#ue4-general

1 messages ยท Page 128 of 1

half mango
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the update

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nice changes? i read the patch notes but didnt really understand what a lot of it meant

plush yew
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Huh, i suck at ue4 and i hate it. i dont know why i keep installing every update

half mango
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i love it

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just annoying at first

plush yew
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but damn! i love the look of that baked lighting. yeah am on that phase too i guess. am a unity fan u know.

half mango
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looks amazingg yeah, i think it just requires constant attention

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for a few months

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to get used to anything

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then youl think more of it

fossil ore
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@plush yew Consider this. Learning anew software is like a investment.... Is better than playing shitty games

plush yew
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that looks like a 3d render โค

fossil ore
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yes

plush yew
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Yep @fossil ore and i switch from playin games to tryin to understand how games are made.

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and that made me loose the hype of playing video games.

fossil ore
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same.

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I'm no longer hyped by Industrial games

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Microtransactions man.... ughh!

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I can tolerate DLC's to some degree... but I have no tolerance to microtransations in 60$ games

plush yew
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microtransations should be illegal ! it doesnt make any sense; paying real money to gain XP/ features in game.

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Why playing anyways ?

half mango
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here my scene

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at the mom

plush yew
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Amazing โค

half mango
fossil ore
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If you would have post it in Blender Discord

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I would automatically assume It was done in Cycles Render

half mango
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i think cycles a lil better in stills

fossil ore
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Limitations vs No limits

half mango
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ya

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i need more cores

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๐Ÿ˜ฆ

fossil ore
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There is so many options in UE4

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Question.
Method CircleDoF in DoF meant to be "grainy" ?

half mango
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dunno

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not manage to get any dof working yet

fair violet
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@fossil ore itโ€™s a side effect of it being a real-time effect. Try increasing the aperture to find a good balance of blur and grain. I do believe there is a console command that can bump up the quality further but I donโ€™t have it at hand

plush yew
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does epic release those new feature sample scenes that would help a noob like me.

wary wave
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Sometimes

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you can find stuff like that in the learn tab in the launcher

half mango
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also anyone know how to add fag

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fog*

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into just one area

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would like it on the exterior of my scene

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but not the interior

whole turtle
plush yew
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normal behaviour for fans @plush yew

short onyx
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@whole turtle It's for the 4.18 or the older one? Or it's the same parameter but better?

upper heart
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Volumetric fog was introduced in 4.16

short onyx
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I know, and i still can't use it properly xD

plush yew
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he means volumetric lightmaps

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๐Ÿ˜ƒ

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not fog

short onyx
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Both ๐Ÿคท

plush yew
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lightmap

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๐Ÿ˜ก

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NOT BOTH

wary wave
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HHnnnnrg. Volumetric lightmaps

short onyx
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I'm bad with both

wary wave
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does anyone know if they support changing light colour at run time?

plush yew
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i canbe your senpai @short onyx

wary wave
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I assume not, because of shadowing requirements, but it'd be good to know

short onyx
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๐Ÿค”

honest vale
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I wonder if volumetric lightmaps could be used with dynamic/movable skylight to provide some approximation of sky occlusion

short onyx
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But have you the courage and the time? xD

plush yew
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for you, i do have.

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๐Ÿ˜‰

short onyx
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Well, i'm free in 1h40 if you have the time, you can pm me ๐Ÿ˜ƒ

plush yew
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mp you ๐Ÿ˜ฎ multiplayer you?

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:thihi:

thorny kayak
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I was kinda worried for two seconds there cos my destructible meshes weren't working... then remembered they've started to disable plugins (like apex) by default in the editor now

short onyx
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Sorry i'm french, MP is for Message Privรฉ, Private Message x)

plush yew
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xD message me privรฉle

thorny kayak
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qui

plush yew
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NO NO

short onyx
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wat xD

plush yew
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ma pu si buleva a monio

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french ๐Ÿ˜Ž paris

honest vale
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voi vittu mitรค saatanaa tรครคlรค puhutaan perkele

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yup

thorny kayak
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chatouiller mon porte-monnaie, s'il vous plaรฎt

plush yew
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ki pimili bumbam

short onyx
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What the..... xD

thorny kayak
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@honest vale รคlรค ala riehuun

plush yew
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XD

short onyx
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You all lost me x)

honest vale
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moonspeak time

plush yew
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for completed_model in completed_models:
print(completed_model)

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fureva completela_modela ine completela_modela:
printo(completela_modela) <-- french

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xD i am hyped

short onyx
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That's not french xD

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It's.... italian?

plush yew
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i know XD i find it f unny

short onyx
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๐Ÿคท

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My movie end in 1h33 ๐Ÿ˜ƒ

plush yew
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do you maybe need help with blender?

short onyx
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Me?

plush yew
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ya

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or just UE o.o

short onyx
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I don't have Blender installed x)

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Just UE

plush yew
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so what do you do with UE then? oO

short onyx
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3D Modeling is for later :p

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BluePrints/Maps/Gameplay/Interraction

thorny kayak
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Hmm, updated to .18 and my game started to crash like crazy

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I thought I fixed it already, but nope

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and now restarting, it doesn't crash anymore

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almost like I have to have the editor running for a while before it starts to crash

plush yew
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i am really sorry ๐Ÿ˜ฆ

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@short onyx oh bp. gameplay goes into BP o.รถ interaction also into BP. and for maps you need content :D.....

short onyx
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i gonna learn to make 3d model soon cause i need a weapon and arms (FPS view)

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And animation in UE and skeleton and everything xD

