#ue4-general

1 messages ยท Page 152 of 1

frank escarp
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and btw it tanks performance real hard

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due to the spammy log writing and instrumentation

plush yew
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yo dudes

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im just looking at this and not figuring out where is all this stuff explained?

brittle gulch
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Hi there, is there a way to change the in editor near cliping plane ?

weary basalt
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Yes its in the Rendering Settings

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In the Project Settings

short dagger
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anyone mess around with any sort of continuous integration pipeline with their games? run off nightly builds or something?

weary basalt
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@short dagger I use Jenkins for my build automation and deployment.

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I keep my own build server that polls Perforce each night for changes and then runs an build, uploads to an FTP for distribution and starts any server instances needed for testing.

short dagger
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very cool, will have to give that a shot

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do you have multiple builds going to ? for myself i was hoping to have a regular game build + dedicated server build

weary basalt
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DM me later and ill run you through my setup if you like.

short dagger
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might not have a chance to do it tonight, but i'll definitely let you know if i have any questions, thanks man!

weary basalt
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Yes for some projects the server builds the client first then builds an dedi server and starts an instance

short dagger
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awesome, that's exactly what i need. i always find it so cumbersome to build dedicate server, move files, etc etc etc. lots of manual work.

weary basalt
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Yep this is automates all that

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I also get the build server to notify me on Slack of an build outcome.

short dagger
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yeah that's the other thing, if i break the server build or otherwise, i want to know asap

weary basalt
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Yeah its handy but in usually asleep anyways if something fails so i just fix it when i wake up.

safe rose
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Basically, instead of packaging and testing the game yourself, it'll do all that right? But, what about the testing parts? Is that what is defined in Frontend @weary basalt ?

weary basalt
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The Build Server doesnt do any automated testing. It is purely there to ensure that developers always have an nightly build that they can quickly grab and use to test with.

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It is more for making sure that builds actually compile and package as well.

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Considering builds can take an arbitrary amount of time depending on what computer they are built on this cobsolidates that process completely. It doesnt stop devs from running their own builds if they want since the systems are completely seperate.

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Its especially helpful with multiplayer games as i can wake up download the new version of the game and jump straight into an server ready to go. Start and connect as many clients as i want. Assuming its not an steam game lol

tough flint
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hello there ๐Ÿ‘‹๐Ÿผ

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I'm stuck trying to make my AI move on pawn sensing while disabling its gravity at the same time, can someone help me please?

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it just faces my direction when it sees me but doesn't move

mint raptor
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@tough flint I don't think you are supposed to use Pawn sensing any more also this should probably go in #gameplay-ai

gentle ivy
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both is correct

iron raptor
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blargh

mint raptor
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Does anyone have any recommended resources for procedurally generating a level in Unreal? I'm thinking having premade rooms and hallways as modular pieces but I'm not sure if I should use level streaming or actors and I'm not sure how long it will take to generate a large map procedurally?

tacit chasm
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I just noticed that my version of UE4 says 4.18.1 "Preview 4" o.O did something just release?

tough flint
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sorry it was an issue on my beam itself, nevermind

mint raptor
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Well glad you solved it!

hexed lance
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is there anyway to download stuff from your vault without the launcher?

tough flint
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hi can someone help me figure out why my AI is not shooting beams?

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I followed this tutorial for turret AI and my AI can spawn beams but cannot shoot them

next badger
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@tacit chasm that happens if you trying to update from preview to release...to get release you need to delete preview and reload the launcher

tacit chasm
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@next badger hmm it was odd because up until today I had 4.18.1 release (I thought..) then all of a sudden it starts showing preview 4

next badger
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yeah, that's weird

tough flint
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can someone please help me fix the direction of my power beam? this is really frustrating

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thanks in advance, please ping if you have time to help : )

lost mica
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Hi, is there a way to move the gizmo 3D in the Perspective view without moving the mesh it relates to,? I want to change the gizmo anchor point because it is too far from the area I want to look at

tough flint
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@lost mica yes there is, select and right click your mesh and go to pivot > set pivot offset here, then without deselecting the mesh right click again and go to pivot > set as pivot offset

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hope it helps

lost mica
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@tough flint : great! it works, thanks a lot

tough flint
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no problem

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lmao my ue4 crashed

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good thing I saved

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sweat

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my timeline is 1 second long and the beam increases in size and damage according to the time it's been charged

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after charging for 1 second, 1 second later it reverts back to being a small beam, looping the charging

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it should stay charged as long as you're pressing the key

weak thunder
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hm....

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Is this normal?

wary wave
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Hmm, actor ID names are supposed to be unique, right?

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...because in 4.18 they are not

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oh hang on, they are different

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hovering over the shows them as BP_PlayerStart_7 vs BP_PlayerStart_C_7

surreal viper
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that was always like this

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the display name can be the same

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sometimes the id isn't the same as the display name

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it's both dangerous and stupid imo ๐Ÿค”

wary wave
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display name seems kind of redundant in this instance

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I guess display name can be changed

surreal viper
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I think changing it changes the ID as well

wary wave
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but I haven't changed their names - I'm just getting duplicate actors of the same class with the same display name, but different IDs

surreal viper
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are they on the same level?

wary wave
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yeah

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they have different origins

surreal viper
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sounds like a naming bug then

wary wave
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some are placed in the level, others spawned at run time

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looks like the C ones are spawned, but the other ones are placed -_-

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goddamn discord formatting, lol

surreal viper
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just try to rename a placed one to the name of another placed one

wary wave
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shouldn't let you IIRC

surreal viper
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they will have the same display name but different id as well iirc ๐Ÿ˜ฎ

wary wave
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yeah, ID should remain unchanged

tough flint
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can anyone help me on my auto-heal system in #blueprint ? thanks

surreal viper
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@wary wave ID changes too but not to the same value

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I just did a test, I had Column80 and Column81, ID and display name was the same

wary wave
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interesting, good to know

surreal viper
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I renamed Column81 to Column80

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IDs are Column80 and Column80_0

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I think ID is display name + _Index

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I remembered something because a crazy friend used hardcoded actor IDs in c++ and his code broke frequently ๐Ÿ˜„

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I think the ID can even change if you don't rename the given actor :/

