#ue4-general
1 messages · Page 133 of 1
Why won't copy-paste work?
I tried it quite a few times, but the formats change so often when you try to paste newer BPs into older engine versions, it just crashes, or it doesn't do anything
yeah
Literally, copy-pasting a branch node already crashes the engine
I know that, victor
I was hoping it would be to some degree
The fact that epic doesn't support something generally doesn't mean it's not possible
also the fact that a random paste can crash the engine is kinda meh
yeah, thats something they could improve
it should just say "error, bad paste" in the log
Hey anyone has an idea how to add devices to the device manager in UE4? I want to add other Windows devices that are connected to the same network
Or any other idea I can test my game on other computers without having to package, then copy and paste the game to the other PCs? It's kinda a pain in the ass since I'll have to do it with every little change to code
Also, what's the difference between WindowsNoEditor and WindowsClient?
@uncut iron, you can have support from UDN, take a look to this form : https://www.unrealengine.com/en-US/custom-licensing?prox=1
Thanks
Anyone familiar with PUBG Hacking? i'm wondering if they're using character movement component , how is it possible that they are hacked?
i mean wouldn't the server authority override the position on next tick?
specifcially referring to Speedhack
I'm placing my bets on that they're not using the character controller
if they're not using it. it's extremely 'looking for pain'
wait why?
why not extend?
i mean i would understand if you're using Mech or animals etc
Because it's got awful performance and loads of unnecessary bloating
but if you're using humanoid similar to template games... i don't see a point...
Which is kinda cumbersome if you're trying to get 100 people networked
on the contrary i think char movement component is highly optimized unless you're super good
a simple server authority would mean that server would override the cahracter's position
when testing performance .. you normally have an alternative to test
70 entities using it tank performance from 100FPS to <30FPS
i don't have the alternative to test
(Granted, they're AI, so they're also doing pathfinding, point stands)
i wouldn't think i'd be capable of coding something that would match the network efficiency of char movement component
My system's Blueprint, and I can run those same 70 entities at 80FPS
Lot less features and fancy stuff
But besides that...
The CMC tries to be one-size-fits-all
And it works really well for e.g. four AI entities and a single-player or limited co-op game
If you need more than that, though, its absurd amount of bloating craps on its efficiency
i'm using CMC for 70-80 chars... im' heardly getting any issue that is CPU related
i'm getting way mroe animation related performance than CMC itself
how are you profiling it and what do you find is the offending functionality?
One thing is that I've tested using AI
i'm using AI as well
Not player-stuff
I've profiled by plopping down 70 of them in a grid in a map without obstacles, and then making them stroll around
Default settings end up tanking performance
Even when I set to cubes, so it's not render-related
well i'm doubtful CMC is the main issue there either way. with 70-80 AI you're bound to have AI related issue , animation or sighting
It's literally just the standard Pawn thing with a simple move to
Either way, there's lots of problems that bug the hell out of me besides the performance, too
The performance was really a secondary reason for me
did u replace CMC and get a perofrmance boost?
you're talking about the component of the char class
Why does Ue give me a cpu warning. I have a 2.6 ghz intel but it warns me that I need a 2.5.
@burnt drum can confirm is CMC
its the highest cpu use in DWVR
more than pathfinding
more than traces
more than weapon physics
more than animation
CMC is 70% of my CPU time in PS4
with around 10 enemies running around
that doesn't sound right, have you done any profiling on CMC?
I mean it's expensive, but that's just excessive
Packaged game the grass is grayed out but in the editor it's fine. Any ideas as to what the cause is?
check your packaging logs for this texture
in past there was issue with meshes not being packaged if they where used as preview mesh somewhere on the socket. most likely not related but logs can give you a clue
is there a way to recall past logs?
they should be stored somewhere, or just save the one you get during packaging
if you haven't restarted editor after packaging then log is still there, just check OutpuLog tab
yeah this happened yesterday, can't find it
but before packaging again where can I check if it's set to preview mesh?
it's a grass material so I don't see why it would be used as a preview mesh
Any ideas to the cause of the error?
have you opened the material and made sure that all the texture sampler types are correct? Also check your logs when cooking for that specific material.
I've had issues where one developer sees the material correctly and others see checkers because of the texture sampler types. I think it caches some things when it comes to materials, until you recompile that material.
Also make sure Used With Static Lighting is checked in the material
Used With Static Lighting is checked
sampler types are good too
so it could have just been a packaging error?
yeah. move a node, recompile the mat, save, repackage and example your packaging logs if the issue persists
anyone know when 4.18.1 is being released?
hey im importing mixamo animations to iclone 3dxchange 7, but it doesnt detect the mixamo rig and must export geomatry when i only wanted to export the animations. any help?
I've saved the r.Steraming.PoolSize = 6000 to my DeFaultEngine.ini config in my Project's Config Folder.... why does it not save? am I in the wrong file?
anyone know of a replay system for building in the editor? It would be cool if you could just use a timeline and watch levels being built
and obviously capture video
hmm okay yeah restarting it fixed it, odd
uhm, this might be a noob question, but how did you update to 4.18? Mine is stuck on 4.17.2 and I am not given an option to update
The Add Versions button downloads the new engine version. Then if launch 4.18 and open your project it will give you the option to upgrade it.
Thanks!
np
test
Umm anyone know how yo turn down the landscape tools sensitivity?? It is driving me crazy when i paint it goes all over the place
this error is driving me crazy - why does it say no precomputed visibility when THERE IS (I have a volume and a bsetprecompute to whatever it is supposed to be
Looking great @plush yew, please use #work-in-progress for posts like this in the future 👍
Alrighty thank you
Am I the only one who tries to use dual monitors, but fails because you constantly close every window when it isn't needed and notices it afterwards? 😄
three monitors here, and still close all my stuff from time to time out of habbit
@plush yew
dont post that
only post your best stuff
same thing with the project blocks stuff
actually that would depend on the feel hes going for if hes into minecraft style then posting that could help him notched made a career out of it @frank escarp
notch may have made a lot of money with minecraft, but he also made an entire game. if Maxy is just gonna try to land a job with that, rather than make an entire game, then the feedback applies. Just because one game was successful with an "easy" art style doesn't mean that having that art style will make you successful.