vale halo
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LogModuleManager: Warning: No filename provided for module OnlineSubsystemSteam
LogModuleManager: Warning: ModuleManager: Unable to load module 'OnlineSubsystemSteam' because the file 'C:/Program Files/Epic Games/UE_4.17/Engine/Binaries/Win64/' was not found.
``` ๐Ÿคฆ
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(such an easy fix - yet I still somehow wasted over an hour on it ๐Ÿ˜› )

plush yew
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quick question, when installing ue4 from backup you cna put a file named $movedmarker to quickly verify the engine installation... i just can't remember where to put it.:( anyone?

thorny kayak
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Weird, the last entry in both two latest crashlogs was "BP_Enemy_76 is stuck and failed to move!" Can't imagine why that would crash the whole editor.

short onyx
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What? AI can't move so the editor crash? xD

cloud cobalt
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@thorny kayak What's the call stack in the crash reporter ?

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That's your entry to knowing what's wrong

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Install the editor symbols if you don't have the stack

safe rose
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@wary wave aye.I ended up just spawning the BPs and attaching them. A shame, they were working just fine in 4.15.

wary wave
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ah so they are indeed broken

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sadface

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I haven't had much luck spawning BPs with the generated procedural mesh either, to be fair

thorny kayak
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@cloud cobalt I have no idea how to do any of that

cloud cobalt
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When you have a crash, there is a smaller window that pops with some text.

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That text is called a call stack, a history of what exactly the code was doing when it crashed. It's very helpful to see what happened.

thorny kayak
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yeah, it's empty

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because I don't have the symbols I assume

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But I have no idea how to install them

cloud cobalt
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Go to the launcher and you have an "options" thing on each engine installation in your library

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Under a drop-down arrow

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You'll have "Engine symbols for debugging" somewhere inside

thorny kayak
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Only 13GB?

cloud cobalt
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Yeah

thorny kayak
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Maybe some day

light thunder
thorny kayak
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The destructible mesh components collide with an enemy that is on a navmesh and push it to a wall after which it can't move anymore...

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And I guess that crashes the thing

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And I can't turn off the collision on the particles after the mesh is destroyed for some reason. Yeah, I gotta install those editor symbols... ๐Ÿ˜‘

half mango
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jesus this software

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why cnat i delete this fking camera actor now

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so frustrating

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no matter what i do i cant delete this cine camera actor

thorny kayak
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UE4Editor_Engine!SetHitResultFromShapeAndFaceIndex() [d:\build++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\collision\collisionconversions.cpp:379]

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can't really find any info about this stuff

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I assume it's a line trace that somehow hits a null pointer error

wary wave
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seems that way, I'd anticipate that's an engine bug

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something to do with the geometry it's hit

thorny kayak
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hmm

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Thanks for all your help so far guys!

sour pumice
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Greetings, I have a question regarding ue4 console command. Whenever I enter a console command and press enter, nothing happen

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Do I have to do something prior?

fierce tulip
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some keyboard country settings add some weird stuff after you press tilde (console) try backspacing first, then writing your thing

sour pumice
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Oh, wow, it worked! I brought a table with numbers! ๐Ÿ˜ƒ

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How do I make it disapear though?

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rewriting the same command dow not hide it

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oh, nevermind!

light thunder
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I've made sure precomputed lighting is enabled and I've put down both a lightmass importance volume and a precomputed visibility volume down as well...why is my lighting not building?????

quasi lake
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Need to make a third-person auto-rotate action game camera like dark souls/zelda bow/ninja gaiden 3d series/devil may cry etc,
Anyone has any demonstration?

thorny kayak
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Hmm, maybe it isn't a line trace issue. If I run into the destructible mesh rubble with my player actor, it crashes the editor, as well. Ah, but it doesn't happen if I don't do the line trace. If I just let the meshes crack with impact damage, then it doesn't crash.

thorny kayak
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Well, I managed to change the collision checks so that it avoids the issue. Not ideal since I liked the previous functionality better, but what can you do.

fallow cliff
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very nice

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you should post these in the UE4 ArchVis forums, so i can find them in case i make another best-of-archviz blog post in the future

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don't forget to add name and website ๐Ÿ˜‰

surreal viper
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what is the best way to add level related info to player character before begin play? it needs to have a reference to an actor which is placed to the level

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I was thinking about creating an actor which can provide the info, and it could be found from the character's begin play via an actor iterator but maybe there is a more elegant/faster way to do this

rocky kayak
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watching https://www.youtube.com/watch?v=1PeA1hdSU14&list=PLL0cLF8gjBpqDdMoeid6Vl5roMl6xJQGC&index=53 and apparently he sets up his main menu as simply a HUD in front of his game. is this unusual for the majority of games made using this engine? wouldnt this mean a player is also loading the initial level when they load into the main menu? also, what does this mean for blueprint functions that use "main menu" for game instances? one in particular "returns to the main menu and disconnects any players".

This is episode 53 of my unreal engine 4 beginner tutorial series, in today's episode we we continue to work on our main menu, showing you how to add the bas...

โ–ถ Play video
grim ore
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There is nothing wrong with this approach depending on your game. It gives you some interaction in the menu if you choose plus gets you right in the game. If you are using streaming levels you don't have to load in the entire game you can have just your menu level loaded up for example.

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it has it's uses just have to see if that use works well for your project ๐Ÿ˜ƒ

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for example an arch viz project might benefit as you are going to load the level anyways and its probably all self contained.

obtuse sable
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What channel should i ask about cinematics?

vital jackal
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say I want to bring an UE4 project to class, is there a way I can do that without installing UE4 on the school's computer?

cloud cobalt
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Package it

vital jackal
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I meant in a way so that I can edit it

cloud cobalt
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Then no

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The UE4 eitor is what edits stuff

keen birch
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You can, though, run UE4 off a USB or external drive

vital jackal
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@keen birch yeah this is what I meant, as long as I run it through the USB, everything should be fine right?

keen birch
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Yup

upper heart
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@obtuse sable what about cinematics? Specific questions around Sequencer/Matinee?

plush yew
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Hi.... I come in peace... I brought cookies.

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But i guess I'll get ignored :p

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Yay,i was right! Look I'm just a pre-teen programmer that uses UE4 and would like to get closer to the community

obtuse sable
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@upper heart Yeah and cameras

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I got a scene where i got a camera stuck on a object

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thats moving

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The object is a model imported with animations

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When i try to render it

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The camera is not being rendered for some reason

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in the preview window if i move my mouse

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the preview window moves

plush yew
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Yep, ignored

obtuse sable
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Like the mouse is stuck on the camera

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hi @plush yew xD

upper heart
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@plush yew welcome

obtuse sable
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you kinda baeraly said anything xD

plush yew
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Thanks! And hi

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i brought cookies!

upper heart
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@obtuse sable this channel is fine for that question

obtuse sable
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Ah okay ๐Ÿ˜ƒ

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Do you know the answer? xD

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I even tried going through every frame and making a key frame on the camera position

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still didnt record the camera when rendering

plush yew
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Someone adopt me pls

ionic sedge
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Do you have a camera cuts track?