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but I'm not sure about that

wary wave
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I don't think it will change by itself, but it does seem like the ID format can be different depending on the origin of actors which is a PITA

tough flint
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how can I add an effect when an actor is destroyed?
i.e. I want an explosion effect to replace the enemy once the enemy is destroyed

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also how can I make my character blink red when I'm hit by an enemy attack?

vale osprey
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spawn a particle emitter at position of actor, then destroy actor

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actor itself can spawn particle emitter before he dies

tough flint
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I'll try that, thanks

plush yew
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Can anybody help me find out why I can't seem to get SomeComponent::OnComponentBeginOverlap to work by subscribing members from another component?

fierce tulip
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anybody else suddenly getting emails for every new thread created on the forums?

wary wave
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nope

sacred crater
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@tacit mist is it a ufunction?

lyric owl
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Don't know there to ask.
it's about Assets Naming Convention
Should I create folders for assets ............ Environment\Buildings
like ............ Environment\Buildings\BuildingType1

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or just put it into Buildings folder

kindred viper
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@lyric owl I think Allar's style guide covers that stuff.

lyric owl
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@kindred viper do you have a link?

kindred viper
lyric owl
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Thanks

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so it's not epic standards

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It's marketplace stuff but I want to follow epic guides if possible even if it's not for marketplace

kindred viper
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the thing is, its based on the standards that most coders use. Most of it Epic uses also. They are standards that have been in place for a long time, just applied to UE environment. Plus its Lint compatible.

fierce tulip
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Allar had some pack refused because it used the style guide hehe.

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but yea, its def a good way to approach folder structure

lyric owl
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Should I just try to combine both then?

fierce tulip
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id pick either one, and just get a feel for folder structures.

buoyant echo
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I'd go by Allar's lol

plush yew
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How much c plus plus should I learn

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If I want to make some good ass stuff

frank escarp
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one of the most important things he says there

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is to have a Game folder under Content

lyric owl
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Well for the first one I don't know if I should create more folders

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probably yes

frank escarp
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so Content/ProjectName/Characters

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or similar

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instead of Content/Characters

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it makes moving stuff from project to projet much better, becouse content from project X ends up in its own folder, like with marketplace content

fierce tulip
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^

frank escarp
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the rest of the guide is good, better than no guide

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but see if your project/team goes well with it

lyric owl
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But should I create folders for specific asset?

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Content/Characters/CharacterName

frank escarp
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depends

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if that character has tons of stuff, then yes

plush yew
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Ik some c++ but how much should I learn before I can make a game

frank escarp
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if the character has only the mesh and a material, then dont put it on its own folder

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but lets say you have a character with unique animations/materials/etc

lyric owl
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just learn basic programming things like hot to read code

frank escarp
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so having a folder for that character, and having it be filled with its animations/mats/etc isgood

plush yew
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Ok I can do that easily

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Ty

lyric owl
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and then use libraries and create stuff

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as in learn ue4 documentation

plush yew
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Do I use bp or just code myself

lyric owl
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if you aren't good programmer it's probably better to just use BP for prototyping

plush yew
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Hmm can I use blueprints if I'm making a VR game

lyric owl
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@frank escarp thanks

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@plush yew you can compile blueprints as c++ making them faster. But i know some people have problems with it.

plush yew
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Oh I see

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I really don't know where to even start learning about making games ๐Ÿ˜‚

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In unreal

lyric owl
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best way to work with someone who know what they doing

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and learn from them

plush yew
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Like apprentice

lyric owl
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most accessible way is start your project and find problems to solve. Fail. Try again.
Works if you have time

plush yew
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I don't even know how to start lol, like maybe I can make somebody holding a gun

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I'll admit I don't know anything

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At all

lyric owl
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plan as much as you can but if you don't have any experience it would be challenging

wraith canyon
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Oh my, struct refactor fail... anyone have a good approach to opening crashing blueprints? or if there's a way to search for references & disconnect them

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@plush yew Keep it as simple as possible. Make a clone of a very small & well-defined game so you can just focus on implementation, not design details. Like Pong, Breakout or Tetris. Sounds stupid, but it's important to see how a game "works"

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also... get comfortable with being uncomfortable. Lots of unknowns going into this stuff... ask solid/specific questions.

plush yew
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@wraith canyon I have an idea of what you mean :) when I was learning c++ I had to make basic calculators and basic basic hello world programs

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Just like print first name and last name type stuff

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I actually tried making some surfing maps back in the day in csgo so I have an idea of how the level editor worka

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When I get home from school I'll make some pong games

vale osprey
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@wraith canyon im afraid you will have to revert your changes and then refactor by small bits

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Alternatively, revert changes, make completely new stricture and then manually replace old one

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Yeah and donโ€™t ever use structures made in BP

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Only c++

wraith canyon
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Yeah, this is wild.

cursive dirge
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best way to learn is to just dive in

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don't wait for others to push you forward

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that's certain way to not get things done

harsh tiger
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When making a bike to use a vehicle in game. when i model the bike in the maya should a model the wheels along with the bike frame? or have them seperate

lyric owl
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Content\Environment\Buildings\ProceduralBuildings (holds BP for procedural buildings)
Content\Environment\Buildings\ProceduralBuildings\BuildingStyleName(holds meshes and textures for procedural buildings)
Does this file structure sound sane?

wary wave
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bit long

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you might run into problems

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windows file paths can only be so long before they explode

lyric owl
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oh ok so not creating folders for styles would be alright then?

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or should I just put BP for procedural generation into Buildings and then create folders for stuff

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that should be better

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or even Environment folder because I would probably want to randomly place Props too and that would be strange and all

wary wave
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Content\Env\ProceduralBuildings is probably sufficient

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can have \Styles as a subfolder of that if necessary

lyric owl
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I want to follow proper way to do that so I am a bit worried if it's ok

grim ore
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keep in mind ```Overview

This article contains ideas for assets naming convention and content folders structure.```

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its just ideas, there is nothing set in stone.

lyric owl
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Ok then Environment\ProceduralBuildings it is then

rocky portal
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Is there any difference between TIterator() and for (UObject* obj : Objects) {}

lyric owl
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yeah doing it

rocky portal
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goes over damn near everything

plush yew
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What is "skeletal mesh streaming"

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I googled it and found no informatioon ๐Ÿ˜ฎ

trim silo
harsh tiger
frosty bloom
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@harsh tiger I believe you would get better response in #blueprint, beside that you should probably take a look at those Additive nodes of yours

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Not saying they necessarily don't work. But whatever you are doing there is happening 1 time per time you press.

rocky portal
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something else consuming the input maybe?

tough flint
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I want to enter the next transition immediately without blending

ashen brook
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Set blend time to 0

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In the state machine when you select the transition

tough flint
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thank you fam

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my character floats in the air when I'm going down on an elevator, how should I fix this?

