how good it is
@floral heart there is a Dlang library that compiles C at compile time
it has a metaprogramming C compiler
why? for the hell of it
and becouse D metaprogramming stuff is out of this world
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
I think you have to toggle it on with ~
is it really necessary to have a default pawn class as well as a controller?
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?
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
lol, my computer crashed 3 times trying to put foilage on a landscape
@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
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?
basically I want my citizens to run to their homes if an enemy unit is within say 1000 units from them kinda thing.
Ezeki: I can look at it, been delaing with contractor agreements for 14 years.
something about it concerning you?
Np
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.
Unreal Engine Bug/Issue tracker dark theme is here. @UnrealEngine #UnrealEngine #UE4 #gamedev #indiedev https://t.co/UzFjr9LoSR
my first terrain (& first real geography) import test appeeeeeears to have worked ๐ I'm geekin out pretty hard ๐ Now im gonna rebuild the lighting and see if anything explodes. โ
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...
Is there any sort of standard what direction is North in UE4 or game engines?
mmmm i saw a "skyrim style compass" object tutorial somewhere on youtube today
I don't know off hand
Was going up use X for North South, Y for east west
Probably the #game-jam-chat sub?
so eh
when one releases a game and makes sales using UE4
how do we go about paying the royalties?
ah
so every quarter of sales I'll just show them my sales report and send them a cheque
You don't even need to show them anything, you just fill a report form.
After that you can wire transfer or use paypal
ah nice thx!
Also you need to do a shipping notification
When you start releasing, there is another form for that
alrighty
It only applies to the game itself that is being sold right?
So if I were to realease prints or soundtrack of it seperately
I only need to count the game sales
@warm mountain Look at the EULA FAQ for that. I think a separate soundtrack is fine
Gotcha
Prints of UE4 screenshots are probably not
Understandable
anyone know how to turn off eye adaptation?
Set both min and max values to 1
friend of mine was having trouble with it but he seems to have fixed it now. Thanks
I wish they'd either remove that eye adaptation, or implement it properly :/
between that and the cinematic tonemapper...
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.
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
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?
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?
@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
@light thunder thanks, I'll try and see where it goes
Anyone knows how much it would cost to get someone to make one dragon/wyvern model with animation set etc?
it can cost anything from nothing to damn lot depending on person/region/quality
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 :/
@short onyx nothing same, but there were link to donwload UDK from community, you should try to google it
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 :/
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
as a fix I figured I'd load an empty map
huh, well, I just moved the map ๐คท
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.
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
@short onyx well, unreal engine is next step for epic games and they dont want to provide udk anymore
Yeah but oh you can make WorkShop work for your game without give the project? :/
I thought rocket league was made on ue3 or ue4
ue3 yup
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 ?
are you sure you want to use a very unsupported plugin @glossy zenith ?
for something as critical as your game code
i definitely wouldnt trust it in the slightest
yeah curreently torn between 2 worlds.
the stable world of code, and the other place with blueprint spaghetti.
is blueprint able to cover all aspects of making a decent sized game ? or will i need to use code ?
anyone have the kite demo installed on 4.17? I'm curious about other peoples performances.
I'm getting absoulte crap performance on a system with a 1080 and a 6th gen i7 and 64 gbs of ram
makes zero sense
kite demo performs badly on new versions of ue4
they broke something
my 1070 gives less than half the fps my old 780 gave when kite demo was new
might relate to the same thing with the hang glider demo mentioned here? https://youtu.be/hcxetY8g_fs?t=706
This session by Sr. Dev Rel Tech Artist Zak Parrish explores performance concerns for shipping games, focusing on how to track down problem areas on both the...
the performance is just freaking terrible and I was noticing it in my non open world game on 4.17
downloaded the project for research purposes and its confirmed my suspisions about 4.17 being broken somewhere
That really suck too because I need the VR features
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
I'm not sure if its 4.17 or something was changed in all recent ue4 releases that breaks kite
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
I'm thinking the overworld would be single player and dungeons you could have up to 4 friends from online join you
Make MUD have fun
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
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
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
but then really main story quests wouldn't change all that much. So the game wouldn't be quite the same each play through.
