#ue4-general

1 messages ยท Page 142 of 1

upper heart
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Make the particle system duration shorter. Or just make it a burst. Is it just a looping particle system right now?

pallid compass
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u got your emitters set to burst mode?

fierce tulip
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burst + set loop to 1

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& kill on complete

pearl night
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Lemme try, thanks guys ๐Ÿ˜ƒ

carmine wind
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guys does using media in ue4 counts as graphics or blueprint?

opal ocean
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oh yeah, while I remember. I've got that 101 muzzle flash pack, but they all loop. So I've been Activating, delay for .1, then deactivating. Is there a better way?

pallid compass
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no skylight removes it?

cursive dirge
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dfao

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would be my first guess

pallid compass
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theres DFAO inside mesh previewer?

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just a note its rather large object

frosty copper
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That artifacting always bugged the shit out'f me. Occasionally recalculating normals fixed it

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Other times it was lightmap settings, or just light computation quality settings that fixed it

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In your case, given it's the mesh preview, I'd be inclined to say Normal Recalc' aught to fix it

pallid compass
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Looks fine inside the world

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looks fine inside maya

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fine in substance

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actually

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it may be because i have no uv's yet

fierce tulip
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<_<

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hehe

pallid compass
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before you roast me luos

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The ships are pretty big

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so im swinging them in and out of ue4, so i can check vertex face weighting, bevel's, edges etc

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incase they need more resoultion due to the size of the ship being large

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and i dont uv till the end so yeah ๐Ÿ˜‚

fierce tulip
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often easier imho to unwrap as you go, often elements are copied around and then you dont need to unwrap em twice

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same with stuff thatsgoing to be mirrored

frank escarp
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what about you decrease the size of the mesh

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you dont need to keep the 1 meter = 100 units scale

pallid compass
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im instancing and transfaring attributes

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Im aware, but i want the ships in scale with ue4 mannique thingy ma bob

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as id like to be able to walk around them

frank escarp
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rip

pallid compass
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yeah haha

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not like SC walk around

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just like, in a hanger walk around

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kinda thing

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Sometimes i feel like face weighted vertex's and mesh decals are too good to be true

frank escarp
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you using those?

pallid compass
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yeahh

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id rather chop my eyes out then build high to low and bake

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its just soo much better

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i tried trim sheets but

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idk

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just not a huge fan of em

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If i have so some smaller mesh's attached to a ship, at a distance can i just disable them to remove the draw calls?

pearl night
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@fierce tulip thank you man it worked! I thought I did that but I guess I didn't haha. Works perfectly ๐Ÿ˜ƒ

hoary sluice
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Guys what do you think is UE or CE better?

tall pendant
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depends on your project IMHO

hoary sluice
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I was planning to do something like total war (the fight system)

pallid compass
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can u even import fbx in to CE yet?

hoary sluice
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Not sure I'm a noob at programming games

tall pendant
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ofc you can use .fbx in CE

hoary sluice
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I'm more into graphical stuff

pallid compass
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last time i checked few months ago u still couldnt

tall pendant
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they have it at least since CE V. i dunno about earlier versions.

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but if your'e more on the art side. an RTS is probably not the best project do tackle ๐Ÿ˜›

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regardless of the engine

hoary sluice
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I really want to start learning an engine, but everybody tells me something different

pallid compass
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god i hate RTS type stuff

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its really not begineer friendly

hoary sluice
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Someone say CE is the best, somebody else tells me UE is the best, then somebody tells me lumbeyard is the best and at the end some guy on drugs tell me unity is the best engine which exists

tall pendant
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there is no the best in gamedev.

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it depends on the project you're going for

pallid compass
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imo u cant go wrong with ue4

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The learning community is big.

tall pendant
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for 2d or mobile i'd stay away from UE4 and go for Unity tbh

pallid compass
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unless u cant program

tall pendant
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for racing games UE4 isnt the best choice either

hoary sluice
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I want to do either a RTS game or a FPS, more like learn the basics, because to do a game on your own takes much time

tall pendant
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and everything that relys on proper physics..well ue4 is not the engine of choice ๐Ÿ˜„

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for FPS UE4 is quite nice tho.

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you get tons of learning resources with ShooterGame alone

hoary sluice
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Thanks

ripe salmon
grim cargo
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Hi is there any way to convert my horror fps game to VR ?

grim sinew
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@ripe salmon The kind of character artwork in a AAA game like Tomb Raider takes more time to produce than a marketplace seller would ever make back on budget. You would need to hire someone to do it custom, and it wouldn't be cheap if you wanted that quality.

ripe salmon
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@grim sinew Thanks for the information!

plush yew
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Anyone know if object pooling is relevant for UE4?

sand wedge
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Object Pooling's always relevant XD

light thunder
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Can someone advise, I am switching motion controllers as an event, it works fine except I lose the ability to interact with widgets,-- my laser line still has collision but not interaction...I believe this is because it's making a new instance but somehow the code that enables widget interaction on that controller isn't passing to the new instance ....is there a way to destroy any controller (the event is spawn so that new instances will be the same name?

burnt drum
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is anybody hitting some performance issue with 4.18?

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i got a 10ms impact when upgrading to 4.18

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6ms to 16ms

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no code changes

gentle ivy
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might be thats its 2 am

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nvm its that its 2am

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sleepy

paper kernel
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trace, why can't you give me a hit value that makes sense when not blocking

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but instead, gives the vector from 0,0,0

warm mountain
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Anyone here has experience with the trademarks issues of car design?

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I got a piece of advice from another dev where he said if I want to model a real life car and avoid trademark issues

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to just model the car, remove logos and alter the external geometry a bit

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any thoughts on this?

paper kernel
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I'd say do a comparison on GTA games

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you can't use exact model

quasi lake
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Anyone knows how to set a character pushable?

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Like,when I move forward toward a character ,he'll get pushed by my character

paper kernel
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probably something with under the physics tab

vale osprey
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@warm mountain GTA typically avoids licensing by using design from 2-4 different cars in one car. This way it's more difficult to make a claim.

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But time passes and things change, car IP licensing is a multi billion business for VW now. I would advise to not use any real designs at all.

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In past no-one would bother with small devs as it would be just too expensive, nowadays is much easier and cheaper to find content that can be flagged.

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Its just a common sense to not take something that is not yours

warm mountain
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figures

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I didn't feel very right from that advice either

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that raise another fear of mine though

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so if I custom design a car from my own concept

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and it resembles another car that already exist

vale osprey
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If you have your concept drawings or screenshots from modelling process then you should be fine. If it looks too similar they can ask you to change design, which is not difficult if you did it yourself

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It more difficult if you copied it, just because of the way how shapes align.

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and don't use inspirations from some easy to recognise cars, like Mini Cooper, Porshe 911, Lamborghini Gallardo and etc.

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look how manufacturer itself does it:

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they want them to be recognizible, even between models. but they have to make some differences in the series

warm mountain
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gotcha

vale osprey
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making headlights, radiator grid and front spoiler of different shape, makes it look like a different car

warm mountain
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I want to combine the 1940s asthetics

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with the cars of the early 2000s

vale osprey
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kind of like Hot Rods?

warm mountain
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there's something really plushie and cozy about old cars

vale osprey
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yeah ๐Ÿ˜ƒ

warm mountain
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yups

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but softer haha

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those old cars some of them had really bouncy fluffy seats and soft window frames

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I really like it XD

latent roost
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Impractical cars, need ground clearance, those cars will only get damaged on the kind of roads I drive

warm mountain
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well those cars in the game I'm working on

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are basically abandoned or destroyed

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they won't be drivable haha

latent roost
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Gimmi a hover roadster or something then

warm mountain
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The player char is 10 years old anyways XD

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will be in big trouble if a kid is driving a car

latent roost
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who said kids cant drive?

warm mountain
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nifty!

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I can't do it skippern

latent roost
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that one is almost something I would like to have after reading some steampunk novels

warm mountain
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the media authority of my country will shut it down

latent roost
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coal fired landau

warm mountain
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even before I get a rating if I do

vale osprey
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@warm mountain ahh, you could do how Dreamworks and Pixar do it then - they just use really old designs, generically

warm mountain
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eeyups, gonna do that to avoid too many clashes with the architecture law haha

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lots of 1940s-1950s buildings

vale osprey
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๐Ÿ˜„

warm mountain
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its a comedy game to say XD

vale osprey
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Real but looks like from cartoon

warm mountain
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yup thats closer to what I'm aiming for

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indeed!