@frank escarp ye im gna do that 😃
Has anyone had any issues updating their UE4 project from any previous version to 4.18?
Specifically, corrupted maps
No, I have had a bug that opening maps that weren't opening on startup crashed the engine, something about shadows being weird. Anyway, updating to the latest ver on the git repo fixed it.
So I may be misguided, but my current experimentation shows that Skeletal Mesh Sockets don't scale alongside the 3D World Scale of a skeletal mesh in UE4. Is this intentional, or am I just doing it wrong? Right now I just have a skeletal mesh (in a BP) and I'm using the SetWorldScale 3D node to flip it like in the VR template. (It's a hand of a motion controller)
My socket's World Rotation is the same for both hands despite the flipping of the mesh.
Need help down in Blueprints if anyone is willing
Relevant to my question above:
is it safe to delete any of those folders: https://i.imgur.com/aOt4wJ6.png
engine was installed through launcher
The Intermediate directory contains temporary files and can be safely removed -- it will be regenerated
Binaries can likewise be removed, but it contatins the build executables that will need to be run, so if you remove it, it may take a while for them to rebuild
Saved -- Also temporary files
wait nevermind, that was my source build
Also, Derived Data Cache is derived and can be safely removed
Most of these are temporary, so they will reappear. But clearing them out will remove anything you no longer need since those unused pieces won't be regenerated.
What object should i use when casting to a widget?
Any object that has a chance of being a widget 😃
Casting isn't magic—it simply takes a generic reference to some object at turns it into a more specific one.
The underlying object that you're using still needs to be a widget (if the cast is to succeed)...all you're doing is taking a generic reference to some object (let's just say an Object) and confirming it's of a derived type and referring to it by that derived type—for example, a widget
You need to get a reference to that widget from somewhere, and that has nothing to do with the cast itself.
How can an object be a widget
Well, that's a much bigger question that has to do with the fundamental concepts of inheritance and polymorphism
Essentially, objects can be referred to as a more generic reference to any of their parent classes, as a widget is an object (literally—UWidget/UUserWidget inherit from UObject)
To know exactly which child classes an object is of and to refer to an object by one of those child classes, casting is used, which simply converts a parent class reference to a child class reference—that's really all it does.
I am trying to access a boolean in a widget, inside my character blueprint
Okay, so it sounds like your problem really has nothing to do with casting—it has to do with accessing the widget.
You need to have a reference to an instance of the widget you're trying to access the boolean on...where do you create this widget?
Widget Blueprint
a button then toogles the boolean, the boolean should then be acceable in my Character bp
Let me rephrase the question; where are you creating the instance of the widget that shows up on your screen?
You're probably doing "Create Widget" followed by a "Add to Viewport/Player Screen"—that's what I'm asking about.
Add to Viewport
Okay, but where—what BP?
Character BP as well
Okay, cool.
Once you create that widget, you should store it in a variable on the character, then you can access it at any later time
How do i store a widget in a variable
The same way you would any other object.
If you're having trouble creating and using variables, well, I think you might want to look at some beginner tutorials to help get you off the ground
i figured it out, thanks a lot.
Not, how do i spawn a Pawn in a PB
like, the function to do so
PB?
Sure
so, It's a game in the Alien Film Universe
With Similar elements to Alien Isolation
like stealth and such
however, instead of being based off of the first Alien film like Isolation was
I want my game to be more based off of Aliens
with a bit more of an action style of horror, more of a classic Survival horror style
You play as a colonial marine, who gets separated from his Squad when they're sent to investigate a Colonial Marine outpost after a distress signal was sent out and contact with the outpost was lost right after
How are you going to acquire the Alien franchise license
this is just an idea, possibly in the future I could get a job with Creative Assembly and propose the idea or something there
(considering they're with SEGA and SEGA has the license for the Alien franchise)
maybe I'm getting a bit too ahead of myself
yea
but still
just an Idea I had
might use it to motivate me
might use it to motivate me to learn more
https://www.runicgames.com/ closed down
op
No one is safe
Much as I liked Torchlight 1 and 2, Hob really didn't look all that interesting and that's the extent of what Runic Games made in... how many years?
2008
So about 9 years. Which isn't all that absurd for 3 games.
Rag-tag team of 17 developers
Except that Torchlight 2 came out in 2012.
Having "so many" is what likely cause their "early downfall"
a team of 5 or less is a lot cheaper than 17 😉
what is runic ?
So almost 6 years later they came out with a largely unremarkable game. That's a pretty solid cause and effect.
never herd of it
Runic Games made Torchlight 1 and 2 and just released Hob.
oh ok
Well
thx
I suppose it'd be more right to say, I wish we could afford 17
We don't actually need 17. But extra two guys would be sweet
(Which would be a total of lets say 8)
I liked their other games, but a studio dying after spending 6 years to release their 3rd game and not making a big splash is sort of to be expected.
Motiga was also shutdown.
yup
But they were practically shutdown like a year or 2 ago, anyways.
Gigantic was no $$$
So again, no surprise.
guys do you use unreal engine ? or unity
i use ue4
Mate, you're in the Unreal Engine Discord server.
You take a wild guess, Unreal or Unity?
I thought this was source engine discord
I use GameMaker 24/7
yah but there are people using unity in here
Hint: It's called Unreal Slackers.
Wtf are you on about
see Sion
im new to game making shit ..
No sarcasm, but I'm doing evaluation of Unigine right now
So hey, we can talk about Unigine
They have an interesting concept of what a header file is
Unigine ? is that an engine ?
Some of their examples have most of the game logic in header files instead of the CPP files
But you were sarcastic in saying you thought this was a source engine discord.
Unigine is a Russian Unreal Engine inspired company. And it's a game.simulation engine
oh nice
Wait, what? Why? That doesn't sound good for compile times...