gunna use zelda as an example here
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
as time goes by I could have dlc or workshop where you can add different story elements or missions etc to it
seems not overly complicated to set up, but performance is something to consider
thats the main of it for me anyway. Multiplayer is something I'm just tossing around in the back of my mind rn
I just switched the kite demo to forward rendering, will let you know results shortly
I'm trying to load kite into 4.18, its taking forever
weird enought the cinematic runs better in realtime than just trying to fly around the map
still ran like shit though
everything is loaded into memory. I see no reson for this crap performance
It's not even using more than 20% of my processor
doubtful my 1080 is being maxed
im sure its broken, they've changed something that kite doesn't like now
wondering if its crashed, been at 72% a long time
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?
idk about the .ini
@ruby chasm yup
also If I let the demo sit and run several time the performance goes up but so does my processor
@fierce tulip Thanks
which is weird. the second time the cinematic played my processor jumped to 40% and my ram jumped to 35%
also the demo doesn't convert to 4.18 nicely, it asks you to compile something in visual studio
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.
Going to test a template project rq
^^^ same thing happens to me
@ruby chasm are you on 4.17? this is what I'm testing for right now with the kite demo
4.16
Okay so a template project is fine, 120 FPS in the editor and 90 FPS in-game / simulate, which is what I want
It's weird, every time I move the cursor during simulate it drops down to 40-50 FPS
But keeping it still leaves it at 120
Crazy performance hit on the smallest of cursor moves..
Gonna test with a packaged build
seems a lot of other people are doing or did what I'm doing now to test
somewhere between 4.14 and 4.17 things got all messed up
The fact that it worked flawlessly and then instantly got messed up
Is what confuses me most
ok so it was in fact a bug thats related to landscapes and or grass node and or foliage painting
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
people are still asking about it this month with no reply from epic
Does a player controller exsist if there is no pawn/char?
Hello, someone knows how to avoid player jittering when he standing on moving platform, he's like sliding abit
I'm Colorado bound! Denver/Boulder. Anyone doing anything cool ๐? I'd be down to hang / talk dev
good bye unity hello unreal
Here's some weird collision I've been getting.
Wasn't sure if this is the correct channel but I pushed it here anyway.
How do I solve this, assuming I want to walk off ledges?
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?
Also, how can I get the editor window to display error (like the red x's over lights that exceed static overlap?
May I ask something about HUD?
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
But from the reference finder it really is in this level
if its a HUD then its set in the Game Mode
if its a UMG widget then who knows where it is lol
Here's the world setting
yeah that looks like a UMG then
yep then somewhere in your game it's being created and added. Possibly the level blueprint
its not added, its created using blueprint nodes
have you checked the level blueprint for that map?
yep that would be it
This is a problem....what's the best way to fix it? it has to do with shadow maps but I can't recall
the first node is to create the main menu widget, then it adds it to the viewport
@light thunder check to see if that light source is static or not
How? It's not in world outliner? @grim ore
Apparently this happens because of the Capsule Collision around the Player. How exactly do I switch over to the Physics Asset associated with the default mannequin?
@light thunder just type in Light and look in those results
the profiler named it lightsource but that didn't come up when I used that phrase in the world outlinre search
what comes up from just Light? not lightsource
oh, it doesn't give you the name of the offending light?
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
Correct
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
and when I say bake I mean build lights lol
your shadow depths went from 7 to 0, that is alot isnt it?
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
I've been watching the videos but I'm still new to proper optimization..... the light source is set to static
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
when I try to set some lights (their inherited BP) to static, Unreal crashes
oh weird
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?
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
what's your graphics like?
ue4 is pretty hard on laptops
Depends on the laptop
do you know guys how to on a double symetry in Substance painter?
nobody knows it there
whats the channel where rookies go?
This whole discord server is for rookies
ah
some deep toughts there xd
someone who knows
Just state your question if you have any
Use the channels on the left
If you can't figure out a channel, just start here
K Here i go
This thing aparently is giving me the result of the mesh infex face im hittin
here you can see 0 and 1 top left being the elements i think
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
and triggers this to the correct mesh material element x.x
@scarlet grove strange
you couldn't figure out the appropriate channel for this?