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The game is going to be a post apocalpytic comedy

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when aliens drop a zombie virus on australia for testing purposes

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and now the cast
a self conscious zombie
an underage crimelord
and an autist

latent roost
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check out "trabant" while you're at it, plastic car from east germany

warm mountain
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must fight their way out of australia

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the land where everything wants to kill you... litereally..

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Trabant is a nice car

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love the cushions of it haha

latent roost
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I was some time looking at a 60's Skoda, long before Skoda became mainstream

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and my first car (that I actually owned) was a DAF 66

warm mountain
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nifty

pallid compass
cursive dirge
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@warm mountain you'll be fine with the recognizable features from individual car models, just don't copy the design on whole

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if you couldn't do that, most cars wouldn't look the same nowadays ๐Ÿ˜„

paper kernel
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headlights, dont copy head- or tail lights

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those are the most iconic part of each car model

cursive dirge
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it would be impossible to manufacture anything

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well, if he's doing older cars

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they had round lights

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they all look the same

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probably because most used the same lights

paper kernel
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not quite, the bulb might be round

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well older cars it was more about the whole grille

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see pontial firebird or mustang

cursive dirge
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here's a good example of modified car models

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there's no licensed cars in that game but most cars borrow features from known models

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that game is published by disney so it's no small indie project

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IMO that level of plagiarism is fine, even the car manufacturers do that

paper kernel
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as you see, model as whole is almost identical but lights look "off place"

cursive dirge
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to make a point

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here's a blueprint of old aston martin

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open those images on browser and toggle tabs

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that's just one example

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there are tons of others like that

warm mountain
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nifty

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gotcha you guys

cursive dirge
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also every game that does postapocalyptic setting for example doesn't have any licensed car brands but their cars usually are recognizable

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look at the mad max game for example

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here's fan made list of what the original models were

warm mountain
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nya!

cursive dirge
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I would put more effort to hide the obvious body origin than what mad max did however

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but in their case, as the cars are kinda stripped and modified, they don't fully resemble anything that those car manufacturers have sold or designed

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so they are probably safe with it

warm mountain
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true

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the cars in my game will be already badly damaged

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or burnt

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so I think it should be fine

cursive dirge
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anyway, most importantly, it's eventually your call, where you draw the line and what you think is worth the risk, if it's a serious project, contact IP lawyer of some sorts

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(you shouldn't really take legal advice from random people from the internet)

warm mountain
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eeyup

pallid compass
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i had a dream last night that i fixed the huge cpu cap in ark, im going in to test it now

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lmao

solar quarry
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quick question, I'm using substance painter and I got a notification telling me to change my tdr value to 60 seconds. I wanna know if setting my tdr value that high will have any repercussions i.e. when gaming

frosty copper
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[14:02] 0lento: if you couldn't do that, most cars wouldn't look the same nowadays :smile:
I kinda wish that was the case. xD most cars nowdays look almost the same anyway. Can only usually tell who makes it by the badge on the front/back.

cursive dirge
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yeah, especially if it's a model done with collaboration with other car manufacturers, then they mainly change bumpers/grill and minor interior details

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but that's kinda exception here

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as there they've already agreed to share the bodywork

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in some copyright laws, there's a separation between tradional design and something that makes your product stand out

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I don't know if cars would fall under such but it would make sense

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like for architecture, you can't copyright generic design but if it's clearly special design, it can be protected by copyright

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wish these things would be more clear

frosty copper
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aye. tis a messy subject for sure

keen parcel
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Hi, where is ideal place to report bug report related ue4?

keen parcel
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Thx.

solar quarry
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on second thoughts nvm I got my answer from elsewhere

verbal laurel
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Hey I can't apply my post process shader to the stylized kingdom.

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i don't know why but it won't work and it's version 4.18 and everything

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Can someone help me?

pallid compass
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man im so tired iv been modelling since 8 and idk why but im nearly dead and its not even half 6 here yet

pastel folio
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Any of you know where you can get a height map of for instance the north sea?

verbal laurel
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So I see nobody answers questions here.

frosty copper
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๐Ÿ˜ Dude, you need to learn patience.

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If someone doesn't know the answer, they sure as fuck aren't gonna reply, are they?

pastel folio
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yep its a free world and you have paid noone to answer have you?

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Or you get a massive wall of I dont know...

frosty copper
pallid compass
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tip 1: if the newest version of ue4 dont work, role back

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I never use the newest version for these reasons

pastel folio
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Thx

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it does not seem to have subsea data

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That is The kind of data I seek to make a subsea map off

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this is Maxsea timezero, and that data has an IP lock and is encrypted

frosty copper
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Given that the Oceans are barely documented, you'll have some difficulty finding any maps relating to them.

pastel folio
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They have some, though not europe,

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Could do some US harbours I guess,

frosty copper
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although most of the ocean as expected is a flat grey

pastel folio
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Yeh I need really detailed data, of preferably the north sea due to a potential client

brave lark
frosty copper
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You're gonna have to explain that such data at this point doesn't really exist

rocky kayak
pastel folio
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Well it does as I have it in a naval navigation programme

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That is the approach to the london thames for instance

frosty copper
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Aye, and the further out you get the less data you'll find.

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Besides Seabed 2030, and the first probing years ago with plumbing cables, most maps are gonna be from satelite shenanigans

pastel folio
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yeh

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I have two shots spare, one is a phone call to my employer, (my work is not related to this) and ask if they have a contact at the hydrography institut, the other is phone maxsea if they allow me to extract the heightdata...

frosty copper
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Sounds like barrels of fun. o_o good luck anywhoo~

pastel folio
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Thx

verbal laurel
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If someone can help me with my issue with the post processor let me know

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DM me!

regal mulch
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When you create a Tree of possible future "moves" on a chinese checkers board

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And you think "Yoah, depth of 5 or so is probably when I will get a lag" and depth of 3 is already a few thousand different outcomes and freeze your game for 3 seconds

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.>

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Need super computer

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43115 moves checked

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Guess Imma create a thread for that :D

uneven fractal
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Is there a way to tell the launcher where files are stored?

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I had to move my arkdevkit to a new location but the launcher doesn't understand that the kit is on my system stil

turbid knoll
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hey can anyone here advise me on targetting low end systems/old computers?

uneven fractal
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use unity?

turbid knoll
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heh

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i tend to find unity performs poorly framerate wise

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is it feasible to build a "simple" game that doesn't need particularly good hardware to run with UE4?

grim ore
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Sure. Disc jam modified some stuff a while ago to run at 60fps on Integrated gpu and since then the forward renderer has been added to help out.

turbid knoll
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forward renderer?

cursive dirge
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@turbid knoll project settings->rendering->forward shading

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some feats will not work it due to it using different rendering path

grim ore
cursive dirge
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but in general, it's a lot faster on weaker hw, as long as you don't have tons of light sources

turbid knoll
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right

cursive dirge
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I've tested that mode a lot on really crappy gear and it does a good job

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altho, if you truly target integrated, you may still want something even simpler

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but I could get regular forward renderer to run 60 fps @720p on relatively simple platformer sample

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using old celeron G550 and nvidia GT610 that is

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GT610 is pretty much crappiest discrete GPU you can find

turbid knoll
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i guess its not just that i want a few tweaks to optimize the engine

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but i want to scale everything down as well if that makes sense

cursive dirge
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it does

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but you can't use that mode along with deferred renderer for high end settings

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I've asked about this on their live stream and the reason was that making that happen would double the shader compilation times so they didn't want to do that

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epic itself uses "simple forward" for low end gear support

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that's additional mode that can work with deferred renderer for the rest options

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but it's not documented and barely anyone knows how to use it

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I think UT does use it tho

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so one could peek into UT codebase for clues I guess

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they made it for Paragon

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or.. make the disc jam approach

turbid knoll
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wait i think you might have the wrong end of the stick here

cursive dirge
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?

turbid knoll
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when i say scale i dont mean i want the user to be able to set the scale of the rendering settings or whatever

