#ue4-general

1 messages · Page 133 of 1

fiery harbor
#

even copy paste will likely not work, so you have to recreate it manually

keen birch
#

Why won't copy-paste work?

fiery harbor
#

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

keen birch
#

Wellp

#

Tried to copy-paste

#

Crashed

fiery harbor
#

yeah

safe rose
#

Engine is not backward compatible

#

So, old - > new. Okay. new -> old, nope.

keen birch
#

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

surreal viper
#

also the fact that a random paste can crash the engine is kinda meh

fiery harbor
#

yeah, thats something they could improve

#

it should just say "error, bad paste" in the log

dim geyser
#

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?

errant lintel
uncut iron
#

Thanks

burnt drum
#

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

keen birch
#

I'm placing my bets on that they're not using the character controller

burnt drum
#

impossible

#

they're using character

#

i mean.. humanoid , bipedal

keen birch
#

I replaced the character controller as well for by own bipedal stuff

#

😛

burnt drum
#

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

keen birch
#

Because it's got awful performance and loads of unnecessary bloating

burnt drum
#

but if you're using humanoid similar to template games... i don't see a point...

keen birch
#

Which is kinda cumbersome if you're trying to get 100 people networked

burnt drum
#

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

keen birch
#

Have you ever tested the movement components performance? 😛

#

I have

burnt drum
#

when testing performance .. you normally have an alternative to test

keen birch
#

70 entities using it tank performance from 100FPS to <30FPS

burnt drum
#

i don't have the alternative to test

keen birch
#

(Granted, they're AI, so they're also doing pathfinding, point stands)

burnt drum
#

i wouldn't think i'd be capable of coding something that would match the network efficiency of char movement component

keen birch
#

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

burnt drum
#

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?

keen birch
#

One thing is that I've tested using AI

burnt drum
#

i'm using AI as well

keen birch
#

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

burnt drum
#

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

keen birch
#

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

burnt drum
#

did u replace CMC and get a perofrmance boost?

keen birch
#

By a wide margin

#

Now just made my own child of the Actor class with my own logic

burnt drum
#

you're talking about the component of the char class

vestal cloak
#

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.

frank escarp
#

@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

wary wave
#

that doesn't sound right, have you done any profiling on CMC?

#

I mean it's expensive, but that's just excessive

wheat sand
#

Packaged game the grass is grayed out but in the editor it's fine. Any ideas as to what the cause is?

vale osprey
#

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

wheat sand
#

is there a way to recall past logs?

vale osprey
#

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

wheat sand
#

yeah this happened yesterday, can't find it

#

but before packaging again where can I check if it's set to preview mesh?

upper heart
#

it's a grass material so I don't see why it would be used as a preview mesh

wheat sand
#

Any ideas to the cause of the error?

upper heart
#

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

wheat sand
#

Used With Static Lighting is checked

#

sampler types are good too

#

so it could have just been a packaging error?

upper heart
#

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?

strong shoal
#

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?

light thunder
#

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?

merry gazelle
#

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

upper heart
#

Anyone else's launcher showing "preview 4" under the 4.18.0 version?

weary hull
#

restart it all

#

mine did

cursive dirge
#

mine is fine

upper heart
#

hmm okay yeah restarting it fixed it, odd

queen arch
#

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

upper heart
#

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.

queen arch
#

Thanks!

upper heart
#

np

sacred crater
#

test

safe rose
#

testing

#

oh

vestal cloak
#

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

light thunder
#

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

plush yew
#

added a new thing to my portfolio

upper heart
#

Looking great @plush yew, please use #work-in-progress for posts like this in the future 👍

plush yew
#

Alrighty thank you

sudden agate
#

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? 😄

fierce tulip
#

three monitors here, and still close all my stuff from time to time out of habbit

frank escarp
#

dont post that

#

only post your best stuff

#

same thing with the project blocks stuff

solar junco
#

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

worn granite
#

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.

plush yew
#

@frank escarp ye im gna do that 😃

safe rose
#

Has anyone had any issues updating their UE4 project from any previous version to 4.18?