What
does "I think" mean?
means i think those are the elements i mean they correspond to the mesh but you can never know
yes o is the doorpanel and 1 is the handle
i'd like to get those results somehow set to the index node in the other blueprint everytime the line hits
dont know how to do it?
i tried a variable
I am asking what issue you're having though
but i start gething 0s
Okay, and never the Element 1?
correct
Hmm, that node's changed
this is gethingme all 0s
@scarlet grove what does that Section Index actually do
hover over it
and tell me, not in UE4 atm, and the doc for that is old
section of the mesh that the face belongs to
K, pretty sure that section index has nothing to do with Elements
It's how meshes are made
Mesh Sections
It sounds like you might want to check out the blueprint communication video on the ue4 channel on YouTube by Zak.
Interesting
k... well im now to 0 again
Looks like people are using Physical Materials
To distinguish between the Elements
Using Get Materials
And looping through it
I don't see a node that easily would get a return for a Material Element
@scarlet grove Oh
BTW, why did you want this anyway?
so im screwed?
i bought a cologpicker from the marketplace
but the thing only allows to change it to one element at the time
No, you will just have to devise a system to do what I just described
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
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
@scarlet grove Hmmm
But, you're just changing out the material you hit right?
So, just because the SM has mutliple materials on it
nope the material that is goin to be changed is declared
You only care about the one you're hitting
yes
because if a mesh ahve 10 elements and i want to change 5
Maybe, I don't know that though
?
So, bascially, you want to hit a door
And then have all the material you can change, populate
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
?
but cant because the way the picker works its by declarin the element id
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?
yes sr
So, go ask the creator
And ask him how to use his system
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
Are you sure there's nothing in there that he or she created
ive been spammin him to a work around D:
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....
if i manually change that index value right there, it change the elemenet that would change color but thats it only one
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
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
i tried cloning that construc script
when you hit those components, you will know the element
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
are there legacy non pbr shaders for unreal?
@toxic wagon hmm
@toxic wagon Ask in #graphics ,but probably not
But I guess you could just not use Metal/Spec/Rough workflow
issue is UE4 uses mat spec rough
I suppose I could just hack the hell out of everything
but that'd add an overhead
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.
I save things to actual folders
I choose a random organizational structure every time I make a folder. "Oh this time it will be alphabetical by project and month."
Do you usually have like one root folder that all your project folders go in? Like a projects folder
Can someone potentially try and help me through a build error?
feelsgood.jpg
yay or nay?
how to cycle trough array index with key stoke?
@scarlet grove ?
yeah how to cycle from each array index every time user press key? like a next function
next/back function
what about backing?
...
Decrement
PressButton->Decrement Index
+1 or -1
But easier to just use the Increment and Decrement nodes
...
I honestly don't know what you want
I thought you said you wanted to change the array index
Yet, you haven't
So, I just need to know real quick, how much experience in UE4 do you have?
when E want it to go to 1 when Q to go back and so on
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
the value of the element is not the index
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
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
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
If he wants to change the array index or the value inside
From what he said, I had assumed it was Array Index
However, I don't think he knows how Arrays work
by changing the index, doesnt it get the value automatically?
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.
so i promote a var there?
won't work as is
still not printing
That's like getting on your bike and saying your car won't start
might be faster to just mockup an example
He needs to go and watch/read some basic OOP tutorials
I know he does
not even OOP
thats the only way i can figure out how to make this stupid colorpicker blueprint to work
literally not even OOP
so when E it goes to another element
@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
i took the lynda courses but nothing deep nor even close on blueprints pure visualizations
Hmm, didn't even know Lynda had any
wait there's a lynda course?
They have Unity ones
This isn't exactly a specialized course kinda deal though
I've run through those since I had free sub for school
They can cover it, yeah, but this is something that there must be other sources of info for
@scarlet grove Anyway, run through the youtube starter tutorials real quick bud
you don't need to know how pure nodes in BP work for this
ive tried looking for it but since the thing is just specific for this problem im having a hard time finding a work around
i dont even need linetrace to my workflow
If you can go through this whole page
yet i tried coz of that damn element thing
This problem is easily fixable if you have an basic understanding which you are lacking.
i wish i could ask for a refound and just follow a tut and make my own color picker
?
You could do the latter two of those things.
I mean...you could
Take the time to watch some tutorials and get an grasp of the basics.
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
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
try addin a sellsword channel so i can go n buy some
It was something I proposed to @maiden swift last month
For the channel restructure
I still don't get sellswords though lol
I thought sellswords were medieval mercenaries.
Aye
buy/hire ppl to something? for money? x.x
Blueprint or death! God save the king!