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what i mean is i want to deliberately build a simple looking game

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i dont want to use the word "retro" exactly but... retro maybe

cursive dirge
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then forward rendering could be fine

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Epic made entire robo recall with it

turbid knoll
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yeah ive switched to that

cursive dirge
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you lose SSR, SSAO

turbid knoll
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but i almost want to scale down the resolution as well, then apply some kind of shader on top

cursive dirge
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technically HBAO+ can be made to work with forward shading tho

turbid knoll
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when i set forward shader, it had to restart the engine and it took ages to initialize, now its compiling the shaders which is also seemign to go far slower

cursive dirge
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it takes a while

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as it needs to recompile everything

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it's same deal if you toggle on/off the static lighting setting on project settings

turbid knoll
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anyway, under settings you have those "engine scalability settings"

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but they dont appear to apply on launch

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but my basic idea was to have the game run at a lower resolution and the scale up, like you can do with the engine scalability settings + add some kind of post process shader

frank escarp
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i tried to use simple forward

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the issue is that its too simple

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it only allows 1 light

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and no normal maps

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and everything on fully rough

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also it glitched a bit

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what i would really like is using mobile forward render for vR

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but it glitched

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maybe i should try in 4.18

south ridge
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Wait @cursive dirge quick question (or anyone else)

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Is forward rendering a runtime switch

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Or it has to be packaging time switch (rebuild shaders etc)

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Or could you make it a runtime switch

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Obviously it has to use different shaders, but it'd be cool if it was something that could be changed as an option (including restart)

brittle gyro
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Hey folks, keywords betray me at this point so I was wondering if someone could answer this off the top of their head. I'm running the latest Visual Studio with the latest UE4 (4.18.1) but my ActorComponent based class shows red squigglies around inherited members such as "Begin Play" with the error "Function does not exist in UObject". Things compile fine and I can see that the object is properly inheriting from UActorComponent but somehow VS is being a jerk with false positives on errors. Is this a known issue?

cursive dirge
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@south ridge like mentioned, they don't allow that, you have to either pick deferred or forward. technically you should be able to force it to compile shaders for both paths tho, it's just not something Epic supports atm

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I asked about that on live stream and the shader compilation time was the reason for that

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I still find that BS reason

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as you can already just tick the target renderers

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so most would just keep defferred on

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and if people want forward only, they'd only keep that on

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should be trivial

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you could do something similar to regular forward shading but I suspect it's bit more involved as it's currently treated as same bloody renderer internally ๐Ÿ˜„

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exposing the setting for that mobile emulation mode was easier as it was a new rendering mode to begin with

plush yew
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Heyo! I am beginning to learn unreal engine. Where are some good resources to read from or watch tutorials of the engines basics?

brittle gyro
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if you can wait for the sale, udemy has a great course that I've been using. As a C++ dev it's a bit slow but it's great for beginners...

fierce tulip
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udemy is always on sale :p

brittle gyro
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I can't stress enough just installing the app and then waiting for the notification for the sale because a $200 course goes for $20

plush yew
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Oooo

brittle gyro
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@fierce tulip Sorta, I'd say they're regularly running monthly but you gotta catch them sometimes.

fierce tulip
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ive never seen i.e. ue4's complete beginners course for anything less than 90% off

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ever

frank escarp
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can confirm

plush yew
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Me likely, does it cover blueprints, and other tools in the program ?

frank escarp
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well, i did see it at full price

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once

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couple days later it was back on 90% sale

brittle gyro
frank escarp
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lol 95% sale

brittle gyro
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BP w/o C++ is quite the handycap IMHO

fierce tulip
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they even send creators emails with "make big profit, you get X percent!, just write the book in a stupendous short timeframe!"
and then always 90+% discount and creator gets jack

plush yew
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Ok if that's what you suggest, I'm also very basic. In my c++ at the moment

frank escarp
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they contacted you for a FX course? @fierce tulip

fierce tulip
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no, but they contacted some buddies and ive read the email a few times by now

frank escarp
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btw remember that c++ course was kickstarted

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for like 200k dollars

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you can make FX tutorials and put them on gumroad, ive seen paid tutorials on gumroad quite a few times

fierce tulip
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yea, andd after they finished the book, ue4 bots would swarm the facebook groups and continuesly spam about it

brittle gyro
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@plush yew they do an intro to C++ etc and then walk you through a non-UE4 C++ game framework, pretty comprehesive stuff. If you get it at a pitace (like $20) then it's certainly worth a try

fierce tulip
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i rather keep all my tutorials free ๐Ÿ˜ƒ

plush yew
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Ok thanks, I will enroll myself in that course

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Btw does my pc need to be very good to run unreal projects?

brittle gyro
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@fierce tulip Please post them for @plush yew then, he's already about to spend $$$, save him and educate us all

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@plush yew You will be more grateful if you did

fierce tulip
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i only have vfx tutorials, better to start with fundamentals & basics

plush yew
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It's fine man I got money to spend

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Thanks anyways luos!

brittle gyro
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I g2g but gl @plush yew! Feel free to PM me if you get the course and have any questions. ๐Ÿ˜ƒ

fierce tulip
brittle gyro
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@fierce tulip THX!

fierce tulip
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plush yew
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Thanks @brittle gyro for the help. Can't wait to start

brittle gyro
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@plush yew take note of that one from @fierce tulip as well, there is no single good way to learn and a free resource is always handy (as it doesn't cost you anything to book mark FFR).

plush yew
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Sure

brittle gyro
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@plush yew Excited for you as well. Good luck and share in the adventure.

plush yew
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Thx

fierce tulip
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also check the learning tab in the launcher

plush yew
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Btw does my pc need to be great?

brittle gyro
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@fierce tulip thx for the additional reference! will jump into this one after the udemy one (different approaches touch different aspects of this HUGE engine)

brittle gyro
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I know it's apples to oranges but when I originally started with UE4 it was on Linux and the performance was abysmal; getting the engine to perform properly by using Windows was great (and with W10's Bash/Linux on Windows a decent compromise).

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@fierce tulip do you happen to use UE4.18.1 w/ VS2017?

fierce tulip
#

I barely touch VS, i spend most my time in cascade only

oak linden
#

How do I get decent-looking contact shadows from lights?

#

by default they move a lot when the perspective moves

#

putting them on 1.0 makes them pretty much invisible

#

and everything below that looks better but dances around constantly

#

I'm doing a prerendered thing

#

so I don't care about performance

#

what do

coral crane
#

idk tbh

#

I have a quick question as well. I have an pawn that moves to me and I want to them to subtract from my maximum when they are close by. Is there a way I can trigger them to do something via distance?

quasi lake
#

How can I modify the avoid-step-on momentum?

#

Of this

#

At the moment,when character avoids stepping on another one,it gets pushed too much

#

How can I control this?

hexed lance
#

so the red cross symbol is unable to be used in video games. does anyone else have a good idea for a symbol to denote medicall supplies?

quasi lake
#

White cross with red background

floral pagoda
#

Major useabillity improvements for magica voxel are coming this month

#

^ Details ^

brave lark
#

Pretty

#

I gotta use that more

warm mountain
#

Save and Load systems seem to be simple enough in those tutorial videos

#

but when a game is actually ready in terms of all its mechanics, has several different player characters

#

I'm not sure if those tutorials can really follow through

timid flame
#

Has there been any updates on the autolod/simplygon tool crashing when used on meshes with a reasonable polycount? In particular foliage for me at the moment

#

Speedtree assets at around 10k+ tris are unable to be autolod'd due to a crash involving a quadric function or something

desert crane
#

Hello guys, i'm having a problem with my game and i don't know what exactly happen here ๐Ÿ˜ฐ

#

it's like suddenly pulled to the left wall when my plane is near the wall but doesnt happen with the right wall

mint raptor
#

Anyone know of any games that let you trip over things?

lean rock
#

Do I need to talk to anyone to get my Epic accont changed over from Canada to the USA?