#

Specifically, corrupted maps

grim sinew
#

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.

warped silo
#

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.

empty adder
#

Need help down in Blueprints if anyone is willing

warped silo
spare kettle
#

engine was installed through launcher

warped silo
#

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

spare kettle
#

wait nevermind, that was my source build

warped silo
#

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.

empty adder
#

What object should i use when casting to a widget?

glossy flame
#

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.

empty adder
#

How can an object be a widget

glossy flame
#

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.

empty adder
#

I am trying to access a boolean in a widget, inside my character blueprint

glossy flame
#

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?

empty adder
#

Widget Blueprint

#

a button then toogles the boolean, the boolean should then be acceable in my Character bp

glossy flame
#

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.

empty adder
#

Add to Viewport

glossy flame
#

Okay, but where—what BP?

empty adder
#

Character BP as well

glossy flame
#

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

empty adder
#

How do i store a widget in a variable

glossy flame
#

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

empty adder
#

i figured it out, thanks a lot.

#

Not, how do i spawn a Pawn in a PB

#

like, the function to do so

pallid compass
#

PB?

tulip bobcat
#

Guys

#

I have a game Idea

#

anybody wanna hear it?

south ridge
#

Sure

tulip bobcat
#

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

south ridge
#

How are you going to acquire the Alien franchise license

tulip bobcat
#

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

south ridge
#

A little

#

Games for huge franchises like that don't start so easily

tulip bobcat
#

yea

#

but still

#

just an Idea I had

#

might use it to motivate me

#

might use it to motivate me to learn more

plush yew
#

hi guys

#

how are you all doing ? ;D

safe rose
#

op

#

No one is safe

livid haven
#

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.

south ridge
#

Rag-tag team of 17 developers

livid haven
#

Except that Torchlight 2 came out in 2012.

south ridge
#

Derp

#

I wish we had that many

safe rose
#

Having "so many" is what likely cause their "early downfall"

#

a team of 5 or less is a lot cheaper than 17 😉

plush yew
#

what is runic ?

livid haven
#

So almost 6 years later they came out with a largely unremarkable game. That's a pretty solid cause and effect.

plush yew
#

never herd of it

livid haven
#

Runic Games made Torchlight 1 and 2 and just released Hob.

safe rose
#

@livid haven aye, agreed also

#

They seemed to have tried to milk things too long

plush yew
#

oh ok

south ridge
#

Well

plush yew
#

thx

south ridge
#

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)

livid haven
#

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.

safe rose
#

yup

livid haven
#

But they were practically shutdown like a year or 2 ago, anyways.

safe rose
#

Gigantic was no $$$

livid haven
#

So again, no surprise.

plush yew
#

guys do you use unreal engine ? or unity

safe rose
#

Actually

#

They didn't shutdown

plush yew
#

i use ue4

safe rose
#

Only heavy layoffs

#

Motiga

livid haven
#

Mate, you're in the Unreal Engine Discord server.

#

You take a wild guess, Unreal or Unity?

south ridge
#

I thought this was source engine discord

safe rose
#

I use GameMaker 24/7

plush yew
#

yah but there are people using unity in here

livid haven
#

Hint: It's called Unreal Slackers.

safe rose
#

Wtf are you on about

plush yew
#

see Sion

livid haven
#

...

#

They're being sarcastic.

plush yew
#

im new to game making shit ..

south ridge
#

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

plush yew
#

Unigine ? is that an engine ?

south ridge
#

Some of their examples have most of the game logic in header files instead of the CPP files

livid haven
#

But you were sarcastic in saying you thought this was a source engine discord.

south ridge
#

Unigine is a Russian Unreal Engine inspired company. And it's a game.simulation engine

plush yew
#

oh nice

livid haven
#

Wait, what? Why? That doesn't sound good for compile times...

south ridge
#

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~

plush yew
#

Vitctor

south ridge
#

They don't give you sources, and the C++ API is just about what you'd expect from an open source engine like irrlicht

plush yew
#

why dont Unigine creat and extension and add it to ue4 instead of making there own engine freom the beggining ? .. seems stupid to me

livid haven
#

You did say you were new

plush yew
#

yes i am

#

and ?

south ridge
#

Well, Unigine is completely different

livid haven
#

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.

south ridge
#

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

livid haven
#

Questions are totally fair.

south ridge
#

But it did start as an absolutely a copycat of UE3

plush yew
#

.. seems stupid to me i said : to me

livid haven
#

Of course you mean "to me".

south ridge
#

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

plush yew
#

yah

livid haven
#

It's your opinion.

south ridge
#

It's a lot more like... UE3 😛

livid haven
#

Ooof. Not a good way to go.