obtuse sable
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uhh

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not sure

plush yew
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I lost my other server adoption. They disowned me

obtuse sable
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not sure what that is even xD

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dont think i have it

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ima check

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Im using Matinee @ionic sedge

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idk if that helps

ionic sedge
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Why not use sequencer?

obtuse sable
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i have converted it to sequencer

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i just dont get why its not rendering the camera

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its really weird

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dont have any other camera

ionic sedge
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So did you have a camera cuts track in sequencer? ๐Ÿ˜›

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from 12.

obtuse sable
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Dont have that

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ill try it later ๐Ÿ˜„

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thx

safe rose
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Seeing how you've posted countless times on here and in #career-chat ...

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ยฏ_(ใƒ„)_/ยฏ

shut gulch
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@plush yew I would hit up VA's on twitter or try to contact people that worked on games with similar budget levels to what you are willing to pay

upper heart
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#career-chat is the correct place to post. We do not currently have a channel specifically for voice acting.

hot ledge
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Unreal engine 4.18 released with sort of improved AR support
lighting update
And new updated hyped physics asset

wild kestrel
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Made 2 scripts Bubble which contraols way particule move and Spread which makes particule spawn on random position in set radius
also made a hack to make Scale work by setting SpriteSize based on Scale
you can code any particule bahavior oyu want in niagara

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without any C++ codeing
only issues is it graphs are more complicated then then material
editor
I probably gonna make demo video later today :>

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posted this to wrong chat lol

fossil ore
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Anyone knows how to turn seconds into frames in Sequencer?

ionic sedge
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@fossil ore You set the snapping to frames.

fossil ore
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ah

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ty

ruby chasm
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Can I prevent the sky sphere from being culled?

solar quarry
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about 25% through blockout of level
realises
I should probably ease up on the trees. I've got over 7000 blocks acting as trees

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like seriously, the majority of this area won't even be accessible

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in fact all of this area will be inaccessible

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I just realised I have a lot of free landscape space going to waste

tulip vault
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use tree cards

solar quarry
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@tulip vault tree cards?

worn merlin
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Anyone know of anywhere where I could find free low poly stylized environment assets that isn't TurboSquid, TF3DM (Free3D) or cgtrader?

tulip vault
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basically planes that are tree pictures

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it's an age-old technique

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but it works and is cheap

solar quarry
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@tulip vault oh so a gigantic plane that has a gigantic "This will be trees" text render on it?

tulip vault
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something like that

solar quarry
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@tulip vault I could do that.... in fact no I probably SHOULD do that

tulip vault
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each plane can have a picture of a tree, and instead of several hundred polys per tree, it's two

solar quarry
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But it wont be a plane, it'll be a gigantic block

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in either case this is a blockout so as long as I have an idea where the trees will be

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I'll worry about the cards later

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for now, I gotta finish this blockout so I have a lifesize map of my level

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which, I'm realising, my level is pretty ambitious for an assignment I'm supposed to finish by this december

tulip vault
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for example

solar quarry
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yeah

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then I'de have a large portion of landscape not filled with trees but planes that have trees rendered on them

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so if anyone were to get past the actual trees, they'de wind up with a sight similar to if they get around in north yankton in gta 5 somehow

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lol

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@tulip vault

tulip vault
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hehehe

solar quarry
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good plan

tulip vault
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it works for optimization

solar quarry
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I shall note this down

tulip vault
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but if you're gonna be rendering

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use full poly trees

solar quarry
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YOUR DAMN STRAIGHT IT'S GOOD FOR OPTIMISATION. JUST WHAT I GOT OF THIS BLOCKOUT RIGHT NOW IS TAKING AN ENTIRE 3 MINUTES TO LOAD

tulip vault
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well each face is 2 polys

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not counting your landscape

solar quarry
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and I have over 7000 of them

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two polys a face

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thats over 14000 polys

tulip vault
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well over it

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each cube is 12 polys

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if my math is right

solar quarry
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so 12 x 7 = 84

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over 84000 polys

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this is going to be a bitch to build lighting for

tulip vault
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to be honest, 84k polys is the amount of polys in a AAA game's main character

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computers can take that easily

solar quarry
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... WHAT KIND OF FUCKING ENGINE IS SUPPOSED TO HANDLE THAT?

tulip vault
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heck, Warframe can take 200k in a four-man squad because each warframe is about 50k polys

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and then add the enemies and environment

solar quarry
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bruh... I need an upgrade

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I got a 7700 i7 with a 1050

tulip vault
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ouch

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OuCH

solar quarry
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and unreal engine struggled to load a bunch of blocks

tulip vault
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that GPU needs to go

solar quarry
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if I could afford one

tulip vault
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if you have $129 i can recommend the one i use

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a RX 560 4gb

solar quarry
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... or I could go for a 1070

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but then again... I need a bigger case

tulip vault
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team green boy?

solar quarry
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I can't do any sort of upgrades whatsover because my case is too small

tulip vault
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the RX 560 i have is the size of a harddrive

solar quarry
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also... team green boy?

tulip vault
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nVidia is green, AMD red

solar quarry
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is rx 560 amd?

tulip vault
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yes

solar quarry
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how would you compare it to a lets say 1070?

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also yes, I may be team green boy

buoyant echo
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If you're getting a 1070 might as well get a 1080.

solar quarry
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@buoyant echo true

tulip vault
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People tell me that the RX560 equates to a 1060, but i call bullcrap on that

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it's a snappy card, handles my games on max with my screen being a 2560x1080

solar quarry
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@tulip vault yes but can it play minesweeper at 120fps?

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๐Ÿ˜

tulip vault
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better, 12k fps

solar quarry
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๐Ÿ˜

tulip vault
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there's actually a hard limit for applications, so no 12k redraws

solar quarry
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for real tho how does it fair to games like... erm... witcher 3?

tulip vault
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I don't own that one

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i don't imagine i could pull it off max settings

solar quarry
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I see then.... hitman the entire first season

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@tulip vault ADD ME ON STEAM... please?

tulip vault
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uhm

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you meming

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i don't add people willy nilly

solar quarry
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oh ok

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@tulip vault say, what game you working on?

tulip vault
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it's what i call the monolith project

solar quarry
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yeah I saw that name on your steam page

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what's it about?