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because of this if my character jumps he can get through the mesh (which has collision) and get stuck

sage stag
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@livid haven are you around, and do you think you could help with another thing related to spring arm transform? I thought it was working as it should be but I noticed as well that "get forward vector" no longer returns the same values either. The Z value returns 0 ๐Ÿ˜ฆ

tough flint
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something weird happens to my power beam, when I shoot it and collides with something that can be destroyed, and said object is destroyed, my power beam is stuck in place

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it's supposed to destroy itself on hit

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it's weird : (

upper heart
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what blueprint is that within?

tough flint
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that's the blueprint of my power beam

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the sphere that collides and deals damage

upper heart
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is it destroying itself and then destroying a particle system after a delay? or is it destroying a component and then the particle system?

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is your power beam an actor?

tough flint
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it's an actor, it's destroying itself (the sphere)

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and the particle trail behind it after a delay

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I'm gonna try destroying the actor after the object/enemy is destroyed too

vapid cedar
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Sounds like a carriage before the pony type of issue. ๐Ÿ˜„ (derp)

tough flint
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I got it to work

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but my character is still flowating when going down an elevator

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this elevator is going down and my character floats, how can I fix this?

vapid cedar
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Is the elevator matching your character's fall rate? lol

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Not much info here, are they falling, or walking in mid-air?

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If this is a true Metroid elevator, then it should put Samus in an Anim lock and drag the character down instead of free roam. ๐Ÿ˜ƒ

tough flint
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๐Ÿค”

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walking mid air

plush yew
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I just wanna have a simple function to save the actor's current state to a data type, destroy it and spawn it when I need it

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whys everything gotta be so hard

tough flint
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lmao

vapid cedar
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Have you looked at any specific elevator tuts?

rocky portal
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Line trace down from people in elevators feet to floor

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and set their position every frame

vapid cedar
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But then what about jumping?

rocky portal
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wouldn't work lol

vapid cedar
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Right. lol

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This is a huge damned if you do, damned if you don't. But I don't know HOW you're making the elevator. Maybe just keep it authentic and remove roaming the elevator and set position to elevator floor. ๐Ÿ˜‰

rocky portal
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physics basically needs to bring you down at elevator speed

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  • base gravity
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i dont know how you do that

vapid cedar
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You can do what Futurama does with their ship, keep the Elevator in place, move the universe. ๐Ÿ˜„

rocky portal
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you should be able to change the characters gravity right?

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because gravity needs to pull you down at elevator speed + regular gravity

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while on elevator

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try Physics Volume perhaps?

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but Physics Volume would have to adjust with the velocity of the Elevator

pallid compass
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Curious question, whats the limit to blend spaces / control all animation from one bone down the hierarchy?

plush yew
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so i can make with blueprints? full games?

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even dota?

pallid compass
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yeah if your good enough

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thats a big "if" tho

plush yew
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๐Ÿ˜ฆ

pallid compass
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Making games is not easy.

rocky kayak
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start making what you can with just blueprints, when you get to a wall then thats where you read up on other methods of creating things

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important thing is to just keep making things, keep that flow going

tough flint
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how do I make a countdown after destroying an actor that reduces the player's health to 0 after countdown reaches zero?

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I already got the health system so I just need the countdown

rocky kayak
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you could simply add a delay node then deal damage to the player

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could also do delay 15secs -> branch if X is true then deal damage and if false then dont deal damage, where X is whether or not the player pushed a button to stop the detonation after those 15 seconds are up, not sure your intent

rocky portal
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add component to player KillAfterSecondsComponent

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it counts down and kills player

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hit button -> Remove/Destroy that component from the player

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or do something in the level blueprint

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When the brain dies... call the function in the level blueprint KillPlayerAfterSeconds(x)

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when switch is hit make it so it doesn't kill player

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lots of ways to do it

tough flint
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how can I call the timer to a widget and have it countdown?

rocky portal
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That seems like functionality of the Level to me though

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Widget that displays Text

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bind it to the count down value in the level blueprint

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The widget in construct needs to get reference to level blueprint

pallid compass
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i have meshes nested in my bone hiarchy right, and its importing them as bones? iv got it ticked to not do it

plush yew
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So I was told I can just call Serialize on an object to get a blob of data that would represent the object. That sounds perfect for storing actors that have a lot of data crammed in them without juggling a million structs

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But is there even a way to do that in blueprints, or do I have to whip out the C++?

tough flint
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how do I play a bgm when stepping into a trigger box?

pallid compass
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god i hate maya so much

livid haven
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@tough flint At least half your questions are overly broad, general ideas.

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Break down tasks in to smaller logical parts.

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There's absolutely no reason you shouldn't be able to figure out how to a) play an audio file or sound and b) do something in response to collision or overlaps.

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Either of those would be fair, answerable questions. But they're also things you could have Googled in 5 minutes, without waiting for someone to deign to respond to you.

pallid compass
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i am gonna punch ue4, its importing mesh's as bones

rocky portal
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isn't there a play sound cue node?

vale osprey
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@plush yew have you looked into some of the save plugins on MP?

vapid cedar
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Looking for answers and trying things before asking people directly is a part of being a developer/designer, and part of attempting to understand the systems you're using..

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It's almost frustrating reading "How do I do X simple thing", when there's likely 100 different ways to do it, and it's questionable if you've even attempted it. :x

vale osprey
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@plush yew interested in this myself. Serialize should work for most of the UE4 classes but not for UObjects - for those you have to do some extra work.

vapid cedar
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Sorry I'm a little salty about asking vague questions. It's literally my job to answer questions from Engineers, and often times they don't look up simple methods themselves and instead ask me directly. x_x

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Those types of questions should always be backed up with your attempt, what was the failure, did you look up how to do it, where are you at now? lol

livid haven
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Although the original author seems remorseful for it - for all the wrong reasons, I think.