Yes, I was, it's not actually a source engine discord
@livid haven I don't know, but it's not like there are a lot of compile times, you don't get to compile the ~engine~
Vitctor
They don't give you sources, and the C++ API is just about what you'd expect from an open source engine like irrlicht
why dont Unigine creat and extension and add it to ue4 instead of making there own engine freom the beggining ? .. seems stupid to me
You did say you were new
Well, Unigine is completely different
So, a word of advice - withold judgements about what is stupid or dumb until you can feel confident that your opinion has a factual basis.
The idea behind the engine is different
Unigine's idea (nowdays) is to be a double-precision engine that has lots of support for simulation rendering
Questions are totally fair.
But it did start as an absolutely a copycat of UE3
.. seems stupid to me i said : to me
Of course you mean "to me".
We probably will decline Unigine's offer though, since their engine doesn't have a whole lot of features you'd take for granted in UE4
yah
It's your opinion.
It's a lot more like... UE3 😛
guys i heard about idtech engine / is it public ?
So glad whatever-UHT-was became a separate executable.
Old idtech engines are public
Id Tech would be Id's Engine. Doom, Wolfenstein, etc.
Newer ones gotta be licensed
Pff, original doom doesn't even have microtransactions
(that's a joke don't take it seriously)
Otherwise, Id usually does some interesting things with their tech but their games are usually great regardless.
like put a game on the market
wow
Our game is not yet available to public, but pretty close to it
So I suppose that's a yes?
There's a handful of professionals in here. Not a lot, but certainly some.
Besides the Epic Staff, obviously.
Staff. From Epic. Yes.
Started with some 3D modelling stuff when I was like 10, 3D World magazine, used Bryce 3D, played Tribes 2 which had a modding community, took a C++ class in high school but it was garbage and I remember nothing of it, went to Full Sail University and got my bachelor there.
So, bit of both, but I did go somewhere to learn.
Not self-taught.
wow thats so cool
i think im gonna take classes too
cuz i dont understand coding at all
🤷 It's mundane. You can calculate about 20 - 30 people on average graduate from that same degree every month.
It is difficult to self-teach programming, to an extent.
true
Sure, you can learn the syntax and semantics and such, but there aren't a lot of resources to teach you how to debug, how to architect cleanly, etc.
Places like this can come in handy for that.
- there is a lot of things in game dev and you cant learn them all because you will be lost
Sure, there's a tendency to "wear many hats", but generally you specialize in one set of skills/knowledge.
You're not going to be a modeler, rigger, animator, programmer, designer, writer, and producer.
On a smaller scale project of your own, you can try to do as much of that yourself, but obviously you're going to have to cut corners on whatever your weakpoints are.
You can make your own game, in time, just expect it to be very, very small scale.
yes, im currently making my own game by watching a tutorial
its a horror game
slender man type of game
Sion thank you for the information ;D
good night !
its too late now
bye
NP
Help
Suddenly all my bluprints cannot be opened
When I open my blueprint,unreal crashed
Tried many times,same result
You can make your own game, in time, just expect it to be very, very small scale
@livid haven thats too extreme. it doesn't have to be "very, very small scale". a single person can create quite a lot of stuff in a few years of time
Come on man
Did you pay any attention? The guy was like 14 years old at best.
Don't expect a bloody teenager to deliver anything remarkable for their first game.
I didn't pay attention to the other guy, only to what you said 😄
what you said sounded like something general not only directed at him
He didn't explicitly state as much, but it was pretty obvious they were pretty young. They're not going to be programming and designing and doing the art for their own game for 5 years straight.
And it is.
And most people would back me up.
Your first game, ever, in your entire life, should not be a 5 year magnum opus.
well I'm working alone on my game and I just don't think its fair to call it "very, very small scale"
And is it your first?
And do you have previous experience developing software, at least, if not games?
well I haven't released any game before. but I did work for 1.5 years on another one before
and I'm programming for quite a long time
So, in other words, you have experience.
yes
So it's not relevant to you.
but I'm a single person, your statement didn't say its only about people with no experience
I did not feel the need to go out of my way to qualify everything about my intent when giving a very specific individual advice, no.
I just didn't read it as "a very specific individual advice", sorry 😄
I was just responding to that kid, was pretty much him and I conversing for a few minutes, so I was responding in particular to his questions.
Obviously if you've been programming for years and worked on other games, your first solo project can afford to be more complex than that of a 14 year old with no programming experience.
I haven't shipped anything entirely solo, but even so I'm wary of overscoping anything I seriously intend to try to ship.
well the other game I worked on was also a solo project of myself, just that I didn't finish it
does anyone tried to compile latest master ?
@livid haven overscoping has to be avoided of course, yeah. only specific kind of games can work well as solo projects I think. not really anything story driven usually
a lot of procedural stuff helps to build an interesting game if you're just a programmer
Aye. But that's well trodden ground. Point is, if you know absolute jack, it would be wise to start small. Any experienced engineer can recount how every time they've written a sufficiently large system, they wish they had the time to do it better and apply the lessons learned from doing it the first time.
And the second, and third, and so on.
Starting small and keeping nimble lets you learn a lot, fast.
yeah
I actually usually like to spend time with just redoing stuff where I have better ideas how to do it now. but its very time consuming of course
and not for very large stuff of course, I luckily never had very large systems that I weren't happy with
but others looking at my code would probably want to do many things differently
one of my actors .cpp file has 12k lines of code, so not super elegant I guess
but I'm still happy with that
Then you can understand why someone's first game with no prior experience, knowledge, or skill, should remain small in scope - so that they can experience the learning process and refine these things quickly.
it depends on the kind of person really. I would say that someone with 0 prior programming experience maybe shouldn't start with a game in UE4, even a small one
learning programming in general is better I would say
so write calculators and whatever stuff
Help
It says the target itself is not a emiplayer_bp,the target needs a connection
But I already connect it
refresh nodes?