#

UE3 days were rough, man.

plush yew
#

guys i heard about idtech engine / is it public ?

livid haven
#

So glad whatever-UHT-was became a separate executable.

south ridge
#

Old idtech engines are public

livid haven
#

Id Tech would be Id's Engine. Doom, Wolfenstein, etc.

south ridge
#

Newer ones gotta be licensed

plush yew
#

ah ok

#

they made good games with that engine

#

its so cool

south ridge
#

Pff, original doom doesn't even have microtransactions

#

(that's a joke don't take it seriously)

livid haven
#

Rage stood out, to me.

#

Mostly for the tech.

plush yew
#

xD

#

guys did you ever make a game ?

livid haven
#

Otherwise, Id usually does some interesting things with their tech but their games are usually great regardless.

plush yew
#

like put a game on the market

livid haven
#

Privately, no.

#

Smite and Fortnite are what I've got credits on.

plush yew
#

wow

south ridge
#

Our game is not yet available to public, but pretty close to it

#

So I suppose that's a yes?

plush yew
#

wow, so you are pro at game dev

#

im still learning .. slowely

livid haven
#

There's a handful of professionals in here. Not a lot, but certainly some.

#

Besides the Epic Staff, obviously.

plush yew
#

what is Epic staff ?

#

Epic games memebers ?

livid haven
#

Staff. From Epic. Yes.

plush yew
#

oh wow

#

Sion did you learn game dev in school ? or by yourself ?

#

just curious

livid haven
#

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.

plush yew
#

wow thats so cool

#

i think im gonna take classes too

#

cuz i dont understand coding at all

livid haven
#

🤷 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.

plush yew
#

true

livid haven
#

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.

plush yew
#
  • there is a lot of things in game dev and you cant learn them all because you will be lost
livid haven
#

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.

plush yew
#

hahaha, i wish if i could be all of them

#

i would make my own game

livid haven
#

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.

plush yew
#

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

livid haven
#

NP

quasi lake
#

Help

#

Suddenly all my bluprints cannot be opened

#

When I open my blueprint,unreal crashed

#

Tried many times,same result

quasi lake
#

nvm I found backup files

#

Fixed

#

But I'm still wondering why crashed

fiery harbor
#

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

livid haven
#

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.

fiery harbor
#

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

livid haven
#

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.

fiery harbor
#

well I'm working alone on my game and I just don't think its fair to call it "very, very small scale"

livid haven
#

And is it your first?

#

And do you have previous experience developing software, at least, if not games?

fiery harbor
#

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

livid haven
#

So, in other words, you have experience.

fiery harbor
#

yes

livid haven
#

So it's not relevant to you.

fiery harbor
#

but I'm a single person, your statement didn't say its only about people with no experience

livid haven
#

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.

fiery harbor
#

I just didn't read it as "a very specific individual advice", sorry 😄

livid haven
#

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.

fiery harbor
#

well the other game I worked on was also a solo project of myself, just that I didn't finish it

devout gulch
#

does anyone tried to compile latest master ?

fiery harbor
#

@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

livid haven
#

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.

fiery harbor
#

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

livid haven
#

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.

fiery harbor
#

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

quasi lake
#

Help

#

It says the target itself is not a emiplayer_bp,the target needs a connection

#

But I already connect it

fiery harbor
#

refresh nodes?

quasi lake
#

How to

fiery harbor
#

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

quasi lake
#

Thanks ,Ii'll try

#

Undertood,thanks

#

That cast needs an excution

limber lynx
#

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

torpid hedge
#

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)

quasi lake
#

How do we use motion blur in UE4?

tiny prawn
#

hmm testing

#

ok i hate when vpn is left open..