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TL;DR: He feels bad because "Oh no, people are just linking my article when people do the thing, then it comes off as shitty/snippy/mean!"

vapid cedar
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I'm not a resentful over questions at all, and I love answering questions in general. I like digging up bullshit I've never even attempted to figure out how to resolve it. But there's a certain point where you're concerned for another developer because they haven't even attempted anything and automatically resort to asking for assistance.

vale osprey
vapid cedar
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@livid haven I get very similar questions in Web Dev, Server Management, Infrastructure, everything.. I'm concerned for the devs on planet earth. What happens when I'm not around, does everything explode? lol

livid haven
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Honestly, it's this simple for me: Don't expect me to go out of my way to do the must fundamental and basic thinking work because you can't be arsed to do it yourself - no one is here to be your personal brain replacement and we're not going to enable you to make progress without learning. A polite but stern "You need to try something first." is not unreasonable or mean.

vapid cedar
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It isn't, I typically nudge with "What have you tried, where are you at now, oh you haven't? LMGTFY..

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It's really not uncommon for the people you're asking to not know either, but the difference is they might have the drive and persistence to figure it out.

livid haven
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Aye

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A common one I have to use over on GDL sometimes is "Don't ask to ask, just ask"

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Don't ask if anyone can help you with X. Just ask your question about X.

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Forcing others to come to you to help you and coax the question out of you is unnecessary friction.

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I don't want to potentially sign up to help someone with an unknown problem and end up getting harassed about it because I made the mistake of engaging them.

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Clarification, don't just ask if anyone can help you with whatever. Obviously it's fine to say "Anyone know anything about X? I tried doing blah blah blah with X and Y is happening, but I'm not sure why."

vapid cedar
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"Hey can someone help me with something?"

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30 hours later no answer. Just ask the question.

livid haven
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Or worse, they get belligerent because no one is answering their lack-of-a-question.

vapid cedar
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Maybe there needs to be a visible rule for how to ask a question. There are a lot of new users every day (I'm new to UE4), but it definitely helps to educate on how to engage.

livid haven
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Doesn't seem to matter.

surreal viper
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I hate those "can someone help me" questions too, but sometimes it's just really someone with good intention trying to be polite without any idea about how a chat like this works
so explaining this in #more-resources may actually help

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I think I managed to make a person asking if he can ask understand why it isn't good

livid haven
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Rare case, but yes, which is why you shouldn't be an absolute dick about it.

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But most cases are the people who wouldn't bother to look at any kind of rules or guide or anything in the first place - if they had that kind of "I should try to gather information and resolve things preemptively" attitude, they wouldn't be pulling a "ask to ask" or "can has help with X?"

fierce tulip
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someone should rewrite that link for gamedevs :p

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i think thats why ignantgamedev was created, sometimes the questions are just.. so... odd

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"i has a thing, can i use?"
end of question and problem

livid haven
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And now I have a new thing to check regularly.

vapid cedar
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That page is beautiful..

fierce tulip
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hehe

safe rose
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Hmm

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Is there a way to package Media Files outside of using Content/Movies? As in, a way for me to include it in the path during packaging and it will package out?

I thought this would work:

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But doesn't seem to package the darn media files on package.

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Works just fine in Content/Movies though, and it's done thanks to whatever packaging logic Epic has

vale osprey
rocky kayak
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is it possible to use instanced static meshes for lots of individual trees to be chopped down? i have it set so an axe damages a tree to be cut down but i can only use destroy actor(the generator), which destroys all trees at once. destroy component (instanced tree) doesnt seem to do anything at all.

vale osprey
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you have to remove individual instance, not component

rocky kayak
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ahhh remove instance is what i was looking for, thanks! thatll probably work

vale osprey
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the way ISM works is just by storing an array of transforms + some other data for each instance

rocky kayak
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its the small stuff like this that gets me hahah

plush yew
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@vale osprey I'm so sorry for being absent this whole time, man

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I'm going to scan through everything you posted - this all looks promising.

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I've got no real problem with C++, I've got some programming experience - I just prefer BP because I've got attention deficit and code is tough to wade through sometimes

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But if I can just dip in there, and do some coding and expose it to blueprints, I'm all set!

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Thanks for the links, I'm gonna go read it now ๐Ÿ˜ƒ

novel schooner
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Hi guys! Can someone tell me which direction should I dig in to solve the following error:
LogTexture: Hitch ( 22.8ms) in waiting for async IO in FTexture2DResource::BlockTillAllRequestsFinished; this can happen, especially on desktop platforms. If it happens a lot, or on consoles, that would be indicative of a bug in the texture streamer ???

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Seems like it somehow connected to texture streaming but I didn't find any useful information about this

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This error is directly related to constant crashed I encounter while walking around location with pretty heavy textures (1.5GB VRAM textures pool is required)

vapid cedar
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Some similar stuff there from a quick ol' google.

livid haven
#

Part one sounds like you're not setting your project as the startup project.

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UnrealVS would make this easier to see at a glance.

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Part 2, dunno.

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Part 3, as you might imagine, probably doesn't work for the same reason part 2 doesn't work - something about your UE4 installation is failing to interact with VS, be it to open a project or open a file.

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Part 4: STOP USING HOT RELOAD

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We need a permanent sticky that says don't use hot reload.

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I wish we would just officially condemn the feature and drop it. Put it back under an experimental flag and force people to sign, in blood, "I recognize here be dragons and I deserve whatever I get".