#

I need to buy something from the market place

mint raptor
#

@lean rock they have two different stores

lean rock
#

yeah but my account is locked in Canada mode. I cant use my card

mint raptor
#

Sorry that was meant to be a question lol

#

I didn't know they had two different stores

#

Does that mean they sell different assets on both stores?

lean rock
#

I dont know honestly

weary basalt
#

@worn granite I cant believe that guy in the Jobs section on the forum claiming to be an Senior Unreal Developer (with only 4 years experience) is still around lol

#

Still copy/pasting the same message with Allars GenericShooter video as evidence of experience lol

#

Wtf

safe rose
#

@weary basalt Who you talking about?

weary basalt
#

His first Google Drive link is of an video from Allars Generic Shooter lol

safe rose
#

Aye, looking at that now...

#

That's pretty sad tbh

#

I guess I am just lucky, new clients been coming to me lately.

#

No need for that hard sell

#

Or a fake one

fluid stag
#

I'm making a game, wanna join my team

#

I'm the ideas guy ( ._.)

frosty copper
fluid stag
#

I often wondered if I ever made a post looking for people to work on a project, the "we are" or "I am" I see a lot of projects with only one person working on them refer to themselves as "we" foreveralone studios

fiery harbor
#

@fluid stag?

#

do you say that's bad or do you say you wouldn't know how you would do it?

fluid stag
#

I feel like refer to a 1 man project as "we" seems a bit weird, however, anyone with a good amount of experience might look at a job ad with "I'm making this game" and go nope pretty quickly, which is understandable

fiery harbor
#

@fluid stag well I'm working alone on my game, but if I would publicly talk about it, I would say "we" of course, anything else is just unprofessional

#

no one writes a press release with "I did something"

fluid stag
#

I feel like if I ever shipped, it would be akin to slipping a letter under a door and running away to hide behind a bush and watch

plush yew
#

umm, anyone know how to fix this.. everytime I message this one guy who I used to game with, discord freezes and I cant click or select anything

#

if I message ANYONE ELSE

#

its fine..

sage wolf
#

How do I figure out which config category a variable belongs in?

#

I want to set vr.bEnableStereo=False and vr.bEnableHmd=False, because for some unknown reason Unreal always sets these to true, with no HMD connected

#

making the packaged build run in stereo simulated mode (I'm not setting the command line argument for that)

#

I tried [/Script/Engine.RendererSettings], but an assert fails on start, stating that those variables can't be "redefined as a different type" (though they're also bools)

grim cargo
#

hi guys.. anyone can help me with VR stuff im new in UE 4

rocky iron
#

Yo dudes, can you install the UE4 editor on a Windows Server (2012 R2)? I'm having some problems with it

wary wave
#

Does it even support DirectX 11? I'm not sure it does?

rocky iron
#

I was under the impression it did, but I could be wrong

#

This automated building stuff is doing my head in ๐Ÿ˜ฆ

wary wave
#

hmm, apparently it does support Dx11

rocky iron
#

I'm used to Linux servers usually, but a buddy had the serverspace

paper kernel
#

well this is rather interesting

#

I wonder why spheretrace wont return proper impact point when initially overlapping ๐Ÿค”

#

that seems like a bug, since it can be calculated

plush yew
#

OMG

#

boys

#

im gonna be an uncle !

paper kernel
#

๐Ÿ‘

wary wave
#

grats

plush yew
#

THX

#

thts so wierd... my parents will be grandparents

#

I dont like it lol

paper kernel
#

my dad is a 3x grandpa and I haven't even hit my 30's yet

plush yew
#

damn

#

early birds

#

I get this news right when I fix my old desktop

#

its a good 1:00 am

jade widget
#

hello guys, i'm currently having a strange error in my game. I really dont have any idea what's happen on this ๐Ÿ˜…
my character suddenly went to the left if i fly near the left wall ( just left wall, it doesnt happen on the right wall one)

I attached my error video, Your help and solution will be really appreciated
thank you! ๐Ÿ˜„

rocky iron
#

So, for automated building. What server do people usually use? I'm using Jenkins, should I use a linux server, or a windows one?

wary wave
#

Jenkins seems to be the popular choice, as for OS, I guess Windows is easier to set up but ultimately it shouldn't matter too much

sinful umbra
#

If you want your CI machine to build for windows and linux choose windows

lilac geyser
#

can anyone help me with getting a UWP verison for UE i have an xbox creators account and wondering what i should do?

wary wave
#

there's a branch on Github somewhere, should be able to find it with a quick google

#

(it's unofficial however, ergo, unsupported)

lilac geyser
#

i saw that i downloaded and for some reason it didnt work correctly for me

#

do i just search up UE4 branch?

#

i saw one the UE4 website that i need to get in contact with them somehow about it but i dont know the correct way how like ive emailed but havent got a reply for days

quasi lake
#

Anyone knows how to change the impact which is added to the character to prevent stepping on another character?

#

The default impact is too much,which looks wierd

#

But I didnt find anything in the character movement

#

ok,dig into source code time

tulip cypress
#

does anyone have any ideas how I could overcome my thrive for perfection? what I mean is that I feel like I can't make things "hacky" or create systems that "just work" I feel like I have to make everything perfect the first time. This is a problem because I'm still new to UE4 and I don't know what are the best practices, so instead of trying to create something, anything, all I do is look at tutorials and read online what are the best ways of doing things. I feel like I could learn a lot more by creating something that works, no matter how "hacky" it is.

frank escarp
#

@tulip cypress do a prototype phase and a proper phase

#

at the start of a project, when you are doing prototypes, hold NO regard for quality whatsoever

#

when you have the mechanics down, then start the project brand new

#

and code it properly

tulip cypress
#

good advice, but how can I "code it properly" when I don't know what the "proper" way is?

#

how can I know if something is hacky and works or if it's "the right way" and works? (how can I know it, seeing that I'm an idiot) ๐Ÿ˜„

frank escarp
#

thats the thing

#

when you do the stuff, you will know what works/doesnt/is a fucking mess

#

and then you will be able to do it again but much better

tulip cypress
#

the problem is also with the fact that I'm still too new, I don't understand the advanced suggestions made by people but I feel like I HAVE to use them regardless... but what then happens is that I just create a "good system" according to someone and I don't know how to use it, because I didn't create it ๐Ÿ˜„

frank escarp
#

there is no such thing as Good Code (tm)

tulip cypress
#

so basically, Just Create Stuff (tm)

#

thanks @frank escarp you've been a great help, I just have to do things, stuff, hack away

wary wave
#

I would prefer to write things in a fairly reasonable manner, and replace weaker code afterwards

#

just hacking away at things usually means you end up with garbage that's a pain to modify later when you need to, and ends up being slower to work with than having done it more sensibly to begin with

#

this is especially true of multiplayer

frank escarp
#

@wary wave thats why you nuke it

#

its just about getting stuff done ASAP, and once you have clear what you want, you create it brand new

wary wave
#

nuking and starting again is a shit way of iterating rapidly

frank escarp
#

im going to do that for the next project, to not fall in the issue DWVR had

wary wave
#

the point is, if you hack everything from the start, you end up slowing yourself down when you need to iterate

frank escarp
#

there are a lot of things, like proper multiplatform/configuration/data driven enemies, that are a pain to do at the start

wary wave
#

because you start layering hacks on hacks, and logic becomes entrenched in multiple places, and hard to alter

frank escarp
#

its not about copying the logic, its about knowing what you want to do

#

in DWVR, i would have done MUCH better if i nuked the code from orbit

#

and it wasnt "that" badly coded at the start

#

its just that scope creep happened, stuff on top of stuff happened, and suddenly its embarrassingly multiplatform with lots of config options and stuff

#

if at that moment i just nuked the code and started again, this time taking in mind all that multiplatform/configurable design, the end product would be better

#

thats what im doing on my next project

#

im just winging it completely, and not adding configuration or anything

#

once i have a prototype done and know the core mechanics, ill start again

#

and make sure to have config options, stuff to add analytics, and easy way of creating more content

paper kernel
#

๐Ÿ˜  one vector3, can't figure it out

#

(how much rejection wall collision should cause)

quasi lake
#

After I modify the engine code,how to compile it?

#

I tried build/rebuild in visual studio

#

But it tells me 1>@rem Nothing to do.

glossy flame
#

You have a source build of the engine, correct?