#

@quasi lake in postprocess volume

#

Does anyone use Articy:Draft?

quasi lake
#

ok

wary wave
#

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) :/

fiery harbor
#

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

craggy nymph
#

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.

fiery harbor
#

yes allar wrote a custom launcher I think

marsh loom
#

Do I need a dedicated GPU for ue4 for it to not be bad

fiery harbor
#

yes

marsh loom
#

cuz using it on my laptop with CPU graphics sucks

#

yeah that's what I thought

#

1050/1060 should be good enough right?

fiery harbor
#

yes

marsh loom
#

good

fiery harbor
#

1060 will even be enough for VR

marsh loom
#

yeah my 970 enough for vr

#

when I still had it

fiery harbor
#

yeah 1060 is roughly same level like 970 I think

marsh loom
#

oh cool

#

well if anyone knows any sorta thin laptops lmk

fiery harbor
#

thin shouldn't be whats important for game dev

#

thin means bad thermals means gpu clocks down means bad performance

marsh loom
#

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

#

only a 1050 but good enough

tardy ocean
#

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,

bleak remnant
#

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

tardy ocean
#

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

faint juniper
#

@bleak remnant im new to unreal too and the offical webpages and documentation far out perform anything on YT by others

bleak remnant
#

thanks man, that helps a lot and saves a lot of time

#

😃

plush yew
#

hi guys

#

i have a question

#

can i import a gsm file in UE4 ?

#

.gsm

plush yew
#

hello ? any body here ?

#

ok well ..

wary wave
#

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

plush yew
#

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.

grim ore
#

fbx files are fine and normal, what does the output log say?

plush yew
#

i dont know what is output log

#

im new to UE4

grim ore
#

Is this a static mesh or a skeletal mesh? one with a skeleton or not.

plush yew
#

no skeleton mesh

#

its a car with no skeleton mesh

grim ore
#

The output log is under Window -> Developer Tools -> Output Log

plush yew
#

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)

grim ore
#

is this file in a zip package?

plush yew
#

yes

grim ore
#

uncompress it first then you can import it

plush yew
#

oh i didnt think about that ..

#

thank you !

grim ore
#

yep yep

plush yew
#

xD it works !

faint juniper
#

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?

prisma dagger
#

hi there

#

I was trying a an ultra sky dome plugin

#

does any one here try it so we can discuss it guys

plush yew
#

Lol

#

Gl

faint cedar
#

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...

devout relic
#

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.

cinder iron
#

i heard people saying 4.17 was a bad version, could you guys please elaborate if you think the same?

quasi lake
#

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

wary wave
#

err, it would seem scaling a planar reflection actor crashes the editor?

quasi lake
#

How to close that speed inertia when jumping?

#

I dont want walk/run inertia to apply to the X/Y velocity of jump

silver spindle
#

Is there a way to import characters from other projects?

weary basalt
#

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.

silver spindle
#

Thanks!

#

@weary basalt

silver spindle
#

@weary basalt So I downloaded an Unreal Engine Map and I cant edit it...

Sorry I'm completely new to unreal

weary basalt
#

How so?

silver spindle
#

Its just a Unreal Icon

#

Whatever it ok

midnight mantle
#

anyone here ever used powershell?

silver spindle
#

I want certain sprites to be connected to my hat, but Unreal thinks the hat is a different sprite. Help!

tawny mauve
#

Hey guys, do you know a site to learn how to make actiob game in unreal?

regal mulch
#

I doubt there is a side to learn that

#

You gotta be more specific

tawny mauve
#

Well, just a general how-to tutorial of something that is usually exist in action game. Like hitbox, combo, hp, lock on etc

cursive dirge
#

@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

silent frost
#

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?

fierce bluff
#

Why is Unreal using so much video memory??

#

No other windows are open other than this.

frank escarp
#

@fierce bluff how do you think the editor renders?

#

and even in an empty scene, it has all the gpu pipeline created

fierce bluff
#

What's in the screen?

frank escarp
#

the editor

#

and even in an empty scene, its doing the full processing thing

fierce bluff
#

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

plush yew
#

make it ; General Discussion - Unreal Discussion

fiery harbor
#

@fierce bluff 3GB is not much

fierce bluff
#

But my 980 only has 4GB!!! D:

#

Waiting for Volta before getting a new GPU.

fiery harbor
#

and empty RAM is wasted RAM

#

so good software should try to use 100% of it

fierce bluff
#

Use 100% if you want, just don't crash.

fiery harbor
#

at 3GB of 4GB, it won't crash

fierce bluff
#

It goes up to 4GB and crashes.

#

That's the problem

fiery harbor
#

I think I never ever saw a crash due to VRAM

frank escarp
#

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

fierce bluff
#

Not sure, I recall myself not wanting to update the GPU drivers to Rocket League losing performance.