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Require people to snail mail the document.

polar hawk
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allar ๐Ÿ‘ STOP allar ๐Ÿ‘ USING allar ๐Ÿ‘ HOT allar ๐Ÿ‘ RELOAD allar ๐Ÿ‘

hexed lance
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why are so many people against hot reload?

livid haven
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Give them a unique GUID to be able to turn it on, require them to be online and connected to a server, providing that GUID, to even be able to initiate it.

hexed lance
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itterationtime is just a million times faster

livid haven
#

Except when it isn't because you wasted an hour on something that doesn't happen if you didn't hot reload.

polar hawk
livid haven
#

Knowing when hot reload will or will not break your shit requires a certain level of expertise that most people simply don't have.

hexed lance
#

ok, look I've never had trouble with it before

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just because a car breaks down once doesn't mean its a bad car, just that it broke down

livid haven
#

No offense, as it could happen to anyone, but you probably have had troubles and didn't know they were due to hot reload, restarted the editor, and the issues went away.

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The way hot reload works, the only way it can work, is inherently hella dangerous and spotty at best.

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It is effectively compiling a new DLL for whatever module has had code changes, giving it a new name, loading up said new DLL (which has a different name than the original one), calling some UE4 APIs to notify things that a module has been reloaded, and attempting to redirect object references from the old module classes to the new ones.

hexed lance
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how does it work? from what I understand it save syour work and compiles it while keeping track of changes so that you can undo the,

livid haven
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Sorry, I sent my explanation moments before you asked.

hexed lance
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I see that

livid haven
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But the old DLL is still loaded up.

hexed lance
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doesn't seem to spotty

polar hawk
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It takes your ram stick, clones it, puts it in a new slot, and tells Unreal 'hey ignore that other ram stick'

livid haven
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Because it can't be unloaded. Because UE4 can't possibly know about any pointers or references, plain old C++ ones, that happen to point or refer to things inside of the old DLL.

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Allar's explanation is also a good one.

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With the caveat that many, many, many things have no idea that they can be told to "ignore that other ram stick"

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So they don't. And things get weird.

polar hawk
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Its like telling a 3 year old to ignore something

livid haven
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This is also why, after you do a hot reload and shut down UE4, you will need to build the hot-reloaded DLL again - to actually replace the real DLL, not the hot-reloadable one.

hexed lance
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lmfao its a funny explanation, but its just so slow to close editor and compile each time

livid haven
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I know. Trust me, I know.

hexed lance
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compile for 3 days to find you made a small mistake

livid haven
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I have an i7-6700K OC'd, a GTX 1080 Ti Hybrid, 32 GB of DDR4, a dedicated OS SSD, and a dedicated SSD just for Fortnite.

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Because otherwise, I'd celebrate a birthday every time I want to launch it.

hexed lance
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I have an I7 5820K oc'd to 4.3ghz a tbSSD from my os and unreal and 16gigs of ddr4 but only a gtx 960

livid haven
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You learn to do a lot more coding between builds.

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It's actually kind of nice to build a discipline out of being more confident in the code you write, since the round trip to testing and changing it again is longer. But that's a positive consequence of a painful workflow, not pretending it's a good thing.

polar hawk
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Also you never have to debug if you write code right the first time.

livid haven
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๐Ÿ˜›

hexed lance
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easier said that done lol, its quite rare for me not to have some sort of syntax error or logical error

livid haven
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Same thing - I had a habit of writing a fair bit of code and then trying to see if it worked in an incomplete state before writing more, now I actually do a lot more code before trying to test it.

frosty copper
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the dreaded this works. why doesn't it work thing comes to mind

livid haven
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Yeah. The particular oddities with hot reload are things that aren't intuitive.

polar hawk
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Write code for 10 hours. Compile. No errors. Find runtime error due to accidential '!'. Repeat.

livid haven
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Things like adding variables to a class and them not showing up or other bizarre things like that, all stemming from the fact there are two nearly identical things with similar names that are trying to hot-swap Indiana Jones style.

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The safest operation you can try to test with hot reload is just changing the statements inside of an already existing function.

polar hawk
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TRASHCLASS_REINST_NEW_TRASHCLASS_TRASHCLASS_TRASHCLASS_vpf_REINST_SKELETON_TRASHCLASS_REINST_REINST_REINST_TRASHCLASS_TRASHCLASS_TRASHCLASS_TRASHCLASS

livid haven
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^ Also, seeing weird bullshit like that ^

frosty copper
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.... I can't help but think the editor thinks your class is trash.

hexed lance
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lol

livid haven
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Hot reload is Indiana Jones swapping the idol for a bag of sand, crossed with that thing where someone tries to take a tablecloth off a table without moving the stuff on top of it

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Except they're swapping the table, instead of the table cloth. With a possibly bigger or smaller or differently shape table with a different number of legs.

frosty copper
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someone needs to animate everything that's been described in the past half hour. xD

polar hawk
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Hot reload is shooting yourself in the foot and your neighbor goes 'wow my arm hurts all of a sudden'

livid haven
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There are a thousand little ways it can go wrong and they're all deep under the hood, so it's hard to even diagnose, on the surface, what is busted.

hexed lance
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Hot Reload is my lord and savior

livid haven
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You worship a false god

frosty copper
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that's setting the bar pretty low then

hexed lance
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that has suddenly given up on me ๐Ÿ˜ฆ

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"Where is your god now?"

polar hawk
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Hot reload is somehow issuing a divide by zero instruction that doesn't throw and then acting surprised when the pizza guy shows up with a pizza at your door asking for $481231.32

hexed lance
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pocket change for bill gates

livid haven
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I had to check if that numeric sequence was of any import.

worn granite
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brb gonna go hot reload

livid haven
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I'm going to go shower. Both of hot reload and of work out.

polar hawk
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Hot reload is when you try edible weed for the first time and its an indica/sativa blend and take wayyyy too much and your brain starts going into a loop of forgetting reality and it takes you an hour to piece reality back together but as soon as you do you have to start over because hot reload is when you try edible weed for the first time and its an indica/sativa blend and take wayyyy too much and your brain starts going into a loop of forgetting reality and it takes you an hour to piece reality back together but as soon as you do you have to start over because hot reload is when you try edible weed for the first time and its an indica/sativa blend and take wayyyy too much and your brain starts going into a loop of forgetting reality and it takes you an hour to piece reality back together but as soon as you do you have to start over because hot reload is when you try...

livid haven
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Never change, @polar hawk.

hexed lance
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please where a condom next time before you fuck my brain sir

polar hawk
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Hot reload is when you fully picture Graham's number in your head and you turn into a black hole.

fiery ridge
#

nav mesh, i can click to move player
but i want a player to jump automatically at the end of a ramp
how to do it
How do you set jump points on a Nav Mesh so a bot knows it can do a jump to link to another part of the nav mesh?

hexed lance
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@livid haven would getting more ram speed up compile times a significant amount if I quit usiing hot reload?

livid haven
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Probably not. Having your workspace and build tools on an SSD probably would.