#

(not launcher)

quasi lake
#

What is source build

glossy flame
#

It's a manually compiled download of the engine you get from GitHub

#

If you have a launcher build, you can't modify engine code

quasi lake
#

Eh even if I change the engine code?

glossy flame
#

Correct

quasi lake
#

ok

#

If you have source build,how to make it affect the launch build

glossy flame
#

You don't ๐Ÿ˜ƒ

quasi lake
#

So just run the source build๏ผŸ

glossy flame
#

Yep

quasi lake
#

emm that sounds time costing

#

I'm trying to find an interface of that function first

glossy flame
#

Hmm? Not quite sure what you mean

#

You can download the engine source and debug symbols alongside the launcher build, but you can't change anything

quasi lake
#

I want to change the values here

glossy flame
#

I assume that's engine code?

quasi lake
#

Yep

#

The impact is too much

glossy flame
#

Alright, well you'll either need to manually call your way around that or download a source build of the engine and change it

quasi lake
#

Yes

#

BTW do you know anything about how to modify the impact of preventing character stepping on

#

I dont find anywhere to change the force

#

There's only a toggle to open or close it

#

How unreal handles this collision is way too heavy

#

You can open the 3rd person demo to check it when you step onto another character

plush yew
#

anyone here making sim games?

#

trains, trucks, cars, railways?

devout relic
wary wave
#

it needs to be planar mesh geometry, needs a standard material (probably want normal maps), and light sources need to be placed very carefully

frank escarp
#

masked material

#

so it can cast shadows

devout relic
#

I don't really even know what that is.

#

@wary wave That was mostly gibberish to me. What is a planar mesh geometry? What do you mean by standard material and normal maps?

#

@frank escarp What is a masked material and how do I add one?

#

Hello?

frank escarp
#

you need to make your sprites use some material

#

that some material would need to be masked

devout relic
#

Okay. How do I do that?

quasi lake
#

Can I change the default capsuleCollision component of the character into another collision component?

devout relic
#

I'm experimenting by changing the material on the sprite, and the results are questionable at best and horrifying at worst. I still need help.

#

I tried searching for a masked lit material, but there isn't one.

#

I don't even know what to google about this.

grim cargo
#

hi guys.. im planning to create a horror game with Mobile/android (Virtual reality) anyone have idea what should i search in youtube for tutorial ? i see this https://www.youtube.com/watch?v=cuba0H2TYog but i dont have money to buy that fyi im a 2nd year college please help me

This plugin enables to you quickly test your VR game. - Head Tracking (Orientation) - 3D Stereo View (Tested with VR Box) This feature comes with "Mobile Rem...

โ–ถ Play video
devout relic
#

Still having problems. No idea what to do.

paper kernel
#

@grim cargo that's just gyro input plugged into SetControlRotation

wary wave
#

your 'character' needs to be a mesh, and it needs to have a lit, masked material

#

after that, it's still going to look pretty horrendous until you have your normal maps sorted, and have got a lighting setup that's reasonable

devout relic
#

How do you make your character a mesh and add a lit, masked material?
What is a 'normal map' and how do I sort them, and set up reasonable lighting?

wary wave
#

These are all fairly fundamental concepts, and I don't really have time to hold your hand through the whole thing - you should be able to find more or less everything you need to know through google and / or by playing in the editor. Start by making your character a mesh and then solve one problem at a time (probably in the order I described)

devout relic
#

I asked here because I already tried google and playing around, and they didn't help.

paper kernel
#

it seems you need a basic tutorial on 3D modelling

#

which explains what a normal map is

devout relic
#

I'm not 3d modeling though.

paper kernel
#

yea if you want to make materials in the engine you kinda have to be

devout relic
#

Well, okay, the environment is I guess, yeah, but the thing I'm having a problem with is the 2d sprite.

wary wave
#

for pixel art there are tools that can help your create normals maps from sprites

#

there's no 3d skills required, however it's probably outside the scope of what people in here will be able to help you with

#

I believe one such tool is 'Sprite DLight'

#

'Sprite Lamp' may be a viable alternative

devout relic
#

So 3d environments are naturally lit within the free game engine, but I have to buy a separate program for 2d sprites to be lit? S:|

wary wave
#

you can light them all you want in the engine just fine

#

your problem is the normal maps

fierce tulip
devout relic
#

No, apparently I can't. Or at least nobody will tell me how.

wary wave
#

without normal maps, a sprite is just flat, so you won't get proper lighting on it

#

I mean it will be 'lit', but you won't really see any shading

#

@fierce tulip - Paper 2D doesn't support lighting though, right?

devout relic
#

It doesn't need to be well-shaded, at least not at the moment. It just needs to get darker when the light gets darker and cast a shadow.

wary wave
#

then you don't need anything except a mesh with a lit masked material

devout relic
#

Aaaaaaaaaaaaaaaaaaaaaaaaaand full circle back to my question. How do you add a mesh with a lit masked material?

fierce tulip
#

@wary wave afaik it does

#

you just set the material to be masked, done.

wary wave
#

huh, apparently Paper2D does support basic lighting - but it cannot cast shadows

faint cedar
#

Anyone know if there's a workaround for the "dropdown menus constantly flicker when at the edge of the screen" bug?

devout relic
#

If that wasn't how to set the material to masked, I have no idea how to do it.

fierce tulip
#

@faint cedar for me, sometimes fiddeling with developer tools > widget reflector

#

@devout relic do it inside the material, not the instance. it might not have a mask input set up yet

devout relic
#

Because what I did seemed to have no effect.

fierce tulip
#

you should really delve into some "getting started" documents & learning tab content, along with actually just looking at some of the example content thats available there.

devout relic
#

I'm not sure about the example content, but I have looked at a lot of the getting started documents.

fierce tulip
#

just like learning to draw, keep repeating untill it becomes natural. is really best to follow some tuts etc first, else you cant see the forest trough the trees

devout relic
#

I have. I don't understand what I'm not getting about this.

fierce tulip
#

you need to edit the material, not the instance.

faint cedar
#

@fierce tulip - Nope, it always happens no matter what. If a drop-down exceeds the edges of the screen it just keeps flickering in an out.

#

it's beyond annoying

devout relic
#

How do I access the details for the material? I thought that's what I'd opened, but apparently not.

fierce tulip
devout relic
#

I frequently can't believe how just one tiny thing apparently needs an entire huge tutorial to explain in this program.

paper kernel
#

the thing is, you never run out of things to learn in game dev

#

so, hit the books

fierce tulip
#

its not huge, and if you are unfamilliar with everything, then yes it feels like a huge hurdle, but thats with any engine, and any tool you are using for the first few months to years.

devout relic
#

It feels like if a new artist asked me how to color something red and I told them "Well you need to understand color theory and how the color pallets mix, and how shading and lighting affects them..."

faint cedar
#

Well the thing is

#

There are many ways to do thing X in unreal engine

#

But 99% of those will cause issues in the long term

wary wave
#

it's more like if a new artist asked you how to colour something red, and you asked them 'what kind of medium and materials are you working with?'

#

you see, to someone who has never used paint before, the answer to that question will be bewildering

keen birch
#

Or: "Can you color this nicely" Well, you'll do a better job if you know color theory and shading

#

ยฏ_(ใƒ„)_/ยฏ

faint cedar
#

And many answers, even though they will technically make it red, are very wrong answers.

#

Such as: Slit your wrists and use your blood.

keen birch
#

Lol

#

Actually

devout relic
#

I'm not worried about making it pretty right now, I just want it functional and I'll make it pretty later.

keen birch
#

It's asking someone to color something red, but them not having the tools to do so

#

THen don't look into the prettiness stuff

faint cedar
#

@devout relic - Do you want it to be "let's see something on the screen" functional or "let's do it properly make the code scalable" functional.

devout relic
#

I'm not looking into the prettiness stuff, I just want to know how to edit the material instead of the instance.

#

Right now I want it to be 'let's see something on the screen" functionable.

faint cedar
#

Just open up the material in the editor instead of the material instance. You can mouse-over the asset to see which is which

light thunder
#

Does world settings differ between maps? How does level streaming work for that, does the persistent just override everything else?

merry gazelle
devout relic
#

Pretty sure world settings do differ by map, but you can set the same gamemode to several.