tulip vault
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Well, i have an old description i'm fine letting go public

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but i can share the site

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which has a better one

solar quarry
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@tulip vault I like those landscapes

tulip vault
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placeholder pics

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they come from my website hoster

solar quarry
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@tulip vault ahh I see

tulip vault
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we don't actually have a whole lot made, just a story and a will

solar quarry
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@tulip vault well as long as its story rich, it should interest me

tulip vault
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yesterday i made the main shader we'll use

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Whats your specialty? your skills?

solar quarry
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@tulip vault oh no I don't have any skills to get hired

tulip vault
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i'm a hobbyist

solar quarry
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I meant it shoud interest me as a game to play

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as of now I'm still learning how to use ue4

tulip vault
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heh me too

solar quarry
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I still haven't even made any ai

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or any actual landscapes

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or characters

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or animations

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or ui

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or anything really

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I'm still making a blockout

tulip vault
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blockouts are good

solar quarry
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great way to map out where everything is gonna be

tulip vault
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matter of fact i respect blocking out more than the average person here, i came from Source as an engine i worked with

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i still make maps for it

solar quarry
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or at least, it's a blockout that I'm able to make

tulip vault
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looks fine

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serves its purpose

solar quarry
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yeah I mean, you can clearly see it's a lake lol

tulip vault
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LAKE

solar quarry
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how to bold text?

tulip vault
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asterisks

solar quarry
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LAKE

tulip vault
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one is italics, two is bold, three is bold italics

solar quarry
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ok

tulip vault
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like reddit

solar quarry
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LAKE

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somehow seeing lake in bold text after this screenshot is funny to me

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well Imma go off now, it's 12:38 am Imma sleep

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@tulip vault much better than having over 7000 blocks lol

tulip vault
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๐Ÿคท

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THERE WILL BE TREE CARDS HERE

solar quarry
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@tulip vault yup

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k bye

trim trail
#

how to stop ue from logging "WorldSettings_1 Maps need lighting rebuilt" ?

tall sage
#

haha @solar quarry that's basicaly what I did yesterday

light thunder
#

I cannot build lighting because I have a bunch of these LogMaterials " LogMaterial: Missing cached shader map for material FDebugViewModeMaterialProxy Color_002, compiling. " One time i spent 18 hours building yesterday and it only got to 2.5%

prisma vector
plush yew
#

this sign is a sign

tulip bobcat
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Guys

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it won't let me install the EpicInstaller

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well, it tries to install it

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but it always says the download fails

grim ore
#

based on what you said is it installed and then failing to download the update or the engine?

tulip bobcat
#

no, the installer to install the engine won't exactly install on my PC for some reason, even though my PC is able to handle the download

grim ore
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ah. Super weird. the installed you download should install the launcher and not download anything else

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I just checked that installer and it didnt download until it was done installing

mint raptor
#

if using multiple camera which camera does Unreal know to use for a lot of its methods that work with a camera?

zinc bison
#

has anyone imported morph targets recently, i cant get mine to import

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keeps giving me an array index out of bounds error

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and crashes my editor

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-sigh-

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no call stack either, so its impossible for me to actually look at the code to see what it could be failing on

grim ore
mint raptor
#

@grim ore Hey I recgonize you from your WTF youtube video! They've been a great aid!

grim ore
#

@mint raptor awesome to hear ๐Ÿ˜ƒ

mint raptor
#

Thanks a lot for doing them ๐Ÿ˜„

light thunder
#

Is there a way to check what is being culled and not culled via a global setting...here's the PROBLEM - THIS is not an overly complex scene, so why is the cost so high?

modest heron
#

is there another place to ask questions about unreal? it normally takes about 8 hours to get a reply here

grim ore
#

@light thunder do a profilegpu and see what it is showing is taking.

light thunder
modest heron
#

or should i just throw every question into general chat and ignore all the sub-channels

grim ore
#

@modest heron there is the GameDevLeague discord as well as the forums and answerhub but most of the sources are the same people and some questions just need certain people =/

light thunder
#

It's a pretty big map with poor optimizaiton but what I don't understand is even if I go to "simple" areas, it runs like 20 m/s

mint raptor
#

@modest heron your milage will vary, but just cover as many bases as you can, while respecting rules that is

light thunder
#

@modest heron Try to simpify your questions by watcing as many videos on Youtube and narrowing down the problem, it's something to do while you wait for a response

mint raptor
#

@light thunder did you check your shaders?

light thunder
#

the foliage is pretty bad but should it be that rough? I'm using a 1080TI on this thing

mint raptor
modest heron
#

right now i'm jsut wondering why I can't see the trigger flow in my widget blueprint. I have no option to select a debug object in the widgets graph. while playing I can't see what is happening in the BP flow.

mint raptor
#

Shader Complexity and Light Complexity

grim ore
light thunder
grim ore
#

@modest heron if you can't see your active object in the debug filter drop down then perhaps you don't actually have one in the world

light thunder
grim ore
#

and yes foliage is really really rough if it's not instanced or its using a large amount of transparency

modest heron
#

@grim ore how do i see what's going on in a UMG widget graph during play?

grim ore
#

@modest heron you should be able to debug it like any other graph, are you sure it's created and added to your viewport? You can also always hit F9 to put a breakpoint on the Begin Play node to check that it's running and then debug from there

light thunder
#

@grim ore It's a LOT of instances but how can it be rendering so much? also, this shadowmap, it's that just on the light

#

I'm not sure where that split takes place

grim ore
#

are all of your lights set to static?

light thunder
#

nope

#

I'm having a lighint issue due to a missed cached shader problem I think

#

LogMaterial: Missing cached shader map for material FDebugViewModeMaterialProxy Swat_Mat, compiling it does that for a BUNCH of materials

grim ore
#

yeah if your lights are generating real time shadows and you have large objects it could definitely be causing problems

#

you could always disable all shadow casting on the lights as a quick test and see if that helps

light thunder
#

How do I globally disable shadow casting? on the direciotnal light?

modest heron
#

@grim ore if i add a breakpoint it will stop there, but I still can't see anything flowing through the blueprint like normal. Earlier this evening i did see stuff flowing so I believe it should be working. The bluepring belongs to a UMG widget, and I'm triyng to debug while the widget is shown in the viewport. there's just no activity.

grim ore
#

yeah just disable the cast shadows option on your light(s)

light thunder
#

here's the thing..... there are ALOT of them......how do I make a single AREA of my map run well, then I can rinse and repeat

grim ore
#

you can always type in light at the top of the world outliner, select all the lights, and disable them all at once

light thunder
#

there are BP lights but I get your point

grim ore
#

well bp lights should be simple you just change the one BP

light thunder
#

it tends to crash unreal but I think that's because I'm in the level that has so many BP instances that suddenly change

tulip bobcat
#

wait

grim ore
#

something to consider for the future would be to look at level streaming. You could put all your lights in one, and each section in another to make it easier to edit. or even just break it all up into chunks

tulip bobcat
#

can someone link me to the site I get unreal engine?

light thunder
#

I have considered that

#

I just want to narrow down the problem

grim ore
tulip bobcat
#

no... the site is the same one I got the installer from

#

so it's not a virus I assume

light thunder
#

you have to download it in the installer

tulip bobcat
#

and I wasn't on a scam site

#

yea I know

#

my computer is having trouble downloading the installer

#

it's almost done now

#

but I've had to hit retry on the download multiple times

tepid steeple
grim ore
#

@modest heron yeah I just checked. If the widget is valid in the world then it should show up under the debug filter if you open that widget up when running. If its not then maybe your creating it then destroying it?

tulip bobcat
#

Ok

#

it finally completed

light thunder
#

@grim ore One thing... there is NO precomputed visibility .....should I just throw down a huge volume covering the entire map, set lighting quality to preview, and build and see what happens?

grim ore
#

i guess that cant hurt to start out with

#

but if your not getting a finished lighting build it's not going to help much

light thunder
grim ore
#

even without the volume you should still get the lights to bake. This thing might just be too big as it is now

#

well you have almost 10 of something that is near invisible

#

have you tried making a new scene and seeing what you get for stats ? then add in a building or a small section and go from there.

#

you are bound to find your issue that way

light thunder
#

I thought about rebuilding from scratch but I wanted to learn the concepts first and if figured if I did it this way I would learn more