How to
well no, you actually need to call that cast
I think. not so sure about BP stuff actually, but it looks wrong to take take a pin from a node thats in a totally different execution path
hello
my UE4 keeps crashing after a like minute or two
The last error in my log seems to point to the graphic card drivers:
LogD3D11RHI:Error: Result failed at D:\Build++UE4+Release-.14+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Viewport.cpp:275 with error DXGI_ERROR_DEVICE_REMOVED DXGI_ERROR_DRIVER_INTERNAL_ERROR
not sure how to resolve it
@plush yew
Can someone help me resolve this error when packaging a release version?
Automation.Execute: BUILD SUCCESSFUL
ExceptionUtils.PrintExceptionInfo: ==============================================================================
ExceptionUtils.PrintExceptionInfo: ERROR: Failed to find command Stats
ExceptionUtils.PrintExceptionInfo: (see C:\Users\Mikael\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+UE+418+UE_4.18\UAT_Log.txt for full exception trace)
ExceptionUtils.PrintExceptionInfo:
ExceptionUtils.PrintExceptionInfo: AutomationException: Failed to find command Stats
ExceptionUtils.PrintExceptionInfo: kohteessa AutomationTool.Automation.Execute(List1 CommandsToExecute, Dictionary2 Commands) tiedostossa C:\UE 418\UE_4.18\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:rivillä 554
ExceptionUtils.PrintExceptionInfo: kohteessa AutomationTool.Automation.Process(String[] Arguments) tiedostossa C:\UE 418\UE_4.18\Engine\Source\Programs\AutomationTool\AutomationUtils\Automation.cs:rivillä 528
ExceptionUtils.PrintExceptionInfo: kohteessa AutomationTool.Program.MainProc(Object Param) tiedostossa C:\UE 418\UE_4.18\Engine\Source\Programs\AutomationTool\Program.cs:rivillä 132
ExceptionUtils.PrintExceptionInfo: kohteessa AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param) tiedostossa C:\UE 418\UE_4.18\Engine\Source\Programs\AutomationTool\AutomationUtils\Utils.cs:rivillä 708
ExceptionUtils.PrintExceptionInfo: kohteessa AutomationTool.Program.Main() tiedostossa C:\UE 418\UE_4.18\Engine\Source\Programs\AutomationTool\Program.cs:rivillä 62
ExceptionUtils.PrintExceptionInfo: ==============================================================================
Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
How do we use motion blur in UE4?
hmm testing
ok i hate when vpn is left open..
@quasi lake in postprocess volume
Does anyone use Articy:Draft?
ok
is there a way to obtain your marketplace content without using the Launcher? The Launcher is stubbornly refusing to add content I'm asking it to (and this 4.16, not the plugin issue with 4.18) :/
there isn't as far as I know, one of the major reasons why using ue4 on linux is annoying, can't get any of your marketplace stuff
I faintly remember reading about a way to download marketplace assets without the launcher. I think it was allar who did that and posted about it. Not sure anymore though.
yes allar wrote a custom launcher I think
Do I need a dedicated GPU for ue4 for it to not be bad
yes
cuz using it on my laptop with CPU graphics sucks
yeah that's what I thought
1050/1060 should be good enough right?
yes
good
1060 will even be enough for VR
yeah 1060 is roughly same level like 970 I think
thin shouldn't be whats important for game dev
thin means bad thermals means gpu clocks down means bad performance
yeah but I need it to be portable
and I still have a desktop
What I mean is like, not insanely big one
relatively thin
https://www.amazon.com/dp/B075QLDCLV/ref=cm_sw_r_cp_api_PAC.zbHFC89M5 is what I'm looking at now
only a 1050 but good enough
hi, i have a big problem, i must post my game in the play store but i have already this error pleaze
UATHelper: Packaging (Android (All)): ====04/11/2017 14:59:26====PERFORMING FINAL APK PACKAGE OPERATION================================================ UATHelper: Packaging (Android (All)): UEDeployAndroid.RunCommandLineProgramAndReturnResult: Making .apk with Ant... (note: it's safe to ignore javac obsolete warnings) UATHelper: Packaging (Android (All)): [javac] Note: Some input files use or override a deprecated API. UATHelper: Packaging (Android (All)): [javac] Note: Recompile with -Xlint:deprecation for details. UATHelper: Packaging (Android (All)): BUILD FAILED UATHelper: Packaging (Android (All)): C:\NVPACK\android-sdk-windows\tools\ant\build.xml:871: Can't read [C:\NVPACK\android-sdk-windows\platforms\android-27\android.jar] (Can't process class [junit/runner/Version.class] (Unsupported class version number [52.0] (maximum 51.0, Java 1.7))) UATHelper: Packaging (Android (All)): Total time: 1 minute 23 seconds UATHelper: Packaging (Android (All)): Program.Main: ERROR: AutomationTool terminated with exception: System.IO.FileNotFoundException: Le fichier 'C:\Users\Nicolas\Documents\Unreal Projects\ColorsBlock 4.16\Intermediate/Android/APK/bin/ColorsBlock-release.apk' est introuvable. UATHelper: Packaging (Android (All)): Nom de fichier : 'C:\Users\Nicolas\Documents\Unreal Projects\ColorsBlock 4.16\Intermediate/Android/APK/bin/ColorsBlock-release.apk' UATHelper: Packaging (Android (All)): à System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) UATHelper: Packaging (Android (All)): à System.IO.File.InternalCopy(String sourceFileName, String destFileName, Boolean overwrite, Boolean checkHost)
UATHelper: Packaging (Android (All)): à UnrealBuildTool.UEDeployAndroid.MakeApk(AndroidToolChain ToolChain, String ProjectName, String ProjectDirectory, String OutputPath, String EngineDirectory, Boolean bForDistribution, String CookFlavor, Boolean bMakeSeparateApks, Boolean bIncrementalPackage, Boolean bDisallowPackagingDataInApk, Boolean bDisallowExtern alFilesDir) UATHelper: Packaging (Android (All)): à UnrealBuildTool.UEDeployAndroid.PrepForUATPackageOrDeploy(FileReference ProjectFile, String ProjectName, String ProjectDirectory, String ExecutablePath, String EngineDirectory, Boolean bForDistribution, String CookFlavor, Boolean bIsDataDeploy) UATHelper: Packaging (Android (All)): à AndroidPlatform.Package(ProjectParams Params,
hey bros
what's the best learning resources
to make a full production videogame?
as far as programming
and using UE4
books? courses?