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More parallel processing power also has benefits for build times.

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But paralleing processing power doesn't do you much good for actually playing most games, including unoptimized debug builds of the ones you work on. Got to find that middleground of build speed and actual WIP game performance.

hexed lance
polar hawk
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First you need to get MSVC++ compatible with z13

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Then you need to get a z13 mainframe

hexed lance
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wat?

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whats z13

livid haven
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The "Open Project" graph is in line with what I'd expect - linear speed > parallelism. Not too surprise packaged works similarly, ultimately.

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Build Lighting - no surprise there, of course better parallelism wins out.

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And viola:

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"Compile Engine from Source" - more cores, faster builds

polar hawk
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The cheapest way to is to become a Sony Registered Dev

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(seriously)

livid haven
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Cheapest way to what?

polar hawk
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Speed up compile times without new hardware

hexed lance
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rebuilding the engne hopefully to fix hot reload

polar hawk
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Provided you have existing hardware

hexed lance
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I refuse to convert to the dark side

livid haven
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rebuilding the engne hopefully to fix hot reload - what?

hexed lance
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to make my hot reaload work again

livid haven
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... I repeat, what?

polar hawk
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allar ๐Ÿ‘ DON'T allar ๐Ÿ‘ NEED allar ๐Ÿ‘ TO allar ๐Ÿ‘ REBUILD allar ๐Ÿ‘ THE allar ๐Ÿ‘ ENGINE allar ๐Ÿ‘ UNLESS allar ๐Ÿ‘ YOU allar ๐Ÿ‘ DID allar ๐Ÿ‘ SOMETHING allar ๐Ÿ‘ DUMB

hexed lance
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well my pc crashed the other day with a whea uncorrectable error, and I had to redownload engine and vs

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fixed everything up although most of my project was corrupted, and today this happened

livid haven
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"whea uncorrectable error"?

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Oh

hexed lance
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some sort of bluescreen error

livid haven
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BSOD

hexed lance
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Whea_Uncorrectable_Error I believe

livid haven
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Yeah, I thought the "whea" was a typo until Google.

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That doesn't sound good, man.

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That sounds like a serious hardware malfunction or driver issue

hexed lance
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well I recently got a gtx 960 driver

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I tried to just do a restore point but they were all missing

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probably what it is is that when I upgraded pc I frankensteined the os so I moved it form my hdd to my new ssd and jsut booted up from ssd

livid haven
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It was probably hot reload. </s>

hexed lance
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a disk check I did recently and i havent had any other crash but rip

livid haven
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Ah, yeah, frankensteining OS installs has never ended well for me.

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Anyways. Rebuilding the engine is not going to change any of the innate issues with hot reload - which you said you weren't having anyways (that you know of).

hexed lance
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well after that crash its just been me fighting my pcv to let me use Unreal engine at all

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I'm halfway tempted to wipe the ssd and reinstall everything fresh

livid haven
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Probably for the best, given how brittle migrated OS installs can be, though it is a pain.

plush yew
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I wonder how difficult it would be to code the Crash client report thingy to send logs to an ftp server

hexed lance
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haha success

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"recompiling the engine wont fix hot reload" spoken like a true anti hot realod maniach @livid haven

polar hawk
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meth doesn't fix weed

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same thing really

hexed lance
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adderol might, according to several people I know

mint raptor
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I have a general qusetion, when making a blueprint out of a level asset, can I tell it what the parent class can be ?

safe rose
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You can always change it?

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Class Settings

mint raptor
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You can reparent it yes, but then my question is how can I reparent it without losing the actor?

safe rose
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?

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Oh

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Because it's inherited when you converted it right?

mint raptor
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yea

safe rose
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Yeah

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no

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You can't AFAIk

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Wouldnt make sense anyway

mint raptor
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You can't reparent without losing teh actor right?

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Which leads me back to my original question lol

safe rose
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So no..

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I just said that

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Wouldn't make much sense

mint raptor
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Didn't know if that was a general no or a no to just the reparent

safe rose
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Unless we are talking about something different

polar hawk
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You want to keep the same variable reference after the reparent, right?

mint raptor
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yes

polar hawk
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Its not perfect, but

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Change the reference variable type to 'Actor', assuming you are reparenting to a diff type of actor

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or hell, go Object

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Then reparent your thing

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Then re-specialiize your variable type

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I'm not 100% if it'll work, but it might

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ยฏ_(ใƒ„)_/ยฏ

safe rose
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hmm

polar hawk
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And you'll break some wires

safe rose
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Not sure how that would work, if his components

mint raptor
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But its inherited so I can't change it?

safe rose
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Are inheirted

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From that type of actor

polar hawk
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oh its a component

safe rose
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Aye

safe rose
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My guess StaticMesh

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yeah

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lol

polar hawk
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gg re-do

safe rose
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You should have created it as a BP first

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then used StaticMeshComp

mint raptor
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Since the class I want to convert it to is based on Actor I feel like the Editor should give me an option to just my class

safe rose
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ezpeasy

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BUt it's not

polar hawk
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This is why you don't use the tool that makes bps from meshes if you're not sure its forever static or not

safe rose
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It's whatever you are converting it from, into

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That's the "actor" type

mint raptor
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Yea my custom class is based on Actor and this converts it to a Static Mesh Actor ohhh....

safe rose
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lol

mint raptor
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hmmm

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I could make my class based on a static mesh actor

polar hawk
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StaticMeshActor has some cool optimizations I believe if its forever static

safe rose
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Well, you can merge em

mint raptor
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well maybe my class should be based off of Static Mesh Actor anyways, but if it were would that mean the reparent might keep my static mesh?

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To give context, I could just set the static mesh but there is a whole entire room I want to try and turn into an Asset

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Maybe I should merge all the static meshes into one?