#career-chat ???
dangit
I'm so confused
wow didnt see that one
lol
dont know what im doin with my life
So like
Hmmm, so, you could get a tutor
Do you have a spec for what the integration should look like?
But, you could just watch all those tutorials
Cause if not, go make one
before posting in #career-chat
assuming you don't want a tutor
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
the reason I haven't posted the solution is because that's not actually your real problem
You have an lack of knowledge on the fundamentals.
i do know that
Then take the time to grow your knowledge instead of diving into something that is way above your skills.
It appears the documentation assumes you already know what an array index is. This is troubling.
I just published my first game as of like 10 seconds ago
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```
if aynone wants to check it out, its over on Game Jolt https://gamejolt.com/games/ThePillage/290214
Ill be giving away free keys to this chat ๐
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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
Nop
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?
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
I meant like engine content specifically
levels, shaders, etc
Stuff like that
but I understand what you mean
I dont think so no
yeah that's what I was thinking
when did fortnite go free to play?
was nobody buying it. i thought you had to buy the game.
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.
It is^
@slate orbit
The current license agreement:
https://www.unrealengine.com/en-US/eula
*โ***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.
ok that makes sense
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"
I think I've found that these UE4 channels are no place to get help on anything rather quickly.
is there anywhere that does?
An warning will not cause an build to fail
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
Build logs are only scary if you dont know what your looking for.
Aero: Sorry mate, i was making a general comment, not speaking to you exactly.
But like i said that warning shouldnt be causing an build to fail.
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
Post your entire log in Pastebin or something
What version of the engine are you on?
Did you recently update the project to an new version>?
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
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?
no Steam
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
Is the project being used for VR?
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.
Definately disable the ones you arent using
Keep the ones enabled that you are using though.
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
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.
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
If you have made engine changes yeah it gets messy.
Oooh! wait
An animation plugin has gone from a project plugin to an engine plugin
is that possibly an issue?
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.
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
Shipping build errors are the worst lol
Anyone know of a way to update market place assets, such as the infinity blade series?
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)
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 ...
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.
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
@floral jay please keep job requests in #career-chat
Sorry
anyone knows away to comment online with others on a PDF and edit it ? perferly a free way.
Can A Render Target change it's size?
no
ew. Thanks
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)
looks like deprecated in 4.14
4.14 can be forced to use it, 4.15 has it removed completely.
4.15 on seems to just be a load of problems
will deleting a class by just deleting the .cpp and .h file mess anything up?
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?
@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?
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 ?
perforce
perforce -> $$$
@upper heart perforce seems expensive and heavy to run
free up to 5 users
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.
i used git for a long time on our project and outgrew it. perforce has been a lot better
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.
well git is not ok with assets afaik
It is if you can afford to use Git LFS.
@blissful reef but I don't think there is serverless mde right ? (for perforce)
I used lfs and still outgrew it
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.
well I would use svn instead of git I think then
How big is yours @upper heart?
why is perforce so good ? @upper heart @maiden swift ?
ay sorry @wary wave didn't see your notification, welp he uses to be always up to date, he doesnt have gpu though
can I run perforce on my own host ?
@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.
and it's better integrated I guess, you can compare assets and so on ?
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.
mine is 30ish gig. I don't really find myself missing git at all, I was worried when I made the switch tho.
Gotcha.
I used GitLab for a while because of the peer review stuff
GitLab is great for how many free features you get.
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 ?
I have no experience with Mercurial.
And I don't know anyone who does, off the top of my head.
PLASTIC SCM IS THE FUTURE
what
Wow caps
I don't want to live in that future
that is the worst system I have ever seen
seriously I would switch that to Microsoft Visual SourceSafe
well I start to think I should learn perforce
I have serious doubts PlasticSCM will become popular enough to overtake Perforce.
Git...meh...not sure how it's still poop. Being open sourced
Git would come first.
But I do use Git as well.
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
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.
If you look at surveys, you will see how much people hate using GIt
But they are so knee deep in it
I think Plastic has serious issues and I really hope it will never be mainstream
What kind of surveys? What kind of developers?
I'm a long user of git, but I don't think it's ok for unreal really
Git is what most devs use because there were no alternates
And technically still aren't for what you get for free
Aye because they bought out the competition
Who bought out what?
lol ๐
Damn you phone
damn edit button, it was much more fun ๐
Anyway, just a quick Google research will get you the info
you should have written "wrong chat" instead of "damn you phone" tho
Lol
Right.