The only ones I've been using is the official UE4 youtube channel videos
and the documentation and community forum
yes, but i have this error only if i check distribution case, the compilation failed but if i try just in development version it's succes, but for the store i must have distribution version
@bleak remnant im new to unreal too and the offical webpages and documentation far out perform anything on YT by others
I suspect nobody knows what a "gsm file" is
and the answer is probably, 'you can't
if it's some sort of CAD format, you can't just directly import it
Oh ok thank you Ambershee
Failed to import 'obj.obj'. Failed to create asset '/Game/obj'.
Please see Output Log for details.
...
is it impossible to import fbx files ?
it gives me this error everytime : Failed to import 'fbx.FBX'. Failed to create asset '/Game/fbx'.
Please see Output Log for details.
fbx files are fine and normal, what does the output log say?
Is this a static mesh or a skeletal mesh? one with a skeleton or not.
The output log is under Window -> Developer Tools -> Output Log
oh ko
ok*
it says : LogFactory: Error: Can't find file 'fbx.FBX' for import
LogAssetTools: Warning: Failed to import 'fbx.FBX'. Failed to create asset '/Game/fbx'.
Please see Output Log for details.
LogSlate: Took 0.076298 seconds to synchronously load lazily loaded font '../../../Engine/Content/Editor/Slate/Fonts/DroidSansMono.ttf' (77K)
is this file in a zip package?
yes
uncompress it first then you can import it
yep yep
xD it works !
does anyone know of a tutorial or pointers to what i need to learn in order to create a farming mechanic to a game. Ie, plant a seed, then have to look after plant through several stages before harvesting the fully grown plant?
hi there
I was trying a an ultra sky dome plugin
does any one here try it so we can discuss it guys
Hey guys, anyone here got the 4.18 version of the Substance Plugin?
If yes, can you zip it up and toss it to me?
I only have the source version of the engine so I have nothing in the launcher
so I can't download the damn plugin...
Was wondering if I could get some help with a blueprinting problem. I've tried several tutorials and none of them have worked. The idea I have in mind seems to be a little unusual.
I'm making a game that uses 2d sprites in a 3d landscape, like a kind of Paper Mario style, though with different controls. The main of which is the player using the mouse to pick up objects. I want the player to be able to right click on an object to lift it and move it around the room. Ie, I want an object, while being right clicked on, to follow the mouse up, down and around (and perhaps use the scroll wheel to bring it closer or push it further away, because I can't think of another way that could be handled well) and then drop from the mouse back to the floor when the button is released.
i heard people saying 4.17 was a bad version, could you guys please elaborate if you think the same?
Anyone knows where to set the character rotate speed?
Like when my character faces forward,then I press S ,I want my character face backward immediately
err, it would seem scaling a planar reflection actor crashes the editor?
How to close that speed inertia when jumping?
I dont want walk/run inertia to apply to the X/Y velocity of jump
Is there a way to import characters from other projects?
Migrate
@silver spindle If you right click on an Asset in the Content Browser you get an option under Asset Actions to Migrate that asset to another project.
@weary basalt So I downloaded an Unreal Engine Map and I cant edit it...
Sorry I'm completely new to unreal
How so?
anyone here ever used powershell?
I want certain sprites to be connected to my hat, but Unreal thinks the hat is a different sprite. Help!
Hey guys, do you know a site to learn how to make actiob game in unreal?
Well, just a general how-to tutorial of something that is usually exist in action game. Like hitbox, combo, hp, lock on etc
@faint cedar are you aware of Allars marketplace downloader?
I mean, instead of everytime asking here others to BREAK the EULA, you could just download the things yourself
oh ok "Code Plugins currently fail to download due to a 403 (Forbidden) error."
so that will not do
still, you should get the launcher
there 's really no reason why others should go through all that trouble and break the terms just because you don't want to install the tool that would let you download it yourself
can you tell why you don't want the launcher?
if you are afraid of Epic snooping for your project, just run it in VM or sandboxie
I've used custom souce builds but it doesn't really mean one couldn't have the launcher aside of it, you get up to date content examples and all plugins at least via it
but for what it's worth, the plugin you were asking is also here https://forum.allegorithmic.com/index.php/topic,20653.0.html
Need some advice please - Is there a way to make meshes load in quicker, or pre-cache, as they are always quite slow to load in the first time of using them? Or do I just select all, load in one of every meshes, and then be happy from then on? Is it CPU, GPU or RAM which would speed this up?
Why is Unreal using so much video memory??
No other windows are open other than this.
@fierce bluff how do you think the editor renders?
and even in an empty scene, it has all the gpu pipeline created
What's in the screen?
But, when I start the editor, it sits at 2.3GB vram, which is fine, but overtime it gradually increases.
Eventually it crashes due to no more room
make it ; General Discussion - Unreal Discussion
@fierce bluff 3GB is not much
Use 100% if you want, just don't crash.
at 3GB of 4GB, it won't crash
I think I never ever saw a crash due to VRAM
then you have bad drivers or whatever
becouse doesnt happen to others
have you installed latest ones?
i have never, even once, seen a vram crash
on unreal
plenty of other crashes tho
Not sure, I recall myself not wanting to update the GPU drivers to Rocket League losing performance.
I'll check
its good if drivers make you not play games any more, increases your productivity
only ue4 has to work 😄
I see what you mean lol 😛 Can't live without Rocket League though ❤
thats ue3, no idea how you can justify playing a ue3 game!!!
never played it and I'll never try it so that I'm sure I can't find it good and waste time with it
Only have 800 hours in it... What's the problem? 😛
imagine how far you would be if you would have spent those 800 hours on the game youre currently working on 😛
@cursive dirge - That's a mighty fine list of accusations, and lack of reading comprehension. Really mature. 😃
@fiery harbor Yup.... 😦 But then again, I'm pretty good with where I am in life at the moment anyways 😉
I dont know where to put this, but does someone have any experience with Discord Gamebridge or useing it already in his Game?
alright, im trying to use a trigger volume to change a 3d Check List Widget but i can't seem to get the two things to talk to each other right, any advice?
can someone help me out with something here?