#

I could be wrong though, but that's what seemed to happen when I looked at the settings in multiple levels I'm making.

merry gazelle
faint cedar
#

@light thunder - World settings can differ between maps, but when streaming only the master game mode / levels are applied.

devout relic
sacred crater
fierce tulip
#

been there, quite annoying when you notice you forgot to change something in one menu so all others are identical. (i.e. not having the socket menu open)

light thunder
#

@faint cedar thanks!

devout relic
#

Still no luck fixing it.

north fractal
#

any of you guys ever written up a bug report for the engine? How long does it usually take to hear back? I got a response from Doug E asking for more steps to reproduce, I provided them, and it's been 10 days since without an answer.

devout relic
#

I can't figure out how to access the default MaskedUnlitSpriteMaterial, and I can't figure out how to make a new material asset not turn him into a black box.

#

Oh.

#

I was about to say "Ha!" but more like "Ehh, kind of?"

#

He's still unlit, but he does now cast a shadow without turning into a box.

wary wave
#

@north fractal - a) yes, and b) usually never

north fractal
#

@wary wave Well that's unfortunate. He responded once asking if it could be reproduced in a brand new project, and I let him know that yes, it could, as well as steps to reproduce. Haven't heard from him since.

safe rose
#

@north fractal forums seem down

#

But when they go back up

#

There's a thread started up by me in Feedback For Epic

north fractal
#

what's the thread?

worn granite
#

@weary basalt haha, yeah, that's pretty great.

#

my bet? Less than 6mo total exp. and all of that following tuts

safe rose
#

@north fractal Something about lack of communication

#

should have like 120+ replies I think on that

north fractal
#

@safe rose Sure, I'll post in there when I can. It seems like this bug I ran into only affects a subset of a subset of users, but seeing as it affects me, the developer, it's discouraging to keep working on this game when my own machine has such a terrible bug when running the packaged game project.

wary wave
#

when it comes to niche problems, unfortunately your best bet is to try and resolve it for yourself

safe rose
#

@north fractal what's the issue exactly?

#

maybe we can help

wary wave
#

Epic tend to prioritise issues that affect more users, as you'd probably expect

safe rose
#

no idea

#

Well, they are going off "upvotes"

#

which is sort of silly

#

Because no one really knows that

#

Or uses it

north fractal
worn granite
#

forums down?

safe rose
#

They usually only upvote only already-answered questions

#

@worn granite aye

worn granite
#

Scheduled?

safe rose
#

Maybe upgrade #4

#

nope

worn granite
#

Ha, nice.

#

not important jw

safe rose
#

strange since it's in the middle of the day over htere

#

here

#

jeez

#

so slow

north fractal
#

I would have even appreciated a response to my thread saying, "We were unable to reproduce. Could you run it again and send us some logs?"

safe rose
#

Wouldn't we all?

#

You should have bumped it up on Friday Morning (EST) and once again Monday Morning

#

I just bumped it

worn granite
#

I think there's a similar issue with windows 10 if you have a taskbar on the left side (not sure if right side) and go fullscreen (maybe borderless?)

safe rose
#

But, you gotta remember, they have tons of Bug Reports that are coming in, so your visibility may get lost

worn granite
#

hitboxes seem to be calculated differently than visual location but haven't looked into it at all

north fractal
#

heh, thanks for the bump @safe rose

inland epoch
#

forums are down for anyone else? D:

safe rose
inland epoch
#

thx!

stuck chasm
#

Does anybody know how to fix this?

arctic ravine
#

I'd imagine the normals on the faces need to be flipped

stuck chasm
#

thanks i will try that and report back

keen birch
#

Yup, you need to flip normals on the barrel

#

Or you need to enable backface rendering on the material. Less work, but it ends up rendering at twice the tricount, so that's a waste for something that doesn't need it

stuck chasm
arctic ravine
#

Anytime problem buddy

tulip cypress
#

I'm losing my motivation, aaaaaaaaaaa, help! ๐Ÿ˜ฆ

#

does discord use my current locale to determine how to show post dates? if something was posted 11/05/2017 is it November or May? my windows is set to dd/mm/year

#

or is it different on all servers?

worn granite
#

If you scroll up to a few days ago you can see

tulip cypress
#

I scrolled for a minute and it said "Last Thursday" and then I got bored ๐Ÿ˜„ but yeah, guess I'll have to just keep that page up held down

#

thanks

worn granite
tulip cypress
#

woah that's handy

#

but yeah, events was a nice choice now I know ๐Ÿ˜„

#

the events channel that is

opal ocean
#

my motivation has been missing for a few weeks now

tulip cypress
#

it's just hiding under a rock somewhere

opal ocean
#

I think mine is dead...

tulip cypress
#

don't say that ๐Ÿ˜ฆ

#

words make it real

#

it's just hiding

opal ocean
#

its been sick for a long time, I think it may have crawled under a porch somewhere...

#

and now I just stare at steam and the ue4 launcher blankly

tulip cypress
#

maybe you should start a collab project with someone!

#

and then the two of you can create something EPIC

opal ocean
#

I keep thinking of new projects, instead of solutions to current projects

tulip cypress
#

that's the way it goes unfortunately ๐Ÿ˜ฆ

#

new projects are always more awesomer than current projects ๐Ÿ˜ฆ

opal ocean
#

yeah and then I never get past the prototype stage.

#

I'll get a few of the main mechanics of it working, then lose steam and wander off

tulip cypress
#

yeah, and usually end up cursing that your drive space is running low "Unreal Projects -> Properties -> 48GB" ๐Ÿ˜ฆ

#

but can't delete them because "well, I'll get back to it"

opal ocean
#

my biggest issue with drive space is that instead of proper source control, I just backup the projects locally. so, 250+gb of backups

tulip cypress
#

there's that too

mint raptor
#

Anyone know of any games that let you trip over things?

vale osprey
#

Grow Home

#

But they have physics driven locomotion

honest raven
#

guys

#

Can I reset my layout?

#

If no, how can I put this back

#

My contect borwser

#

xd

livid haven
#

Should be an option in editor preferences I think? Or maybe under Window?

honest raven
#

Well tried to look after it

#

But cant find it xd

#

(reset default dont do anything)

grim ore
#

Window -> Reset Layout resets the main ui back to defaults

#

otherwise you can grab the content browser tab and drag it to the bottom to snap it back to the bottom

honest raven
#

Tried it no luck

#

Well the rest layout

#

Restarted unreal

#

So maybe will be good

#

after reset

#

D:

#

hopefully ๐Ÿ˜ƒ

#

yey its working

#

@grim ore Thanks pal ๐Ÿ˜ƒ

swift spindle
#

anyone had performance issues with unreal of late ? latest nvidia drivers and whatnot

paper kernel
#

none that I could notice

#

I just installed latest drivers yesterday

#

clean install tho

alpine root
#

anyone had success with setting server affinity/priority for speeding up opening/rendering times? i'm going on 10 minutes opening a project (i3 16gb)

#

(windows)

grim ore
#

opening it up is probably almost all shader compiling which is 100% cpu... an i3 is gonna have some trouble with that the first time =/

#

you are probably already maxing out at 100% so affinity won't make much of a difference unless your doing other crap at the same time

alpine root
#

yeah. 100% maxed out.