#

I'll check

fiery harbor
#

its good if drivers make you not play games any more, increases your productivity

#

only ue4 has to work 😄

fierce bluff
#

I see what you mean lol 😛 Can't live without Rocket League though ❤

fiery harbor
#

thats ue3, no idea how you can justify playing a ue3 game!!!

fierce bluff
#

IT'S SO GOOOD

#

Drivers are old, I'll update now and see what happens

fiery harbor
#

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

fierce bluff
#

Only have 800 hours in it... What's the problem? 😛

fiery harbor
#

imagine how far you would be if you would have spent those 800 hours on the game youre currently working on 😛

faint cedar
#

@cursive dirge - That's a mighty fine list of accusations, and lack of reading comprehension. Really mature. 😃

fierce bluff
#

@fiery harbor Yup.... 😦 But then again, I'm pretty good with where I am in life at the moment anyways 😉

fiery hemlock
#

I dont know where to put this, but does someone have any experience with Discord Gamebridge or useing it already in his Game?

narrow pasture
#

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?

vital jackal
#

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?

eager relic
#

Where do I post that I'm recruiting for my project?

#

nvm, found it

plush yew
#

hello

fierce bluff
#

@frank escarp It just happened again, started the game, Unreal crashed with "Unable to allocate video memory..."

plush yew
#

:/

cursive dirge
#

@faint cedar wtf man

#

you ask people to breach the terms

plush yew
#

hope you can fix it

cursive dirge
#

also, I gave you link to the thing you wanted

#

"thank you"

fierce bluff
#

@plush yew I'm waiting for Nvidia to release Volta

#

Problem solved lol

plush yew
#

lol nice

cursive dirge
#

IMO people asking others to break the official EULA here should get a warning

plush yew
#

titanic in UE4

#

i like it !

cursive dirge
#

@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

harsh tiger
fierce bluff
#

<@&213101288538374145> Arguing above.

harsh tiger
#

It won't let me build the lighting

cursive dirge
#

@fierce bluff heh, nice try :p

plush yew
#

Noreh maybe because there is a light mass volume ?

cursive dirge
#

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

harsh tiger
#

@plush yew I need a light mass volume though dont i?

fierce bluff
#

@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.

plush yew
#

@harsh tiger im noob at UE4 , i never saw the light mass volume in light building so i tought it was the probleme

harsh tiger
#

@plush yew ahh okay haha its weird the way it looks like there are 3 in the world outliner

plush yew
#

@fierce bluff i agree , they need to work on it more

harsh tiger
#

what channel should i post my question in?

#

level design maybe

plush yew
#

@harsh tiger i think so

#

or graphics

cursive dirge
plush yew
#

lol i got it right

harsh tiger
#

@cursive dirge thanks

#

seems like its a lot of people asking questions and never getting answers xD

plush yew
#

@harsh tiger yah its weird / a lot of people here dont talk that much

#

dont answer*

harsh tiger
#

@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

plush yew
#

@harsh tiger i wish if it was the same for UE4 discord

#

maybe they dont answer because they are working ?!

harsh tiger
#

same, it was great

plush yew
#

yup

harsh tiger
#

possibly yeah

plush yew
#

@harsh tiger also there isnt a lot of tutorials on UE4 ;_; its hard to learn !!!!

regal mulch
#

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

plush yew
#

wow lol

harsh tiger
#

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

cursive dirge
#

@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

plush yew
#

@harsh tiger you have to wait one year before you get the answer hahaha

harsh tiger
cursive dirge
#

oh, there's not even video , my bad

#

so what is your issue?

harsh tiger
#

that was basically my question and if someone needs more information i'm more than happy to get it

cursive dirge
#

well, you should explain what you think is not right for starters

harsh tiger
#

the problem is I can't build the lighting for some reason

cursive dirge
#

don't make people go guessing

#

have you checked map errors?