I'm trying to put a project in an external drive
there I have a folder called Unreal, which has both the folder of the project and the "4.17 Unreal" folder
when I go into Binaries > Win64 > UE4Editor.exe and try to start it in other computers, it tells me a certain dll is missing
is there a way I can edit a project on an external drive?
hello
@frank escarp It just happened again, started the game, Unreal crashed with "Unable to allocate video memory..."
:/
hope you can fix it
lol nice
IMO people asking others to break the official EULA here should get a warning
guys look : https://www.youtube.com/watch?v=KQ-T-M7EsNM
►►Subscribe to my music channel: https://goo.gl/tGTwNu ►►Support me on Patreon: https://goo.gl/EAQRm2 ►Like my Facebook page: https://goo.gl/2QhpZv ►Follow m...
titanic in UE4
i like it !
@faint cedar but yeah, I see you like to insult people who point out if you do something wrong, instead of actually trying to understand what's the real issue in the bigger picture
3 days later and i'm still having this issue and my college tutor doesn't know what's causing it. Can anyone help please?
https://gyazo.com/a27da84c53a00f4960438095afb4335e
https://gyazo.com/7a4c628765919aa4a6710b673c427f65
<@&213101288538374145> Arguing above.
It won't let me build the lighting
@fierce bluff heh, nice try :p
Noreh maybe because there is a light mass volume ?
I dunno if it's in the welcome page but in general, people here should show some respect instead of going for insults, if one goes to that line, there's nothing wrong in adressing that
@plush yew I need a light mass volume though dont i?
@plush yew I like the Titanic video. It's a lot of work! Although it's a lot of low quality work as well, the textures doesn't look all that great in most places, most edges of random objects are very sharp and it still has that video game quality feeling.
@harsh tiger im noob at UE4 , i never saw the light mass volume in light building so i tought it was the probleme
@plush yew ahh okay haha its weird the way it looks like there are 3 in the world outliner
@fierce bluff i agree , they need to work on it more
lol i got it right
@cursive dirge thanks
seems like its a lot of people asking questions and never getting answers xD
@plush yew i noticed. when i used to use unity they had the perfect discord. it was like a live help desk haha people constantly asking and answering questions and helping each other
@harsh tiger i wish if it was the same for UE4 discord
maybe they dont answer because they are working ?!
same, it was great
yup
possibly yeah
@harsh tiger also there isnt a lot of tutorials on UE4 ;_; its hard to learn !!!!
Well either it's questions that are asked so often that people are not really interested in answering it again.
Or it's a special question that barely someone knows an answer about.
OR it's too much effort for people at the given time, cause they are doing something else (Sunday after all)
The ones that don't go into these categories are usually answered
wow lol
i asked mine 3 days ago and i asked my college tutor but he didnt know what it was and I still not got a answer for it haha
@harsh tiger first of all, there's an issue how you lay out the question
just saying "this is my issue" instead of explaining it in words will not encourage many to actually look your videos
@harsh tiger you have to wait one year before you get the answer hahaha
3 days later and i'm still having this issue and my college tutor doesn't know what's causing it. Can anyone help please?
https://gyazo.com/a27da84c53a00f4960438095afb4335e
https://gyazo.com/7a4c628765919aa4a6710b673c427f65
I can't build the lighting
that was basically my question and if someone needs more information i'm more than happy to get it
well, you should explain what you think is not right for starters
the problem is I can't build the lighting for some reason
don't make people go guessing
have you checked map errors?
that would be logical first step
:P Reposting it 5 minutes later is also not really the way to go
i added candles into my scene and then i couldnt build lighting. so i removed the candles and it still didn't work so then i deleted all the lights besides the ones you see in the image above and it still won't work
@regal mulch i reposted it to save him scrolling up xD
also, crossposting is bad
bruh
it splits the discussion
it's partially my fault on answering here too
,,,,,
https://gyazo.com/cb8e541b8fcc421408c23781a6a78a6c that what the message log shows and sorry
@plush yew Everyone's free to come and go if rules aren't their thing :P
alright
We simply told him to go to #graphics as this is where the people with knowledge about lighting and other graphic topcis are
So him reposting there is fine, once
yah ok
what kind ?
that is lovely
can you send me the .blend? not really to use it, but to see how its done
yah sure ,D
just save it on blender and send it by PM here
ok
to pack the textures, its an icon in the texture
i think there is also an option when saving the .blend to pack "everything"
i allways pack my .blends
so my textures are stored inside the file
and its easier to move around
of course, the .blend size becomes big
the file is too big
i, gonnq uploqd it on ,egq
im gonna upload it on mega*
Vblqnco
vblanco*
does this work ?
if not im gonna use google drive
lol ok ,,,,,,,,,
@frank escarp did the link work ?
nope
ok 1 sec
discord wont let me upload it so im gonna do it on google drive
takes some time :v
this should work
thats where i downloaded it from
nope
wtf ?x
i know
@sacred bay this link doesnt work ? : http://www.mediafire.com/file/vkshp5i...
no
Do you understand the link you sent is cut off halfway through the ID?
Not sure how you'd expect that to work
oh i didnt see that
how about now : http://www.mediafire.com/file/vkshp5ipvctod2y/WM70.zip
@glossy flame thanks for noticing that
Well, that's what I meant originally by the link not being the same :p
hahaha i didnt understand very well
here is the google drive link : https://drive.google.com/drive/folders/0BxC5u68OBFW0ZDM2QWxmZURYWVE
Hey, does anyone know if I get my provision thingy to work and put my game on an iPhone - will it work exactly the same as once it's on the App Store, including GameCenter leaderboards etc? Will 'rate my app' links (to the app store) work or are those created only once it's officially out? Don't know if that's a dumb question or not.