#

it's the only problem i have with the i3

grim ore
#

yeppers just have to live with it. I used to use an older 4th gen i3 and it's a pain but atleast it does work ๐Ÿ˜ƒ

plush yew
#

depending on how adventurous you are, look on ebay and alike for a old server

#

they can be had for like 200 bucks and have fun amounts of ram & raw processing power

#

then just use that for compiling

alpine root
#

and the file just opened lol. ha- one of those old xeon processor racks?

plush yew
#

ye

alpine root
#

3:30-4:19 = 50 minutes

plush yew
#

not to bad if its a final compile

#

else kinda annoying ๐Ÿ˜›

#

imo anyway

grim ore
#

that was to open up a project

plush yew
#

lol what

#

gasp

alpine root
#

yeah. just to open. only things i havent opened i n a long time

#

cpu gets stuck

plush yew
#

ah i see

#

well that sux

#

im already bothered if it takes a minute lol

alpine root
#

i've seen those servers super cheap at goodwill. but it didnt seem they'd be worth anything

plush yew
#

they pretty much arent, unless you do things like compiling/rendering

#

thats what they're still good for

#

just let it crunch numbers while your workstation stays spiffy

alpine root
#

thats a good lead. maybe i'll get one next time i'm at thsi goodwill

grim ore
#

I wish my goodwill was that awesome, I never see computers there ๐Ÿ˜ฆ Lots of older answering machines tho lol

alpine root
#

in some cities like dallas and austin they have special stores for computer junk

plush yew
#

anyone know y paragon isnt starting for me?

livid haven
#

Yes, it's because of <insert equally useless answer lacking any details whatsoever>

plush yew
#

-_-

livid haven
#

Context, yo.

grim ore
#

Paragon needs atleast a 2017 iMac running 10.14. That is probably why ๐Ÿ˜ฆ

plush yew
#

Hmm..

livid haven
#

No one here has any idea what the problem you're experiencing actually is.

white magnet
#

Even then you're probably better off in the Paragon forums

livid haven
#

You can't honestly expect anyone to be able to help someone who simply says "X isn't working"

plush yew
#

brutal

#

but lol

tulip vault
#

i figured out an optimization tip, don't use large landscapes

#

who coulda guessed

zinc cave
#

I'm wondering--I typically use UE4, but I got the Unreal Tournament editor as well (huge file), and when I initially loaded it for the first time, it took forever. Then when I finally got it loaded up, there was a test level, and that level began compiling over 30K shaders...this has been slowly 'working' for over an hour now...is this normal? Do I have to wait for all these to compile? Thank you.

grim ore
#

You don't have to wait, you just won't see the materials till they Are done.

alpine root
#

sure would be nice if there was a way to tell it not to compile shaders

fluid stag
#

a few people have some source mods to pause the compiler or control how many cores it uses

alpine root
#

see thats what i was thining earlier. turn off one of the cores? like via affinity? thought i saw that somewhere

#

any shader compile pegs my cpu at 995

#

%

fluid stag
#

yeah I got 4 cores so it will be 24 for ue4 editor and 24x3 for the compiler workers

#

aparrently having more cores doesn't help

#

your pc is still unavailable

craggy nymph
#

@alpine root Yeah, you can set the affinity. For me 4 processes spawn. They are called shadercompileworker if I remember correctly. You just need to adjsut the affinity for all of them.

alpine root
#

done compiling mystery shaders and back to 15% cpu

craggy nymph
#

Or adjust the affinity of the UE4 process before they spawn. Afaik all spawned child processes have the same affinity as the parent process.

alpine root
#

@craggy nymph ah cool! but adjust them all every time lol?

#

i read adjust the ue4 process low and the shaders high

craggy nymph
#

Well shaders shouldn't compile every time. But yeah, I don't think there's any other option by default.

alpine root
#

but you have to go into task manager every time i guess

#

no regedit voodoo available

craggy nymph
#

Maybe you could write a batch script to do that.

alpine root
#

batch, powershell, confusing which one to use in windows

#

the new 2d sidescroller template is cracking me up

livid haven
#

Yeah... UE4 was not made to run on potatoes.

alpine root
#

just this one part. after that it's only using 1g of ram and 6% cpu

livid haven
#

Still, don't expect potato workflow support.

#

Expect first load of a project to be intensive no matter what and if your hardware is a major bottleneck, may as well leave your desk for at least an hour.

#

I have a monster and I generally expect to spend about 30 minutes at the start of the work daying just syncing, building, and compiling shaders (because I am remote and don't get the benefit of the shared DDC).

alpine root
#

changing the affinity to one core drops the cpu substantially. not sure if it will ever load that way though..

livid haven
#

I wouldn't bother fiddling with affinity and such

#

It's just going to take some time to get through everything.

#

You'll just end up gambling with system stability.

alpine root
#

yeah figure i'll at least see what it does a couple of times.

dry basalt
#

did you guys have problems with 4.18 and Lightmass?

4.16 lightmass build was super fast, max 1 hour, but now with 4.18 it takes about 2 months to build the same map (seriously wtf)

I narrowed it down to the trees, now it takes about 10 minutes to build the light for a single tree and because the map has 10K trees it takes about 2 months to finish

#

also it's the Skylight's fault, all the other PointLights are set to dynamic

grim ore
#

the skylight did change in 4.18, you can change the default lightmap back to the older system and see if that is causing it.

plush yew
#

any idea what these are?

opal ocean
#

errors.

plush yew
#

i know there errors

#

just dunno what the errors actually are nothing makes sense there

opal ocean
#

๐Ÿ˜„ I dont know either ๐Ÿ˜„

light thunder
#

Level streaming - currently I am teleporting the player around a very large map and I am moving aroudn the "vehicle" that the player is in as well. (technically I am moving the vehicle BP first and then teleporting the player based on a position prop inside the vehicle BP). .....for performance reasons, I am going to do level streaming but I'm not sure how to implement my current system? do I just place the actor BP at the level start so that the player lines up inside it? Is it that simple?

ebon spade
#

A piece of foliage isn't showing correctly in level and I'm guessing it's from this bottom one, anyone know how I fix?

sleek spear
#

can i disable culling for an actor?

wild kestrel
#

@plush yew it makes a lot of sense oyu just need to learn how to read them :p crash happens in light component as you can see it being refrenced in stack, it happens on registration of that component and updating component location. NewTrasform is invalid so you got some null pointer over there. that how much i can read from it, other importent aspect of crashes is when does they happen, which oyu didn't said

plush yew
#

@restive eagle

#

this

wild kestrel
#

Generly if you blueprint only you should not get those and if you can reproduce this crash you can bug raport

restive eagle
#

well i told you the same thing

plush yew
#

so its in the Light component?

wild kestrel
#

yes

restive eagle
#

not that simple

wild kestrel
#

it happens in light component code

restive eagle
#

without you being the original dev who made everything, and lacking the experience

#

i doubt that you will be able to fix everything

plush yew
#

im gonna go smash his door in

restive eagle
#

just by removing the problem, might give you more problems

wild kestrel
#

no ;p if you use C++ this kind of things aren ormal if you use API improbably

#

if you use blueprint only without clearly messing things out then its a bug

#

and you should raport

plush yew
#

any hint on how i can find this light component

wild kestrel
#

first of all what are you doing that you have this?

plush yew
#

what the errors

#

packaging a demo

restive eagle
#

try asking the person who made everything to compile it

wild kestrel
#

which demo

plush yew
#

@wild kestrel my project im packaging the demo but my team left 5 months ago so im picking up with what i had left

wild kestrel
#

oh

#

what version this project was made in and which you trying to use now?

plush yew
#

wel it started in 14 and i've been updating it each time from then till 18.1 updating the systems

#

never had any errors with it

wild kestrel
#

do game works normally in editor?

plush yew
#

perfectly

#

use the title screen all the way to running around, fighting etc etc

wild kestrel
#

can you throw entire log to pastebin and give a link?

plush yew
#

sure shall i repackage it and then send it

wild kestrel
#

yes

#

i gonna prepare supper so brb

plush yew
#

ok no worries

faint cedar
#

Welp, this is fun.

devout relic
#

Starting to get hesitant to ask here because I tend to get unkind reactions and unhelpful advice, but I can't find a tutorial to do what I want with text. I just want an object, when clicked, to display some text next to it, and then that text disappears when the object is clicked again.

#

Yes I have already looked for tutorials. I've been trying to figure out this one simple thing for an hour.

white magnet
#

By object do you mean a Widget Blueprint?

#

Or an actor in the level?

devout relic
#

An actor in the level.