#

that would be logical first step

regal mulch
#

:P Reposting it 5 minutes later is also not really the way to go

harsh tiger
#

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

regal mulch
#

Yeah, don't do that :P

#

Not with the images in it

cursive dirge
#

also, crossposting is bad

plush yew
#

bruh

cursive dirge
#

it splits the discussion

regal mulch
plush yew
#

come on guys

#

so many rules

cursive dirge
#

it's partially my fault on answering here too

plush yew
#

,,,,,

harsh tiger
regal mulch
#

@plush yew Everyone's free to come and go if rules aren't their thing :P

plush yew
#

i know but instead of ansering the question you guys keep making rules

#

no hate

regal mulch
#

I don't make rules

#

I enforce them

plush yew
#

alright

regal mulch
#

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

plush yew
#

yah ok

plush yew
#

anyone needs a weapon for his game ? i have two for free

sacred bay
#

what kind ?

plush yew
#

WM70

#

and

#

C Z805

#

the C Z805 has materials but they are .mat

frank escarp
#

that is lovely

#

can you send me the .blend? not really to use it, but to see how its done

plush yew
#

yah sure ,D

frank escarp
#

make sure to pack the textures

#

with the .blend

#

ill review it

plush yew
#

also i didnt make them

#

how can i send the blend file ?

frank escarp
#

just save it on blender and send it by PM here

plush yew
#

ok

frank escarp
#

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

plush yew
#

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 ?

frank escarp
#

nope

plush yew
#

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

sacred bay
plush yew
#

it works

#

for me

sacred bay
#

wtf ?x

glossy flame
#

Look at the link you sent

#

Hint: it's not the same 😉

plush yew
#

i know

#

@sacred bay this link doesnt work ? : http://www.mediafire.com/file/vkshp5i...

sacred bay
#

no

plush yew
#

its weird

#

@frank escarp works for you ?

glossy flame
#

Do you understand the link you sent is cut off halfway through the ID?

#

Not sure how you'd expect that to work

plush yew
#

oh i didnt see that

#

@glossy flame thanks for noticing that

glossy flame
#

Well, that's what I meant originally by the link not being the same :p

plush yew
#

hahaha i didnt understand very well

frank escarp
#

downloadin

#

250 megabytes???????????????????????????

plush yew
#

yah

#

it downloads fast

#

it took me 3min

celest creek
#

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... :/

plush yew
#

xD i dont understand anything

hot ledge
#

Why does my character show glitches when moves around in maya

plush yew
#

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

maiden swift
#

@plush yew Please take off-topic discussion to #lounge.

plush yew
#

hello M

plush yew
#

hi

#

anyone here ?

#

out of the 2670 people

silent frost
#

o/ @plush yew

meager bridge
#

Someone like me?

pliant hornet
#

?

plush yew
#

xD

meager bridge
#

Shhhh, live it don't ask

plush yew
#

hi

light thunder
#

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

grim ore
#

that is probably your DDC cache, you can delete it but it will rebuild what it needs the next time you run the engine

wary wave
#

@cursive dirge - You about? I wouldn't mind borrowing your brain for a bit (having trouble finding the source of a fairly mathy problem)

glass nova
#

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 ?

light thunder
#

@glass nova I use Maya but there should be a "default layouts" button

#

probably in window

glass nova
#

nope 😦

light thunder
#

try googling for "restore layout Blender"

ionic sedge
#

@glass nova It's the + button at the bottom of your red rectangle.

glass nova
#

aah thanks 😃

west fulcrum
#

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 ... )

oak tulip
#

It's not specifically a game engine

#

but it should be the first one

west fulcrum
#

yes, but it's more game engine like blender game engine etc...

oak tulip
#

yeah

cursive dirge
#

@wary wave am now

#

but I'm no math genius

#

one can always ask tho

wary wave
#

your timing is amazing, I have literally just solved the problem 😄

cursive dirge
#

you're welcome ;D

wary wave
#

spent absolutely hours on it

cursive dirge
#

what was the issue?

wary wave
#

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

cursive dirge
#

deg vs rad?

wary wave
#

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

cursive dirge
#

I don't really get how sine period can even be 0 😃

wary wave
#

me neither, makes no sense to me

#

but it is now working

paper kernel
#

Legal Question: Could one use like "Success Kid" image on commercial product?