Hope noone minds me posting here, the mobile channel is pretty dead... :/
xD i dont understand anything
Why does my character show glitches when moves around in maya
WTF,,,,,,
whats wrong??
who wants the C Z805 ? with no materials / actualy there is materials but they are *.mat
@plush yew the image is weird ...
you know i had to do it to em
??? why you do this here ?
because
i dont know
ok ill stop
lol k
i just thought id share it
yah sure
hello M
o/ @plush yew
Someone like me?
?
xD
Shhhh, live it don't ask
hi
Is it safe to delete these files I found....it's like 9 gigs of just, nothing, I'm only using 4.17 on this machine
this was in the appdata/local/unrealengine folder of User
that is probably your DDC cache, you can delete it but it will rebuild what it needs the next time you run the engine
@cursive dirge - You about? I wouldn't mind borrowing your brain for a bit (having trouble finding the source of a fairly mathy problem)
anyone good with blender here ?
when subdiving, I always got a options panel in the leffside menu, to increase cuts, but now for some reason it doesn't show up anymore...
anyone know how to get it back ?
@glass nova I use Maya but there should be a "default layouts" button
probably in window
nope 😦
try googling for "restore layout Blender"
@glass nova It's the + button at the bottom of your red rectangle.
aah thanks 😃
how is that even possible UE is not listed as a game engine on google 😄 ( in fact it is, but faaaar away, with no logo ... )
yes, but it's more game engine like blender game engine etc...
yeah
your timing is amazing, I have literally just solved the problem 😄
you're welcome ;D
spent absolutely hours on it
what was the issue?
essentially the problem was I had two functions, one in a material, one in a blueprint, and expected the same results of both - but was getting wildly different results and couldn't work out why
turns out the Sine and Cosine nodes in the material editor have a hidden fucking parameter
deg vs rad?
no, the default period of a Sine wave in BP is 0 and immutable - the default period of a Sine wave in materials is 1
12 hours it's taken me to track that down
big scary math graphs that should be identical
I don't really get how sine period can even be 0 😃
me neither, makes no sense to me
but it is now working
my BP test points are now where I expect them to be and conforming to my curves :D
https://snag.gy/tlv5Dg.jpg
Legal Question: Could one use like "Success Kid" image on commercial product?
or some very common image found on internet
technically you can't use any image that is either not created by you or doesn't have clear license that allows you to use it
if someone doesn't point out the license, it basically means you shouldn't touch it
how about derived works?
and even when there is a license, always check it's from legit source, because people can share all kinds of things in the internet without truly owning the work they shared
license would cover the derived works - if allowed
but I mean, if I use rough stencil to draw very similar image
where does the line go
before it becomes original work
if you draw the lines yourself and it's not some copyrighted logo, you might get away from it (font's copyrights seem to work like this) but it's bit risky if it's a well known figure
I'd at least alter it a bit to make it slightly different
hmm
I wonder could I get away with graffitis 🤔
nobody will claim copyrights on those
Logos are trademarked, it's ont same as copyrighted images
I mean, taking ownership of a illegal graffiti
The difference is, a logo that looks similar still falls under trademark
I'm not doing logos for sure
Don't use common internet images, but you can use a graffiti, it's kind of a gray area
But I guess there has to be a legal loopholes in common internet images, since many large sites have image generators that use those images
There are a few famous graffiti artists who do protect their copyright
where should I ask, what name is for "Input NormalMultiplier (Scalar)" in 4.16 Version? (Material Function)
trying to do that
Anyone know a good dump of preset projects to hack into ?
Have you looked under the Learn tab on the launcher? There's some resources in there, which you can download, which include prebuilt projects (Open World, Boy & his kite, etc), or Marketplace for the free Infinity Blade files (which I believe have projects)
Other than that, I'm not sure sorry
does anyone know were i can get some free good assets for a village in a forest?
or something simular?
I need some more things to make so i can display them on my portfolio
Checkout the InfinityBlade assets on the Marketplace. They are free from Epic @plush yew
Just be sure to make it clear on your portfolio as to where you got the assets, and that it's more the level design which is your work
Is there a shortcut to add spline points? Right-clicking and clicking Add Spline Point is tedious
alt+drag
why do my rotation values always get shifted
I'm trying to zero them, but it's always off by a tiny amount
@midnight mantle floating point imprecision.
=\
Yup, nothing you can do about it
Oh wait
You should be able to zero them
Maybe you just cant in the editor when you change only one value
Rotation is kinda special as editor shows you angles in eulers but it uses quaternions internally, conversion between is most likely cause for what you see
You can try to copy / paste the full rotation from object that you haven rotated yet
But most people just wouldnt care
@_@
Hi, i'm looking for tutorials to begin UE4 using C++ only, is it possible or we can't do anything without this blueprint ?
There are UE4 c++ tutorials on Epics YouTube channel and at least one Udemy course. You can do absolutely everything in c++ but it makes little to no sense.
Particularly when you deal with assets, referencing them directly in the code is sub-optimal
hrm
Anyone else ran into the issue in 4.18 that you can't add line breaks to text variables anymore?
For example, to make an UI, it's better to use blueprint than c++ code ?
@gray basalt Best way is to mix both.
tiens coucou
You can't 100% do a complete shippable game without some C++, because you'll always need that one thing that's not exposed to BP
You can do something like 80% Blueprint
You can do 100% C++, but it's not always relevant
ok so i have to learn this blueprint
My own project has almost 0% Blueprint, but as soon as you have levels, unique objects, characters to script etc, Blueprint is a really great tool
what's your project ?