#

Plus, other than optimizaiton, the demo is largely done, so I would be recreating everything

grim ore
#

if you had the process for how everything worked then yeah

#

but right now your pretty much just randomly trying stuff and hoping something will "fix" it but it might be 10 different fixes

light thunder
#

For example, i disabled cast shadows on ALL my foliage instances and it didn't affect anything AT ALL

grim ore
#

well your foliage is static and instanced so it's probably pretty optimized if used right

#

if you start up the level and just look straight down is the performance still bad?

light thunder
#

yes, let me confirm but I remember doing that early on

grim ore
#

if so is it bad in a blank scene? if not maybe just recreate one small corner and see if that triggers the issue so you can figure it out easier. Add the terrain, add foliage, add scene meshes, add lighting. testing each step

light thunder
#

InstancedFoliageActor_0 The total lightmap size for this InstancedStaticMeshComponent was too big and it was automatically reduced. Consider reducing the component's lightmap resolution or number of mesh instances in this component

grim ore
#

I know zak did a video recently on optimization but every project is different and put together different so it's hard to just guess at whats wrong ๐Ÿ˜ฆ

light thunder
grim ore
#

well the HZB stuff is a profilegpu bug

#

so you should be able to ignore that

light thunder
#

okay so why are the lights being rendered when they aren't even visible ?

grim ore
#

well I would assume they are still casting the light

#

if its not static its going to have a cost

#

large worlds dont work well with static tho soo....

light thunder
#

associated screenshot

grim ore
#

I wish I knew. This is part of the engine I am horrible with ๐Ÿ˜ฆ

light thunder
#

is that from r.OneFrameThreadLag
?

#

okay, I'll rewatch some level streaming videos but how do I "section off" one part of the map so I can try that

grim ore
#

the content examples on the learn tab shows the basics for it but for your stuff it's going to be some setup

#

an "easy" way might be to make a new empty level, then use the levels tab to add that new blank level as a sub level

#

then you can literally go into the main level, cut out some stuff, and then swap to the sub level and paste it

light thunder
#

Can't I just um, make a level volume where I want and go from there?

grim ore
#

you can make the level volume sure but you still need stuff to be in a sub level to load in and out

light thunder
#

but there's no real easy to way copy everything off is there? i can't get landscape/foliage or can I?

grim ore
#

you should be able to do what I mentioned above. The Level tab shows your main level and any sub levels

#

you can double click the main level, grab stuff from it, then double click the sub level and now anything you do goes into that level including pasting

#

but with your setup it's basically going to take some work. Level streaming is one of those things that works best when planned for.

#

If you check out the kite demo for example you will see how they have multiple parts of the world in different chunks along with parts of lighting and parts of foliage

light thunder
#

That's the issue...I don't mind spending the time but what if there is some global setting I'm forgetting and that's why it runs like crap...you have to admit, that wasn't a very complex scene I showed you

grim ore
#

it doesnt seem too complex but its always hard to tell by looking

#

it does seem like it might just be a design issue like culling but it's weird because it should work out of the box at the minimum if the level lets you

light thunder
#

how can I confirm that?

grim ore
#

I wish I knew for sure, that page I linked earlier has some info on culling but I don't know if there is an engine command to show it

#

yeah it's kinda hard as the camera is going to show you what you can see and not really what is being culled lol

#

ah ha

#

'r.VisualizeOccludedPrimitives 1'

#

in the console will show occluded items in the viewport

light thunder
grim ore
#

well occlusion looks like it's working atleast

light thunder
#

ugh, HOW DID IT JUMP, I didn't do anything

#

now it is double unless I look at ground

grim ore
#

the grass seems like its being culled as well so its got to be something else

#

you might have to just try and recreate a part of it to figure it out. it could be the house models being a billion polys for all I know lol ๐Ÿ˜ฆ

light thunder
#

would that show up on the quad mode?

#

also, do I need a precompute visibliity volume to, um you know, actually precompute visibility?

late adder
#

Does anyone have any examples of Sci-Fi Racing projects? Like Wipeout or F-Zero?

light thunder
grim ore
#

if you dont use the volume it will just do it all in hardware when running, if you use the volume and bake it out it will figure that out at design time instead of runtime and use it

#

foliage is a killer ๐Ÿ˜ฆ

late adder
#

I Followed this Tutorial

#

But I need to work out how to tie said vehicle to the Spline I am using as the track

#

So that the track go upside down and the like without the Vehicle falling out.

light thunder
#

okay ....

late adder
#

This is where I get stuck.

light thunder
#

ALSO for shits and giggles, I changed scalability settings to LOW

grim ore
#

Yeah your looking at something else then or your simply not using those features or quality on epic

light thunder
#

is there another dianogstic/console command I'm forgetting...

grim ore
#

There are a ton of them

light thunder
grim ore
#

Then at the bottom is the GPU profiling link

#

There is a chance you have a bad material or you need to build sure but you won't really know without a smaller trst sample probably.

light thunder
#

Well, I have multiple asset packs from different authors but it peformance basically the same wherever i am on the map

#

also, i'm definately not pixel bound....I SetScreenRes to 50 percent and performance didn't change a tenth of a m/s

#

from 22.50 to 22.50

#

I guess I need to know, how can I delve DEEPER into the BASEPASS

#

and how can I check for tesselation problems?

#

I really appreciate your help and your videos @grim ore , I'm going to get some sleep to try this again with a fresh mind

wary wave
#

anyone managed to get the volumetric lightmaps working in 4.18?

#

as far as I can tell, it just doesn't work, so I must be doing something wrong

#

I used one of the IB maps, cranked up the exponential fog's scattering, as well as included an emissive and point light source, and don't get anything

#

there's a visual difference between using the volumetric fog and not, but absolutely no difference when toggling volumetric lightmaps on and off

next badger
#

@wary wave volumetric lightmaps require lighting to be build

#

just in case

wary wave
#

I would have though that was obvious, given that they're lightmaps :p

next badger
#

i think they are more LPVs ๐Ÿ˜ƒ

fossil ore
steep flicker
#

Anyone an idea how I can find the problem problem with Swarm which causes this:
[Interface:OpenChannel] Error: System.IO.IOException: The process cannot access the file 'C:\Users\hps\AppData\Local\UnrealEngine\4.18\Saved\Swarm\SwarmCache\AgentStagingArea\v1.6EFB70D5DC9A10A1AA51DEB815BBC2B3E48C6477.mtrlgz' because it is being used by another process.

I tried to create a new project and import my level, tried to find duplicate material instances, still no luck.

wary wave
#

the file it is trying to access is read only

#

it could be being used by another process, but that seems unlikely

steep flicker
#

I found infos that this could be caused by duplicate material instances (with the same name), but I am pretty sure I don't have any.

#

Clearing/validating cache I already tried.

#

I may have to go through the level and dissect it piece by piece...

#

Except someone knows a way to identify the object/material behind the cache file name?

paper kernel
#

oh my how laggy the launcher is

#

getting like 5fps on Community tab

honest vale
#

I bet it's an Electron based app ๐Ÿ˜›

#

I have no idea really tbh

cloud cobalt
#

It's an UE4 app

dim geyser
#

I'm not sure where to post my problem but I can't "package" my game for some reason
I get this error
UELinkerFixups.cpp.obj : error LNK2019: unresolved external symbol "void __cdecl EmptyLinkFunctionForStaticInitializationLiveLinkMessageBusFramework(void)" (?EmptyLinkFunctionForStaticInitializationLiveLinkMessageBusFramework@@YAXXZ) referenced in function "void __cdecl UELinkerFixups(void)" (?UELinkerFixups@@YAXXZ)

I'm using UE4.18 from the (not)Epic Launcher

next badger
#

wrap code in triple `

dim geyser
#

ty

next badger
#

not sure if related, but place to start

feral echo
#

I dont know where to ask this question: but is there something special to how navmesh should be done in case of world with streaming levels? It looks like it dont want to build after streaming level is loaded even with runtime navmesh generation

#

I placed my navmesh volume into persistent level and I can see generated navmesh over my streaming level in editor, but it just disappears in game ๐Ÿ˜ฆ

fossil ore
#

I'm getting sick of your shit UE4.

#

I have made 10 level sequences

#

6 of them are "corrupted"

short moat
#

Does anybody here know a good tutorial series for making an RPG type of game which is not in blueprints ?

fossil ore
#

@short moat I doubt there is a tutorial that doesn't use blueprints....

feral echo
#

you can try to follow blueprint tutorial and implemen everything in c++

short moat
#

damn, cuz id really like to learn unreal engine, and obviously these tutorial series come in handy with that but i dont really wanna get into blueprints

wary wave
#

blueprints directly mirror the native code structure of classes

short moat
#

but thats kind of hard because a lot of stuff is a lot more straight forward in blueprints, like dragging something into the editor replacing some complicated implementation code

feral echo
#

there is ue4 c++ course on udemy

wary wave
#

lol, Udemy

feral echo
#

well, at first it's harder because there is no such thing as context browser in c++ :d

wary wave
#

I wouldn't buy from them due to their sales practices

feral echo
#

but after some time you just know where to look for things that you need

short moat
#

what do you mean by context browser ? ๐Ÿ˜›

#

yea right

wary wave
#

always having a product 'on sale' is dodgy as feck, and illegal in most countries

feral echo
#

yeah, but some courses are still nice there

#

I watched several courses about c++, even about new standards and they was nice, not perfect of course..

#

@short moat that small window where you choose what thing you want to add in blueprint graph

short moat
#

you mean when right clicking ?

#

i just meant generally, for example animations or audios you can just drag into the blueprint with some simple and not a lot of work but in code its not as straight forward, so you have to know how to convert blueprints to code in some parts

feral echo
#

you just need to start google and try to write stuff in c++, after some time, like several weeks, depends on your programing experience it will become much more easier to write stuff in c++ than blueprints

#

and you actually get all info about what c++ files are used for animations, sounds and all other stuff from editor, so you will know what thing you need to add in you own c++ to play that animation or sound

fair violet
#

It seems pretty common in competitive UE4 games for many users to tweak the .ini files and turn almost everything they can off in order to gain performance, but this also can result in foliage and meshes not being rendered, along with no shadows and visuals you otherwise wouldnโ€™t intend any user to see. Is it possible to prevent these kind of changes and limit users to the in game quailty options by simply resetting all relevant .ini vars on begin play or something similar?

wary wave
#

you can control which variables are exposed, and what their ranges are

#

many of them will be defined natively though

fair violet
#

So if they are defined natively, I either have to make them private in the source, or re initialize after the game has started?

wary wave
#

best to make the modifications you need natively, I think

#

shouldn't be too hard to do, just means you need to track down where each of those config options you want to limit are actually used