In large part, yes. That's a big strength.
On popular remote repos
Git is free, period. Any "tiers" are in the hands of Git service providers like GitHub, Bitbucket, etc.
Like GitHub, Bitbucket, and whatever else, I forget the other big ones
Gitlab is another big one.
Aye that one.
Pretty damn good feature set for the free edition, too.
Anyway, for big project GameDevs though, nothing will best Perforce for awhile.
@safe rose git is free etc, but can be madness, and clearly not assets/binary in mind
Even GitLFS is a buggy mess
also it's hard to find a good UI for git
But I do hope they tighten that up
even plastic ?
@sour bough PlasticSCM is actually pretty good right now TBH
which would be important for non-technical people
@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 have you used it in real work environment with more than 10 devs?
@surreal viper Perforce or PlasticSCM?
plastic
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.
@maiden swift if they fix LFS, I think Git will be pretty good one day. The storage/price isn't bad.
They've been fixing LFS since they started using it.
I believe MS as well has helped
LFS is kind of just a hack. It's pretty clever but still..
I think PlasticSCM is older than Git LFS.
It's been around for like 10 years.
Git LFS is still in its early years.
Yeah it is. But like I was saying before. There was no real alternative to Perforce and Git had nothing like LFS
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.
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.
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.
What do you mean?
git LFs is trash
at least right now
it will die in less than a week of work with ue4 files
Guys whats the best way to optimize particles in UE4 im using the fire particles that come with UE4 if that helps
your right i will post it in there couldnt didnt see it
Plenty of tech artist gurus there
speaking of Git, has anyone here had success with Jenkins and private repos such as Bitbucket https://jenkins.io/
Jenkins โ an open source automation server which enables developers around the world to reliably build, test, and deploy their software.
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?
Is that the response? haha
perfect
DamageTypes
creating your own system
And probably the #gameplay-ability-system
I've only used DTs are few times, they are alright
I already have my own system. I'm not using the built in apply damage or the gameplay abilities
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
I would hope so
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
I don't see how any of this is solving the issue
In the example I stated, how do I make sure that the damage modification happens before the shield handles the damage?
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
right but the shield shouldn't reduce the damage taken until the damange has been modified
Is the shield = barrier?
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
Yea I've thought of that but I wanted to avoid having a priority list with 50 levels of priority
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
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
I'll go tell the designer to make a more simple effect system haha
๐
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
yea there's multiple buffs
and stuff like "Reflect all incoming damage for 3 seconds" for example
which would take priority over almost everything
Aye, so you definitely need a priority system
so that's why I say 50 haha
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
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.
๐
hey how can i make that counter top effect? http://www.elumanation.com/images/slider-img-onyx.png
Life has no meaning when Epic is down ๐ฆ
@wild kestrel You were trolling around in there all night?
Put all that time you put in AH and make a game
๐
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
@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.
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
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.
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? ๐
I am currently using git and bitbucket, btw
Erm I updated to 4.17.2 and now the starter templates is missing...
How can I get it back?
@plush yew
Aah thanks, was clicking on the arrow next to the engine launcher lol.
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?
Leap motion is pretty much your only reliable bet
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
So whats "Collections" in UE4? Seems interesting, not really sure what it is tho. @ me pls
This document covers the use of Collections within the Content Browser.
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.
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?
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
aha
thanks, I'll give it a shot
thought maybe there was a simpler way to do it in the camera shake BP itself
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
I thought they were adding/added a camera type for sequencer that can do that but.... I don't touch sequencer lol
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())
@grim ore @ionic sedge Thanks, shouldve mentioned me tho :P
Sounds helpful, I should try to use it
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
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?
@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
@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.
just with your name and where you live
?
using the logo without filling out that thing would be illegal
actually I'll have to read it too ๐ฆ
thought you said "just use the logo"
I see ๐
didn't see the "to"
the 0th one is the date ๐
yes
right?
I actually didn't even saw the date one ๐
I guess I'm not good with reading today
Yeah, I'm not good at understanding today. :D
the "I don't know" is something like "game developer"
What should I write on date part btw
or "architect" or whatever I think
well I would write the date as 19th October 2017
since the month / day is switched in order depending where you live