#

or some very common image found on internet

cursive dirge
#

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

paper kernel
#

how about derived works?

cursive dirge
#

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

paper kernel
#

but I mean, if I use rough stencil to draw very similar image

#

where does the line go

#

before it becomes original work

cursive dirge
#

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

paper kernel
#

hmm

#

I wonder could I get away with graffitis 🤔

#

nobody will claim copyrights on those

south ridge
#

Logos are trademarked, it's ont same as copyrighted images

paper kernel
#

I mean, taking ownership of a illegal graffiti

south ridge
#

The difference is, a logo that looks similar still falls under trademark

paper kernel
#

I'm not doing logos for sure

south ridge
#

Don't use common internet images, but you can use a graffiti, it's kind of a gray area

paper kernel
#

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

south ridge
#

There are a few famous graffiti artists who do protect their copyright

plush yew
plush yew
#

Anyone know a good dump of preset projects to hack into ?

silent frost
#

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

plush yew
#

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

weary basalt
#

Checkout the InfinityBlade assets on the Marketplace. They are free from Epic @plush yew

silent frost
#

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

plush yew
#

Is there a shortcut to add spline points? Right-clicking and clicking Add Spline Point is tedious

wary wave
#

alt+drag

midnight mantle
#

I'm trying to zero them, but it's always off by a tiny amount

sudden agate
#

@midnight mantle floating point imprecision.

midnight mantle
#

=\

cursive dirge
#

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

midnight mantle
#

@_@

midnight mantle
#

it's really bugging me but whatever

#

I'll try to ignore it for now lol

gray basalt
#

Hi, i'm looking for tutorials to begin UE4 using C++ only, is it possible or we can't do anything without this blueprint ?

vale osprey
#

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

ashen brook
#

hrm

#

Anyone else ran into the issue in 4.18 that you can't add line breaks to text variables anymore?

gray basalt
#

For example, to make an UI, it's better to use blueprint than c++ code ?

cloud cobalt
#

@gray basalt Best way is to mix both.

gray basalt
#

tiens coucou

cloud cobalt
#

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

gray basalt
#

ok so i have to learn this blueprint

cloud cobalt
#

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

gray basalt
#

what's your project ?

paper dust
#

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 😃

gray basalt
#

yeah, i'm just trying to display a menu, it's not working 😢

fiery harbor
#

@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++

frank escarp
#

well, you still need bp for configuration stuff or setting up graphical things

fiery harbor
#

yes, but that stuff also looks fine in BP

gray basalt
#

but there is blueprint in every tutorials :/

frank escarp
#

just follow them?

fiery harbor
#

you can just do it in C++

frank escarp
#

the stuff about the tutorials works the same as in C++

fiery harbor
#

yeah

frank escarp
#

you can even right click a node and look at the c++ function it calls

midnight mantle
#

omf it is such a huge pain in the butt converting source mdl's and stuff to fbx and tga for use in UE4

fiery harbor
#

well why did you design them in that other format?

midnight mantle
#

I didn't

#

there's just a lot of resources in the SFM community

fiery harbor
#

whats SFM?

midnight mantle
#

source filmmaker

#

usually used to make animations

fiery harbor
#

ok

midnight mantle
#

so they have models for use

frank escarp
#

rule 34 models for days in that community

cloud cobalt
#

@midnight mantle Beware of licensing issues with this, too

midnight mantle
#

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

cloud cobalt
#

Also SFM assets aren't built for the kind of tech UE4 uses. It's a good-old Phong model in Source

midnight mantle
#

gdi

cloud cobalt
#

While UE4 uses PBR

midnight mantle
#

don't know what that means :<

#

I'm just looking for model+ textures

cloud cobalt
#

Textures authored for Source aren't going to be working well in UE4.

midnight mantle
#

yeah I'm kind of jumping through hoops at this point trying to convert stuff

cloud cobalt
#

In Source you'd use a diffuse map, specular map & normal map - UE4 will need an albedo (!= diffuse), roughness (!= specular) & normal

midnight mantle
#

:|

#

this is news to me

cloud cobalt
#

Basically you can do something that looks like the original asset, but it will look wrong in UE4

midnight mantle
#

ah I see

#

I'll look into it

#

but models are generally the same right?

cloud cobalt
#

Models will be the same and should work. The rendering will probably be worse than Source though

midnight mantle
#

hmmm albedo huh...