Same. Coming from a C++ background, blueprints irk me a bit because often, what could be stated in a clear and compact way in code, fills up two screens of blueprint nodes 😃
yeah, i'm just trying to display a menu, it's not working 😢
@paper dust well anything that can be done in c++ better, you should just do in C++
no reason to do something in BP if you dislike how it looks like and you are knowing c++
well, you still need bp for configuration stuff or setting up graphical things
yes, but that stuff also looks fine in BP
but there is blueprint in every tutorials :/
just follow them?
you can just do it in C++
the stuff about the tutorials works the same as in C++
yeah
you can even right click a node and look at the c++ function it calls
omf it is such a huge pain in the butt converting source mdl's and stuff to fbx and tga for use in UE4
well why did you design them in that other format?
whats SFM?
ok
so they have models for use
rule 34 models for days in that community
@midnight mantle Beware of licensing issues with this, too
of course
but for now I'm just learning
nowhere near ready to sell a game lol
sometimes it's just that much more motivating to learn ue4 when you have nice easy-on-the-eyes assets to work with
Also SFM assets aren't built for the kind of tech UE4 uses. It's a good-old Phong model in Source
gdi
While UE4 uses PBR
Textures authored for Source aren't going to be working well in UE4.
yeah I'm kind of jumping through hoops at this point trying to convert stuff
In Source you'd use a diffuse map, specular map & normal map - UE4 will need an albedo (!= diffuse), roughness (!= specular) & normal
Basically you can do something that looks like the original asset, but it will look wrong in UE4
Models will be the same and should work. The rendering will probably be worse than Source though
An albedo texture is basically what you call "THE texture"
It's the color of the object
The problem with importing assets is that in old engines like Source, basically, you have "a model and textures"
In UE4 you need to have a material that combines these textures, too. Source also has a material system, but most assets use the same material
I'm also using SFM & XNALara models to toy around with. Imho, generally, the maps are okay for UE4. Like, without a gloss/roughness map, all skin will have the same level of gloss, but that's mostly fine. With diffuse maps (= occlusion built-in) lighting isn't 100% correct, but maybe 90% 😄
Yeah, it's going to look like the SFM model, just not super good.
someone has a link who explain the global structure of UE4 ? i m a little lost
That sounds a bit wide of a request 😃
@gray basalt What's your background? Coming from another engine or fresh start?
i never used a game engine
i dev in c++ without graphics stuff
for example, i would like to create objects from a database in my scene but i don't know where to put the code
I think a good starting point may be to hit docs for the structure of scenes (scene = hierarchy of nodes, each node has components, see component/entity system) and then follow the C++ tutorials on how to create new scene nodes from C++.
hey guys, I just noticed my "saved" folder is huge. can I clean this out?
thanks, but it will not make the build smaller right?
No
The Saved foler is save gmaes, logs, crash reports, screenshots, local config changes
None of that goes into the final game
there is a trick to make the game smaller
you create a new, empty project (same name, this is important)
and then migrate your levels
and your blueprints
due to "migrate" knowing about the references, it will bring everything that is referenced on those maps and blueprints
ok will try that
but not stuff that is "orphaned" and has no references
then you also copypaste the Source folder
That only works if you actually have useless stuff left in your project, though.
It's like an auto-cleaning tool.
its very common to grab marketplace packs
and then use a few objects
out of the full pack
will have to do this wednesday evening b4 i upload mah jam
TBH the build size is pretty irrelevant in the real life, imho. No one will bat an eye before you get into > 20GB territory
at the end my jam entry is kind of a disaster
my artist was only able to do 1 character (main char) so i have to do EVERYTHING else
well. i'm in africa.. we have like tubo-dailup
and i fall short due to low design skills
so uploading might take forever
That sucks
but then, as i had help, i cant apply to the "solo game" section
well I'm only in the jam to have fun.. we all have day jobs, so we only put in a few hours in the evnings
yeh, that too. Ive been working on DWVR translations
currently got Spanish, english, and german at full
only one level and it just gets imposible.. so you WIL die
but its a good way to learn cool stuff
i should enter more smaller jams
to polish pure design skills
mostly level design
arcadey stuff and mechanic interaction is something i do well (thats why i do vr games)
we are 4.. all of us are 3d artist by day.. I'm the only fool who can do blueprints, so its all on me 😃
I'm doing vr too, so much fun, but I'm worried i'm going to fry my vive.. getting so hot
lol, I have houdini open doing a soap comercial, and houdini for unreal assets, I almost sent my clients one of my game jam assets
does this mean certain verts have 6 influences in the mesh itself, or is this something to do with the clothing tool?
Is there a way to test multilayer interaction between two instances of unreal? Or do you ways have to build?
@light thunder You can start the game with n players from the editor
It's under the launch parameters
How does it happen the different viewport
You'll get a window for each "player"
everything
lol
obligatory reminder, houdini is free for 3 months, indie version, due to the jam
indie version supports the unreal plugin
effect, characters, modeling, landscapes
yah
its allot better than about a year ago
i prefere it over other software
I hate maya, cause it punishes you if you make a mistake
i dunno, my modelling is done in blender, wich is god tier about fast polymodelling
sure houdini is a bit slower to model, but when there are changes, and there always are.. houdini overtakes everything
maybe i should try to do more "normal" polymodelling with it to try
becouse i only use it for parametric/procedural stuff
dude, I always go home b4 the maya and max users, and I get more done, cause when the client changes shit, I change a few values. They format their computers and start again
any good tutorials or similar?
i like rohan dalvi tuts, cause they are art-centric.. not too much code in there
peter quint also
but those are paid 😦
i really wnated to see that "lake house" tutorial, but 250 dollars for a tutorial is completely ridiculous
look, it will never beat blendor at 1on1 modeling, but when you have to tweak or change, it will kill everything
worth it
but for free.. look for peter quint
Hello everyone, This is the first in a series on videos which should help absolute beginners get started with houdini. The first chapter will give you a basic…
rohan dalvi just added this
a "introduction" video
neraly 1 hour
like i said, I like him cause he doesn't use code everyware, might not be the best way always, but I hate code
this tut looks great
but 100 dollars man
probably i would only need the first parts
there are free tuts out there.. loads of them
i got the floating islands one.. it got me into houdini pretty fast
its old but its good
uhm, rocky stuff, wich is kind of what im doing right now
its just ridiculously expensive i think
if you get that one.. remember.. the :vop sop is now the attribute vop
im used to things like subscriptions or others