#

Like when the player clicks on the character's bed, it says "This is your bed."

faint cedar
#

Well, a couple of things

#

First of all, there's a text component (not quite sure of the name)

white magnet
#

Ok well if you want the text to exist in the level and not in the UI, you need a text render component. And then when the actor is clicked, you play Set Text

faint cedar
#

You can just drag off of that and do SetVisibility

#

Text render component, that's the one

#

As for unkind reactions - most people here react badly to (hyperbole) "omg this engine sucks, documentation is bad yada yada" etc. as it's been said a billion times by beginners who just aren't over the initial hill yet.

devout relic
#

I haven't said that thought.

faint cedar
#

I know, I'm overemphasizing for effect :p

devout relic
#

I've just asked basic questions and been greeted with the equivallent of 'git gud.'

white magnet
#

Are you asking in here or other channels?

devout relic
#

Here.

white magnet
#

There are specific channels for these kinds of questions and they're usually more helpful

faint cedar
#

Eh, that happens I guess, a lot of beginner questions get asked often. Toss me a DM if you want with specific questions I'll toss you help.

white magnet
#

#blueprint for example is good for something like this

devout relic
#

Thanks, I think I will DM you. I seem to have a lot of things I want to do that are different than any tutorial I can find, or simpler than any tutorial I can find so I have to wade through a ton of stuff I'll never use to get to the one thing I want to know.

white magnet
#

Well it's important to remember that just about anything you want, there are several ways to achieve it. Blueprints are powerful, but also complex. The more you know about them, the better

#

If you're really new to UE4, it's really a good idea to do a lot of tutorials IMO. Event if they're not focused on the specific features you want to develop

#

More general knowledge will make for stronger development

devout relic
#

I tend to forget things if I learm then when they don't seem relevant to me though, so that ends up being kind of pointless. I've already tried doing that, and the only things I can remember are those I've actually used.

celest creek
#

Hey, I have one button A with an image that is overlapping button B. Now I can't press button B, is there a way to make this button have priority despite the overlap?

fluid stag
#

make the image hit invisible?

white magnet
#

I know actors have Input Priority settings, but not sure about Buttons. But something you can see if that's the case

celest creek
#

oh right, you mean create an invisible button that captures the input with an image underneath that acts as the button image? Yeah maybe... a bit hacky but could work

#

I was hoping z-orders would do it, but wrapping a canvas around button B and increased its priority didn't work

fluid stag
#

I don't really have context as to what you are doing, but under visibility on the widget settings you can set it to be hit test invisible if you don't want images capturing clicks

#

or something like that

celest creek
#

it's 2 buttons, and the images are in the 'button' type widget and need to have both with hits visible so I can click on them

#

I think I'll break my big overlapping button out into 2 images, one with the glow (which is the part that is overlapping) and another image that I'll use for the button itself

#

I'd rather just have a priority function as it's much easier.. thanks all!

light thunder
#

Can I load a level from an ector blueprint or do I always have to trigger the load from the level blueprint?

#

Or I mean, I can't be in a function when I do the command?

tiny prawn
#

.... is anyone else in a perpetual standstill with the marketplace too?

#

also anyone else randomly get the dungon architure plugin to just stop being linkable on compile?

slate orbit
#

I just released a huge new version of my ue4.17 game The Pillage if anyone is interested in trying it out, its free too. https://gamejolt.com/games/ThePillage/290214

Game Jolt

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

random mulch
#

Is there any button to see your current panel in fullscreen? Like going into fullscreen for your material or animation viewport?

#

And if not, why isn't this a thing already? ๐Ÿ˜

pallid compass
#

its that time of the day againnn

#

where i bitch about uni

dreamy quartz
#

I've got weird bug with using "Compile" button in editor (4.18.1). It says compilation finished and is happy, but some parts of code changes are not reflected in game preview at all! The workaround I found is to remove .dll files from game directory - then UE4 does full rebuild and everything is working like in code... for example it didn't work for seting actor lifespan to newer value (in his constructor) unless I removed dll files... is there any fix for that?

idle thunder
#

hi guys can anyone point me where can i find tutorial how can i export Mannequin from ue4 to use in my scene as scale reference ??

fierce tulip
#

I cant reply to threads wtf

#

forums broken, or forums no likey luos

digital anchor
#

Just right click > asset actions > export, it will create a FBX

lusty quartz
#

hi guys.. any tutorial grass / lawn wih pom material? ( parallax ocl. map.)

idle thunder
#

@digital anchor cheers ๐Ÿ˜ƒ

feral echo
#

have anyone run into issue with timelines and jitter?

light thunder
#

unable to convert in place due to its protection level unreal? what is this?

#

aaaaaand I cannot update to 4.18

tulip cypress
#

god damn it.... don't create an infinite loop and forget to save and crash your whole editor

light thunder
#

that's a bit dramatic, I have a backup but what can I do about this error?

weary hull
#

you're using c++ ?

light thunder
#

Nope

weary hull
#

hmm, no idea then

light thunder
#

well, maybe it was created from a cpp template a long time ago, now that you mention it

#

i'm copying over from backup now and I'll see if converting to 4.18 works again

weary hull
#

if theres any c++ problem it wont load in the editor, you'll need to load it into VS and fix the c++, ive had the issue a few times when I stopped for the night without making sure all the c++ was 100%

light thunder
#

well shit, I hope it's not a c++ problem

#

@weary hull I tried to convert in place - Project files could not be generated. Log output:

Running C:/Program Files/Epic Games/UE_4.18/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/blmcc/Dropbox/LIVES/Alpha Version/Current VR Version/CurrentVR.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
While compiling C:\Users\blmcc\Dropbox\LIVES\Alpha Version\Current VR Version\Intermediate\Build\BuildRules\CurrentVRModuleRules.dll:
ERROR: c:\Users\blmcc\Dropbox\LIVES\Alpha Version\Current VR Version\Source\Alpha_1.Target.cs(19,12) : error CS0122: 'UnrealBuildTool.UEBuildBinaryConfiguration' is inaccessible due to its protection level
ERROR: c:\Users\blmcc\Dropbox\LIVES\Alpha Version\Current VR Version\Source\Alpha_1.Target.cs(17,23) : error CS0051: Inconsistent accessibility: parameter type 'ref System.Collections.Generic.List<UnrealBuildTool.UEBuildBinaryConfiguration>' is less accessible than method 'Alpha_1Target.SetupBinaries(UnrealBuildTool.TargetInfo, ref System.Collections.Generic.List<UnrealBuildTool.UEBuildBinaryConfiguration>, ref System.Collections.Generic.List<string>)'
ERROR: c:\Users\blmcc\Dropbox\LIVES\Alpha Version\Current VR Version\Source\Alpha_1Editor.Target.cs(19,12) : error CS0122: 'UnrealBuildTool.UEBuildBinaryConfiguration' is inaccessible due to its protection level
ERROR: c:\Users\blmcc\Dropbox\LIVES\Alpha Version\Current VR Version\Source\Alpha_1Editor.Target.cs(17,23) : error CS0051: Inconsistent accessibility: parameter type 'ref System.Collections.Generic.List<UnrealBuildTool.UEBuildBinaryConfiguration>' is less accessible than method 'Alpha_1EditorTarget.SetupBinaries(UnrealBuildTool.TargetInfo, ref System.Collections.Generic.List<UnrealBuildTool.UEBuildBinaryConfiguration>, ref System.Collections.Generic.List<string>)'
ERROR: UnrealBuildTool Exception: Unable to compile source files.

#

This has me dead in the water

#

Man, this fucks projects completely. I can't open in 4.18 OR 4.17.....like, make a backup INDEED

weary hull
#

no idea

devout gulch
#

does gpuprofile works in cooked game ?

wary wave
#

no

silver magnet
#

hello guys

#

I already tried to follow the tutorial of pyro dev, but in all images only the character of the last client appears in all players.

sharp crest
#

interested in this too ^^ (please mention me if you are answering him)

frank escarp
#

its a lot harder than you expect

#

there are 2 main ways of doing it

#

the first is by spawning a miniature version of the player, and putting it dead center in the camera

#

very close

#

that way it will be visible as part of the hud

#

of course comes with its problem (can collide with environment)

#

so there is another way

#

on the center of the map, you keep a box

#

with a chroma key texture

#

and then you just have the 3d model of the character

#

and use render to texture

#

to record that 3d mesh into a texture

#

and then put it on the hud

#

i think you can actually do render to texture with a single Actor

plush yew
#

I believe you can get an alpha channel by having the background as empty space

frank escarp
#

and that way just have proper alpha and cheaper render

wary wave
#

I would imagine most do it by having the character in a seperate scene, and using a render texture for it in the UI

#

if you don't do that, there's a good chance the lighting on said character will be fecked

plush yew
#

Discovered something

#

if something is spawned on the server and not possessed on the server, Client rpc's become server rpc's

#

because its "run on the owning client"