#

never heard of that before

cloud cobalt
#

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

paper dust
#

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% 😄

cloud cobalt
#

Yeah, it's going to look like the SFM model, just not super good.

gray basalt
#

someone has a link who explain the global structure of UE4 ? i m a little lost

cloud cobalt
#

That sounds a bit wide of a request 😃

paper dust
#

@gray basalt What's your background? Coming from another engine or fresh start?

gray basalt
#

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

paper dust
#

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++.

lean junco
#

hey guys, I just noticed my "saved" folder is huge. can I clean this out?

fierce tulip
#

yups

#

its basically a local autoback, also saves screenshots, config etc

lean junco
#

thanks, but it will not make the build smaller right?

cloud cobalt
#

No

#

The Saved foler is save gmaes, logs, crash reports, screenshots, local config changes

#

None of that goes into the final game

frank escarp
#

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

lean junco
#

ok will try that

frank escarp
#

but not stuff that is "orphaned" and has no references

#

then you also copypaste the Source folder

cloud cobalt
#

That only works if you actually have useless stuff left in your project, though.

frank escarp
#

as the project name is the safe, it should work

#

yes

#

but useless stuff is common

cloud cobalt
#

It's like an auto-cleaning tool.

frank escarp
#

its very common to grab marketplace packs

#

and then use a few objects

#

out of the full pack

lean junco
#

will have to do this wednesday evening b4 i upload mah jam

cloud cobalt
#

TBH the build size is pretty irrelevant in the real life, imho. No one will bat an eye before you get into > 20GB territory

frank escarp
#

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

lean junco
#

well. i'm in africa.. we have like tubo-dailup

frank escarp
#

and i fall short due to low design skills

lean junco
#

so uploading might take forever

cloud cobalt
#

That sucks

frank escarp
#

but then, as i had help, i cant apply to the "solo game" section

lean junco
#

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

frank escarp
#

yeh, that too. Ive been working on DWVR translations

#

currently got Spanish, english, and german at full

lean junco
#

only one level and it just gets imposible.. so you WIL die

#

but its a good way to learn cool stuff

frank escarp
#

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)

lean junco
#

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

plush yew
#

does this mean certain verts have 6 influences in the mesh itself, or is this something to do with the clothing tool?

light thunder
#

Is there a way to test multilayer interaction between two instances of unreal? Or do you ways have to build?

cloud cobalt
#

@light thunder You can start the game with n players from the editor

#

It's under the launch parameters

light thunder
#

How does it happen the different viewport

cloud cobalt
#

You'll get a window for each "player"

frank escarp
#

you use houdini for comercials and stuff @lean junco ?

#

what do you do with it?

lean junco
#

everything

frank escarp
#

lol

#

obligatory reminder, houdini is free for 3 months, indie version, due to the jam

#

indie version supports the unreal plugin

lean junco
#

effect, characters, modeling, landscapes

frank escarp
#

like actual modelling and characters?

#

isnt that clunky as fucking hell?

lean junco
#

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

frank escarp
#

i dunno, my modelling is done in blender, wich is god tier about fast polymodelling

lean junco
#

sure houdini is a bit slower to model, but when there are changes, and there always are.. houdini overtakes everything

frank escarp
#

maybe i should try to do more "normal" polymodelling with it to try

#

becouse i only use it for parametric/procedural stuff

lean junco
#

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

frank escarp
#

any good tutorials or similar?

lean junco
#

i like rohan dalvi tuts, cause they are art-centric.. not too much code in there

#

peter quint also

frank escarp
#

but those are paid 😦

#

i really wnated to see that "lake house" tutorial, but 250 dollars for a tutorial is completely ridiculous

lean junco
#

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

frank escarp
#

rohan dalvi just added this

#

a "introduction" video

#

neraly 1 hour

lean junco
#

like i said, I like him cause he doesn't use code everyware, might not be the best way always, but I hate code

frank escarp
#

this tut looks great

#

but 100 dollars man

#

probably i would only need the first parts

lean junco
#

there are free tuts out there.. loads of them

frank escarp
#

pluralsight microsoft offer has some

#

gametutors has some others, wich i watched

lean junco
#

i got the floating islands one.. it got me into houdini pretty fast

#

its old but its good

frank escarp
#

uhm, rocky stuff, wich is kind of what im doing right now

#

its just ridiculously expensive i think

lean junco
#

if you get that one.. remember.. the :vop sop is now the attribute vop

frank escarp
#

im used to things like subscriptions or others

lean junco
#

well for me it made sense. I earn $350 a day using houdini. so $30 is not that bad

#

oh wait 81

#

still

frank escarp
#

at the moment i know how to model procedural stuff, but not really well. Mostly bruteforcing the shit out of stuff with pure code nodes

#

i do not use the viewport

#

like, at all