fair violet
#

Ok gotcha- basically want to not allow the user to change these kind of settings

#

Completely changes the look of the game and can provide a big competitive advantage

#

Most of the sites and articles with the โ€œGET MORE FP$$$$โ€ clickbait titles donโ€™t really know what they are doing and are just turning everything off possible

wary wave
#

well, turning off every feature sure does improve the frame rate ๐Ÿ˜‰

fair violet
#

๐Ÿ˜„

#

Just to double check- any changes players make to the .ini only get applied once when lauching, correct?

#

So as long as a quality setting is applied on begin play and the relevant vars are set again, it shouldnโ€™t be an issue

wild kestrel
fair violet
#

@wild kestrel ooooohhh gotta check this out! Very excited for it.

light thunder
ionic sedge
#

Has the editor preferences import/export function ever functioned correctly? ๐Ÿ˜›

light thunder
#

i'll literally have to manually copy it over ugh

jade radish
#

Hey all

undone granite
#

Yo guys, so I heard (and read) that 4.18 is out, but my launcher only has 4.18 Preview 4, and not the final release, anybody else got this issue (is it one? seems naming should have changed as usual)

craggy nymph
#

A friend of mine has the same issue. No idea how to fix it, though.

quasi lake
#

How could be do an inertia interpolation in event graph?

undone granite
#

Nevermind, some-how nuking the launcher process and bringing it back up worked. Very odd, it wasn't running yet when I opened it the first time. Maybe there was an internal update that didn't stick on that open. Either way, that solved it for me @craggy nymph

craggy nymph
#

K, thanks for the info

ionic sedge
#

@undone granite It's only the tooltip that's wrong, for example if you had preview 4 and 4.18 was released you could click "Update" and it would say preview 4 even after updating until you restarted the launcher.

undone granite
#

No, I didn't have the preview, I was still on 4.16, and wanted to jump to 18, but it only appeared in the available versions as "4.18 preview 4". But then I restarted the launcher, and it showed up correctly.

ionic sedge
#

Still, if you had downloaded that it wouldn't be the preview 4, it would be the real 4.18. ๐Ÿ˜›

#

Still just a tooltip issue.

ionic sedge
stable crest
#

Goodeveneing Anyone knows where is Launcher Plugin installing cache or something like that ? I have this weird problem that launcher dont allow me to install Plugin on particular Version of engine how ever it allowes it to instal on other versions. If i trie to install it nothing just happans .. i can press that Install to Engine Button 10000 times and nothing happans. anyone had something like this ?
it looks like this https://streamable.com/dmz7x
Streamable
2017-10-26_19-55-47.mp4 - Streamable

I tried Restarting Launcher , Varify Engine , Delated all other Plugin version
nothing Helps

tulip bobcat
#

So

#

Do I need any other programs to make games?

#

Do I need stuff like Blender?

ionic sedge
#

Usually yeah.

#

If you want custom meshes or custom animations.

#

Or you could just buy everything from the marketplace. ๐Ÿ˜›

tulip bobcat
#

Is there a place I could see all the other programs I need?

stable crest
ionic sedge
#

No one else has any idea what your needs are, so not really. ๐Ÿ˜› Blender is good for creating static/skeletal meshes and animation though.

faint juniper
#

How do you create collision that is compatible with Unreal. I am new to all of this, read that I just need to duplicate object then put UCX_ in front of object name... However unreal doesn't seem to like that.

Any tutorial or pointers appreciated.

ionic sedge
#

You need to make sure it's actually convex collision if you do that.

#

Er, convex hull.

stable crest
faint juniper
#

Thank you both, Iwill look into it!

ionic sedge
#

What 3d software are you using?

faint juniper
#

Maya

ionic sedge
#

There's probably some plugin for that then.

stable crest
#

for what ?

#

for making custom collsion ?

#

please read the doc i linked

ionic sedge
#

Converting a mesh into a convex hull shape that can then be exported with the UCX_ thing.

stable crest
#

all is explained there

#

no plugins needed

ionic sedge
#

Unless you want to model the collision yourself, yes, you would need a plugin that converts your mesh into convex hulls. ๐Ÿ˜›

stable crest
#

Ok then what is wrong with UE4 auto Collison making if you wanna do it auto ?

#

Custom Collison in my world means i plan my collsion and make it like i need it

#

if i wanna auto generate something UE4 does Exelent job

ionic sedge
#

Yeah but if you want several convex hulls, you only get one with the auto generated thing.

stable crest
#

what ?

faint juniper
#

ahh i think i was doing it right, but my names were different. I duplicated, of course maya renamed the copy differently! I think I have this one ๐Ÿ˜›

stable crest
#

cyaoeu stupid question have you ever opened UE4 ?

ionic sedge
#

... Yes. ๐Ÿ˜›

ruby robin
#

Hey guys, who can help me with this error, wich appears when package my game to Android?

FAILURE: Build failed with an exception.
What went wrong:
A problem occurred configuring project ':app'.
> Could not resolve all dependencies for configuration ':app:_debugApk'.
> A problem occurred configuring project ':permission_library'.
> You have not accepted the license agreements of the following SDK components:
[Android Support Repository].

I have already set all the SDK's and have accepted all the licenses..

stable crest
#

and generated collisision and then read in corrner how many hulls it makes ?

ionic sedge
#

The autogenerated collision is one primitive.

stable crest
#

It is not

ionic sedge
#

Yes, if you import it and autogenerate collision.

stable crest
#

only on import ๐Ÿ˜›

#

but you can generate new ones in Editor

tulip bobcat
#

Unreal engine wants to install into Program Files and not Program Files (x64)

ionic sedge
#

Program Files is x64, (x84) is for 32bit stuff.

#

Unless you're running a x84 OS (o_O)

#

In that case it's a bug.

tulip bobcat
#

No no

#

It's not x64

#

My mistake

#

I meant x86

ionic sedge
#

Then that should be correct. ๐Ÿ˜›

tulip bobcat
#

So is it ok if I install it in just Program Files and not Program Files(x86)

#

Uh oh

#

Got an error

#

MD-0005

stable crest
#

I would suggest instaling all UE4 related things in C:/UE4

#

Not using Program Files

#

or even install all on other Hard drive

tulip bobcat
#

Gonna have to try network connectivity troubleshooting

stable crest
#

UE4 is notiories of not liking long path names + path names with spaces in them (this might be fixed but i still dont use spaces in path names)

tulip bobcat
#

I don't seem to have a C:/UE4

stable crest
#

Make it

#

do all custom instals

#

when you instal something you can choose where to install it

#

dont Instal in Defult paths

tulip bobcat
#

So Just create a folder in Local Disk (C:) and name it UE4?

stable crest
#

Ye and install , launcher and all Engines there

tulip bobcat
#

Hmm

stable crest
#

if you have HUGE C: Drive

#

i use C drive only for Win

#

K : Drive is 2 TB only for Unreal Engine

#

thats my Setup

tulip bobcat
#

Wait, so what all goes in the Created UE4 file? Do I have to move the launcher stuff into the UE4 file I create?

stable crest
#

If you allready installed launcher in program files ok .. keep it there

#

just when you download engine .. Download it in C:/UE4 or whatever you wanna name your UE4 Folder

tulip bobcat
#

Ok

#

Thanks

stable crest
#

np

light thunder
#

A level streaming volume is the same as a trigger volume right, it's just up to be a little quicker to set up right?

fossil ore
#

Does anyone else has a problem with achieving Volumetric lighting in 4.18 ?

#

nvm, I was previewing it in wrong settings

tulip bobcat
#

ok

#

so

#

what's this Prerequisites thing I got after the verify thing completed??

#

what's uproject?

weary basalt
#

uproject is the file type for an Unreal Engine 4 Project

tulip bobcat
#

I know

weary basalt
#

Then why did you ask?

tulip bobcat
#

well, now I know

#

someone else told me what they were before anyone answered

weary basalt
#

๐Ÿ‘

tulip bobcat
#

anyway it said the files weren't associated with the launcher and asked me if I wanted to fix them

#

was it ok If I clicked to fix them?

weary basalt
#

Yeah thats fine

weary hull
#

is there any way to force the game viewport into wireframe?

tulip bobcat
#

I got it! I got Unreal Engine

#

Now.... what to create....

rich sparrow
#

if I have 2 meshes that are the same size and transform, can I set the draw order?

main cedar
#

Hello all where would one go to ask Questions

safe rose
#

ยฏ_(ใƒ„)_/ยฏ

main cedar
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?

safe rose
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โ“

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Did you not just ask a question?

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Although I do admit it needs some work

main cedar
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I am importing a model with mesh targets and UE 4.16.3 Will Crash or Stall

safe rose
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Ok

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So, that sounds like a bug

cobalt scaffold
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in the meantime try exporting the model in a different fbx version or something

tall sage
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Hi~ Have a nice day everyone ~ Hope your projects are going well

plush yew
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Will executed console commands in a Shipping Build last between play sessions like they do in editor?

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Or do I have to save and apply when the game is launched again?

light thunder
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Someone be a hero....HOW do I RESIZE this? (the current asset panel, like when you are selecting a mesh for a spline or blueprint)

grim ore
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Change the view options at the bottom back to the first option instead of the list View

light thunder
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@grim ore You mean the tiles? No, I WANT the list view because of all of those columns...I just wantto be able to read what the columns say, other than turning off some of them

grim ore
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Ah. I don't think you can on a popup

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You can always try dragging the column line at the top but I have never used column view for pretty much anything LOL

fiery harbor
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hm, -scriptstackonwarnings doesnt work any more?

mild valve
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Howdy people. I'm new to here, so I was wondering if someone could pooint me into the right direction. I'm also new to UE4, but I am looking at creating a sliding scale that generates more and more fire on screen. It's to backup a Granular Synth that I have made. I just want to make it look cool as well and need help understanding how to realise the concept that I have in mind.

oak tulip
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I got 3ds Max

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Finally

tulip vault
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i wish there was an easy way to rename projects

fiery harbor
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for BP projects it's relatively easy, for c++ projects it's a huge pain

proven aurora
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Does UE4 take a long time to load up for anyone else?

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Both the new project thing and the actual editor

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I've got a 4GHz quad core i7 CPU + SSD and it takes me anywhere from 5-10 minutes to get a project open/created. Just getting to the menu to create/open a project takes ~2 minutes to load

fiery harbor
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that's not how it should be

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unless you factor in shader compile time, then it can take 10 minutes