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Then I'll have one ref to populate ?

safe rose
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If you have a merged actor

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you can place it in any level at anytime

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or in the same level a million times if you so desired

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So to answer your question, yes

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you can then reference it

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You could probably spawn them

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I've never done it, but I am assuming it would work

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Since they are just actors

mint raptor
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ok I guess I was thinking about this the wrong way, there seems to be a few other viable solutions

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thanks guys

livid haven
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@hexed lance But... you said hot reload wasn't giving you issues in the first place, so how did a rebuild of the engine fix what you said wasn't a problem? o_0

frosty copper
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ahem, I'm gonna go take my derpy ass somewhere else. d:

hexed lance
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I said it's never really given me any major issues before

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its caused a crash or two, but its usually minor and fixable. I had one bug where the changes weren't happening correctly, but a restart of the editor fixed that. and to be honest all these problems are well worth the decreased itteration time @livid haven

umbral tartan
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@frosty copper The order of that anim trail's colors don't match the source's.

frosty copper
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Shh~ it's magic, it doesn't have to make a scrap of sense. xD but yeah, I concur. 2/10 for shit consistency and cheesy colour usage! o:<

umbral tartan
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heh!

anyone ever not been able to drag and drop stuff (tga, png, fbx) into a project from file explorer? Windows 10, 4.18.1. Import button works fine.

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Still bad even on a fresh tps template.

frosty copper
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I honestly find the import button to be the most reliable

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even on Shitdows 7 d&d was tempermental

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now if they could bring back the import options for images similar to UDK, I'd be happy

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Wouldn't need to open up every damn image just to change their compression settings & shenanigans

umbral tartan
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I'll keep that in mind. Thanks.

Guess it's a good thing I never used UDK for more than a week, otherwise I'd be pissed.

frosty copper
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no prob. d: heh, I used UDK for a year at College, mainly just for level creation. But being able to set all the compression settings & tweaks right as you import it was so much more useful than what it is in UE4. I mean, sure, the engine auto-sets normals to a normal map type, but there's other things like inverting the Y, alpha channel ignoring and all that jazz.

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afaik, it's a similar case for everything else, like static meshes~ most of the import options were done away with, and tis like... why?! DX

umbral tartan
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Did UDK let you import all too, so that way you could just set those custom settings once per group of imports?

frosty copper
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Yeah~

umbral tartan
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That kinda feature is definitely miss-able

frosty copper
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Aye. If anything the only things I miss from UDK are the import dialogues, the viewport navigations and the cleanliness of favourites

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Viewport nav I can thankfully change back; I have a huge hatred for the damn autocrap method of QWERTY and having to hold a mouse button to navigate the scene

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Favourites are also there; but they're disbaled by default, and the implimentation/displaying seems a little unclean so to say

umbral tartan
#

I understand your point about viewport navving w/ the mouse buttons. It's sweet they added customizable hotkeys.

frosty copper
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tbh I just check the "Use UE3 style navigation" in the settings~ takes it back to WASD-QE to move around~ ๐Ÿ˜ƒ but I despise the notion that all software should have similar keys. Like... no. UE4 is a god damn game enigne, not a 3D modelling suite. I wouldn't go to ZBrush expecting the viewport nav to be the same. It's a personal pet-peve that'll get me ranting in no time. xD

lyric owl
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where do you put WIP art assets?

safe rose
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@lyric owl #work-in-progress ?

lyric owl
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oh. No as in folder stucture

safe rose
#

?

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Put it where it should be

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And reimport as needed

lyric owl
#

were do you put WIP assets before exporting them to ue4

safe rose
#

?

#

Wherever you want?

lyric owl
#

yeah what would be sane and good way

safe rose
#

Wherever you want?

#

There is no "sane and good way" other than whatever works for you

lyric owl
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atm I am creating folder with a project name and add art to it like ProjectNameArt

safe rose
#

k

lyric owl
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I not sure it's good idea

safe rose
#

Sounds good to me

#

I mean, usually you'd just keep it with each project

#

Like, Maya Projects

#

And you can name those projects however you'd want

#

Keeping all art assets for those in there

#

But you can do w/e you want

#

In maya there's an exporter

#

that (forget if it creates it) exports to a specifc drive

#

for game projects

lyric owl
#

Thing is I don't want to do w/e I want
I want to have style guide and stuff

safe rose
#

on LT, to pass some silly limit

#

this is the wrong place to ask for that

#

this is not a game art server

#

But you could ask in #graphics , maybe someone who is heavier in art could help

#

But I would probably be looking elsewhere for that sort of advice imho

#

In anycase, be prepared for varied responses

lyric owl
#

I am talking about things like this

safe rose
#

that's cool

#

what's that have anything to do with non-ue4 stuff?

lyric owl
#

o_0

safe rose
#

Unless I am completely mistaken with your question

lyric owl
#

I am asking about ue4 stuff

safe rose
#

because I've answered in 3 different ways already

#

So, you are asking about creating a folder within a UE4 project?

#

And you've already read that guide?

#

And dismissed it?

lyric owl
#

I want some good idea how to keep wip art assets in a good way so it will be easier to transfer to ue4 project

safe rose
#

...

#

wtf

lyric owl
#

๐Ÿ˜ฆ

safe rose
#

Do you even know what you're asking?

#

Because we're going around in circles here.

lyric owl
#

I want to have a good process. There you don't get lost when you do a lot assets. With a way to share art assets between projects easier.

safe rose
#

k

#

Do this

lyric owl
#

so I am asking what people do

safe rose
#

Go into any of your drives

#

create a new folder

#

dump all your art assets in there

#

or

lyric owl
#

And this will be mess in a just a bit of time

safe rose
#

keep all your art assets inside your DCC's project directories

#

or

#

don't listen

#

ยฏ_(ใƒ„)_/ยฏ

#

"mess in a just a bit of time"

#

K

#

Again, why are you bothering to ask that here

#

Go Google it at this point

lyric owl
#

I have a problem with confusing folder structure at this moment. And I wanted just to know what other people do to solve it. Not like I can't create a folder.

safe rose
#

Here

#

Because you obviously can't do it

#

Anything on Polycount should be good

lyric owl
#

all those doesn't encourage reuse. Ok looks like I can't really improve how I keep art assets

safe rose
#

When you figure it out, write a blog post

lyric owl
#

I generally don't like how file system work and I wish I could work with database with auto generated file paths.

novel schooner
#

@vapid cedar Well, that is .. sweet. Everytime I do smth more larger than default project Engine starts to crash. Git gud

south ridge
#

@lyric owl We assign codes to our assets and stuff

#

So assets are grouped by project, type, category within that project etc

wraith canyon
#

Goood morning beautiful people. Speaking of a game art server... anyone aware of one?

wraith canyon
#

@vale osprey Man you were not joking... there's so much crazy going on with BP structs.