oak tulip
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Takes 5 mins to load up on mine at max.

fiery harbor
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it takes something like 15 seconds to open the editor with my project I think

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otherwise I couldn't constantly make changes to the source in visual studio and quickly restart it

oak tulip
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Well my pc is and i3 at 3.7Ghz

fiery harbor
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well yeah, i3 is below ue4 recommended spec I think

oak tulip
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It works good still

fiery harbor
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I have an i7 at 6x4.2 GHz and 48GB ram

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and a regular "slow" sata ssd

ruby chasm
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Not sure where to post this

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Anyone know why I get these compression artifacts when rendering a 'movie'?

fiery harbor
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with sequencer?

ruby chasm
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It's via the 'Render Movie' button, is that called a sequencer?

fiery harbor
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ok, doesn't matter

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what if you export uncompressed?

ruby chasm
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It says that 100 is the best quality

fiery harbor
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I mean "output format"

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not png

ruby chasm
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Oh

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Which should I try?

fiery harbor
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bmp

ruby chasm
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Alright, brb a few min

fiery harbor
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you don't need to render the whole movie to see if its better

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outputting uncompressed bmp is slower than compressed png I think

ruby chasm
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It went faster, same problem though. It also crashed after like 30 frames

fiery harbor
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faster?

ruby chasm
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Yeah, usually when I do PNG it renders frozen then it moves forward a few frames, then freezes again, then moves forward. With BMP it was smooth and fast, I'm rendering at a high resolution and it rendered 30 frames in like 5 seconds

fiery harbor
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interesting

ruby chasm
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Still looks compressed as hell

fiery harbor
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then its not compressed though

ruby chasm
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Yeah

fiery harbor
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whatever you see is not related to compression

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does it look better in the editor?

ruby chasm
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I think it may have something to do with the exponential fog

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And yes, in editor it looks fine

fiery harbor
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strange

ruby chasm
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Trying something rq

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Nvm, still looks bad

devout gulch
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Change 3713115 by Laurent.Delayen

AnimDistanceMatching plugin framework. (Just a functional empty plugin to build from)
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praise gods of chaos

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something is happening! ;d

keen birch
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@proven aurora Is it always slow, or only when you open it in a new engine version or location?

buoyant mesa
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can someone give me that unreal4 mannequin robot fbx?

brittle gulch
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Hello, is it possible to send an asset to someone and keep all the connections? I want to send a Static mesh + material + texture

modest heron
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i can not for the life of me figure out what object to link to when casting

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im trying to cast to an actor blueprint from a widget blueprint. what do i put as the object. i cant find anything that will work

thorny kayak
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Draw from the widget pin and see what it offers?

modest heron
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jack shit, same thing i always see when i draw from a target pin

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i can't figure out target pins, and especially object. and context sensitive does nothing for helping me narrow down my options

thorny kayak
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No, i meant that get the widget and cast from that

modest heron
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what?:

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i said im trying to cast from a widget, to an actor

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you're telling me to cast from a widget?

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can someone explain to me what the hell a wildcard is. Why do i need to define a reference to the object when the cast to defines what i'm trying to cast to

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is it because there are limitations on what kinds of blueprints can be casted to one another?

brittle gulch
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@modest heron when you cast, if you want your cast to succeed you'd have to be sure that what you are casting to is the same type of object type as what you are gettin out of the "As" pin of the cast node.
For exemple, if you want your cast to flavortextActorBP succeeds, you'd have to be sure that what you have in the object pin will be a flavortextActorBP object type

modest heron
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is there a way i can put flavortextactorBP in the object pin? i dont understand the logic behind what I am defining with that pin

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i only have one flavortextactorBP. its an actor bp and im trying to cast to it to pull a variable from it. if theres some better way to do this, im all ears

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i dont know why there are apparently a multitude of ways for bps to communicate with eachother but defining a variable in one and calling it in another is the most complicated thing ive tried to do since starting to use the engine

fair violet
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@modest heron well it makes sense- if you had many actors of that type in the level, how would the cast know which one you wanted to change the variable on?

plush yew
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hey guys, anyone knows perforce helix?

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msg me pls

brittle gulch
fair violet
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@modest heron if you donโ€™t have a direct reference, you could always use โ€œGetAllActorsOfClassโ€ at begin play, since there is only one of them in the level, youโ€™d get the 0 index, set that as a reference, and then you could plug that reference in to the cast input. Iโ€™m sure thereโ€™s a better way to do it though.

regal mulch
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Yeah that's def not the best way

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Watch the vid and think it through.

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I never have to use that node

fair violet
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@regal mulch say if you have 10 spawn points and want to pick one that isnโ€™t already occupied by something- would GetAllActorsOfClass and a for loop not be the best option there?

regal mulch
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Yeah, however that's a special case where you would get the spawn points ONCE in the whole game and save them.

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You could always have the spawnpoints on begin play add themselves to an array of the game mode

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That would get around the getall node

fair violet
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Well in a scenario where the player is dying and respawning and therefore has to evaluate which spawn point is free every now and then?

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Ah yeah that makes sense

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Then have the GameMode perform the loop

regal mulch
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You don't add new spawnpoints

fair violet
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But only get them once

regal mulch
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Getting and saving them once is enough

fair violet
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Yeah sorry didnโ€™t think it through

regal mulch
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GameMode actually has functions for that

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That you can override

fair violet
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Right now I use GetAllActorsOfClass only on begin play of very certain actors so Iโ€™m sure itโ€™s fine

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Any performance issues donโ€™t matter as the round hasnโ€™t started

regal mulch
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Only downside is that it saves the spawnpoint

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Native functions don't reevaluate the points once one is found for the initial spawn

fair violet
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I use a simple spawn Actor with a few vars so itโ€™s probably easier to just make the array on begin play as you said

regal mulch
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Yus

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Just saying as these functions grab for the default pawn in the gamemode

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And when you call restart player

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Also build in

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Most people tend to code that stuff again

fair violet
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Ah yeah I had been coding it again

regal mulch
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Even though epic gives respawning to you already

fair violet
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So I could move the logic there instead on that overridden function

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Interesting

regal mulch
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I use a combination of DelayedStart and that

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Delayed start waits till ReadyToStartMatch is true

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Which i override with a simple playernum check

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But as said, only downside is that the spawnpoint found once is reused

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Even if someone is overlapping. So if you need it dynamic, you need to atleast replace part of the respawn logic

fair violet
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Interesting stuff, thanks for the info!
Oh another possible use of GetAllActorsOfClass- if at the end of each round you wanted to reset the map and clean up any dropped weapons, remove decals, destroy any pawns remaining etc. Would it be valid to use the node in that case to just go through and destroy any remaining actors? (if they hadnโ€™t been already). Again performance doesnโ€™t matter as the players are viewing the end of round UI and are not playing

regal mulch
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Ue4 has build in functions for restarting

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Every actor can override what should happen on a restart

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Giving you the ability to let them destroy themselves or reposition

fair violet
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Oh interesting! So everything can be reset except the PlayerState and GameState vars that need to stay up to date?

regal mulch
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Afaik, yes

fair violet
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Is the restart called on each actor or on the GameMode? Gotta look into this, thanks!

regal mulch
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GameMode which then should call it on everyone

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Check Youtube, mathew made a tutorial about the nodes

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On my phone at an airport so can't link

fair violet
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Will do- exactly what Iโ€™m looking for right now

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decals everywhere on the next round

modest heron
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@fair violet @brittle gulch thanks for the replies

wild ivy
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for some reason, UE4 keeps telling me that visual studio 2017 needs to be installed in order to create a new c++ project.. even though i have a licensed visual studio professional installation on my pc :C any idea?

regal mulch
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Sounds like ue4 is simply not finding it

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Have you tried letting ue4 install the default version and later changing it to yours in the editor settings?

wild ivy
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so i should let it install the community version? ๐Ÿ˜ƒ

cloud cobalt
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Pro should work well

wild ivy
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i just installed comm from ue4 and its still giving me an error

light thunder
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I'm sure everyone encounters this issue, how do I manage lighting when doing level streaming???

wild ivy
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praise the lord its working agai

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n

magic scarab
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ive got a name variable that says its "culture invariant". what does this mean?

worn granite
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of type Text or Name?

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Text having "culture invariant" means that when you localize your game it won't consider that text for localization - I think.

wary wave
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it means it will not be localised

light thunder
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Here's a weird thing...I'm playing with merged actors to keep draw counts low....WHY when I copy their location exactly, do they not line up completely on top of one another....the only difference in the merge was resolution of materials

proven aurora
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@keen birch Late response, my bad. UE4 is always slow starting up, regardless of version.

harsh tiger
harsh tiger
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@light thunder I'm a noob so this might not be 100% correct but it sounds like a piviot point issue

fierce bluff
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How much server space would you say is required for an Unreal SVN server? I know it depends heavily on the project itself, but this is a simple prototype currently taking up about 7GB of space.

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Also, are there any host that you would recommend for a server if I were to purchase one?

dreamy mango
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Hello guys
I'm trying to switch engine version
from 4.15
to 4.18
I can't get it to work though
1>------ Clean started: Project: RunOfMydan, Configuration: Development_Editor x64 ------
1> Cleaning RunOfMydanEditor Binaries...
1>EXEC : error : No modules found to build. All requested binaries were already part of the installed engine data.
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(32,5): error MSB3073: The command "D:\Ue4-15\UE_4.15\Engine\Build\BatchFiles\Clean.bat RunOfMydanEditor Win64 Development "E:\Unreal_Group_Project\RunOfMydan - 4.18\RunOfMydan.uproject" -waitmutex" exited with code -1.
2>------ Clean started: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
========== Clean: 1 succeeded, 1 failed, 0 skipped ==========
I disabled all the plugins for now

unique spire
main cedar
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Any one know how to Export Camera into maya via FBX with Correct Rotations?

frank void
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is blueprint actually represented in cpp?

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and if so is it possible to look at the cpp it's generated?

safe rose
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@frank void no and yes

frank void
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????

safe rose
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๐Ÿ˜ƒ

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No it's not a 1:1

frank void
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i just wanna find out how exactly it does some of the stuff there aren't really any examples for

safe rose
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But yes, you can see generated BP->CPP if using Blueprint Nativization

frank void
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neat

safe rose
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But No. it's still not 1:1

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So, No and Yes

frank void
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hrm

safe rose
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I wish I could be clearer

frank void
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well, how do i turn it on and see what you mean i guess

safe rose
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Let me find a thread on it

ionic sedge
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It's not meant to be readable. ๐Ÿ˜›

maiden swift
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The Blueprint nativizer doesn't generate human-readable C++.

safe rose
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Yes it does

frank void
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daw

safe rose
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It just doesn't show what it would be for Blueprint

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Basically, you couldn't use it to code

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Oh nice

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there's a video on it

frank void
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noice

safe rose
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Even better

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That might be a little old though

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Some changes have occured

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But you can see the Nativized Code

maiden swift
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To be clear, the Blueprint Nativizer is an optional feature that compiles Blueprints down to C++ for improved performance.

safe rose
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Like I said, it is C++

plush yew
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i always wonder , why no baked lighting inside pubg interiors ?

safe rose
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But it's not something that you can use for programming BP

frank void
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of course

safe rose
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One day

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Maybe UE5

frank void
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i'm interested to see how it does stuff like defining perception stimuli sources as components

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of which there's very little reference code

safe rose
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?

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Well, we just said it wouldn't be a 1:1 interpretation

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While it is C++, it's not something that can be read as is

frank void
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regardless with luck maybe i can get pointed in the right direction

plush yew
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concedering how many features been added we already using ue5 ๐Ÿ˜„

safe rose
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Or used

frank void
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or, i'll be disappointed

safe rose
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Meh, you could try

frank void
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and return to head banging

safe rose
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But, you can just use the Source

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And it'll be even better

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Still C++ and much more clearer wtf is going on

frank void
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the Source?

frank void
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oh :u

safe rose
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The Source

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Otherwise, you could just ask whatever question you may have in #gameplay-ai

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Lots of smart folks in there

rich sparrow
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Is it possible to sent the draw order of 2 perfectly overlapping meshes?

frank void
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righto

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thx

safe rose
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@rich sparrow Oh, I meant to respond last night to you

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There isn't anything that's implemented by default

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You would have to do a simple little logic

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Stating when one or the other would be hidden/unhidden

rich sparrow
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@safe rose np, I had a scan through to see if anyone replied ๐Ÿ˜ƒ

safe rose
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TBH, I don't get why you would want that anyway

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If they are the exact same mesh

rich sparrow
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I'll show you

safe rose
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k

rich sparrow
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Floor is a grid, mesh instances. 'blueprint' is exact same size, the floor of the BP would be (normally) in exact same place as floor tile

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you can see Ive just nudged it up 20 units - was looking to keep the crisp / exact look for the height (which is 2m)

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but more than anything, it just posed the question that I had no answer for ๐Ÿ˜ƒ

safe rose
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huh?

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If you want the height to be the same

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You're going to have to make the height the same...

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As the gray wall