#

and even enums. Had one get all out of whack somehow this morning

smoky pilot
#

hey, can I safely delete the derived data cache which is quite big on my primary disk ?

smoky pilot
#

ye I saw that, but after editing the .ini, I can delete the previous folder?

safe rose
#

try it

#

and let us know

#

but yes

#

but

#

why take the word of some internet stranger

#

just do it

#

It'll rebuild as needed

smoky pilot
#

seems fine ^^ thanks

quasi lake
#

hey bros

#

Is there a way to gradually destroy the particle

#

Like , fade in 2 seconds

trim silo
#

Seriously please can someone help me with my issue, i cannot package my project, i did everything i could think of to try to fix the issue with no luck, this is starting to really make me lose faith in unreal

#

it all worked fine in the past and suddenly i'm having this huge issue

wary wave
#

Here's your error:
AutomationTool terminated with exception: AutomationTool.AutomationException: Game target not found. Game target is required with -cook or -cookonthefly

#

judging by the rest of that output log, it looks like something in your configuration is fubar

#

my first guess would be using illegal characters in something like names or paths

trim silo
#

would it be possible to find out where exaclty and what is wrong?

wary wave
#

IIRC there are additional logs output somewhere, likely in the Saved directory

trim silo
#

what characters are illegal ?

wary wave
#

lots of characters can't be used, particularly foreign language ones

trim silo
#

no i don't use any of that

wary wave
#

the fact that "Nullable`1" appears all over your logs is highly suspect

trim silo
#

but what is it? i'm pretty sure i haven't seen or created anything with that name in my project

wary wave
#

it's a C# error

trim silo
#

The project is purely blueprints if it helps, it also uses substance plugin

wary wave
#

it should just work

trim silo
#

I have ticked the same boxes and still getting an error

#

this also happens after migrating the project to empty fresh project

#

I just don't know what to do, i promised people a demo and now i cannot do anything because it's impossible to package

#

i tried different versions of visual studi

#

studio and everything

plush yew
#

Found out an interesting issue

#

iu cant remove values from a TArray whilst looping through the array

#

otherwise you get an ensure error

upper heart
#

If you don't use a range based for loop, you can in c++

pallid compass
#

done!

wary wave
#

@plush yew - yes you can

#

loop through it in reverse.

plush yew
#

@wary wave oh

trim silo
#

Running C:/Program Files/Epic Games/UE_4.15/Engine/Binaries/DotNET/UnrealBuildTool.exe -projectfiles -project="C:/Users/Martin/Desktop/ArtisansDemo/ArtisansDemo.uproject" -game -rocket -progress
Discovering modules, targets and source code for project...
ERROR: Unable to determine module type for C:\Users\Martin\Desktop\ArtisansDemo\Source\ArtisansDemo\ArtisansDemo.Build.cs

#

any ideas?

#

this is when im trying to generate visual studio files

wary wave
#

interesting

trim silo
#

i'm completely stuck

wary wave
#

this makes things a bit clearer

#

the problem is probably the project file

trim silo
#

How do i rebuild from source manually?

#

this is after pasting the module into the project file

#

Also i'm wondering if my project is fully blueprint made, should it even require me to compile and rebuild the project in visual studio or something??

#

It always just worked right off the bat, never had issues like this before

#

im using engine version 4.15 if it matters as well

grim ore
#

the plugin might be causing that, the need to compile issue.

#

maybe remove it from the .uproject, the modules section. Then open the project and re enable the plugin then try again

trim silo
#

you mean substance plugin?

#

so delete the plugin and the modulse section from the uproject file yeah?

#

didn't help

#

:/

pallid compass
#

Does anyone know if there a limit to montages and how much u can blend?

plush yew
#

Hey I'm bored rn, anyone know any good mobile games

fierce tulip
#

the stranger things one is really cool

zealous spade
#

Hey, i have been developing on Mac and as my project uses dedicated servers I have been trying to build from source. Has anyone here managed to do so?

plush yew
#

Anybody around? I'm ripping my hair out over here

#

How the hell do I get absolute position of a widget in a viewport?

paper kernel
#

I think getting position on viewport requires canvas panel component to be the root

trim silo
#

UATHelper: Packaging (Windows (32-bit)): UnrealBuildTool: C:\Users\Martin\Desktop\ArtisansDemo\Intermediate\Build\Win32\UE4\Shipping\UELinkerFixups.cpp(90): error C2001: newline in constant

#

Any idea what error c2001:newline in constant is and how to fix it???

#

i'm still stuck with packaging my game

#

Is there really noone who can help me? It's been two days since this started happening, i cannot fix it by myself

paper kernel
#

well, it's compile issue so 1001 things could be wrong with it

#

try package it on some other drive for example, in case there's a permission issue on writing to disk

trim silo
#

project compiles fine, it's the packaging that is the issue

wanton edge
#

ewww mac

wary wave
#

are you using substance?

#

googling indicates that substance has a lot of problems being packaged

#

try installing Windows SDK 8.1

trim silo
#

Yes i'm using substance, i think i have windows sdk 8.1 but i'm not sure

#

i will try and report back

#

Do i have to download this when using windows 10 or is there some windows 10 SDK?

#

nevermind i think i managed to fix it

#

i think it's packaging

thorny iron
#

Hey is it normal for my nav mesh to re-build every time I load a map?

#

ie when I make map visible via Sequencer

#

it rebuilds navmesh

#

which takes a long time

#

shouldnt it like, store the navmesh data or something

rocky portal
#

building a massive nav mesh?

plush yew
#

lol i made like a 90s outlet mall with old game stores haha

serene otter
#

has anyone here experienced an issue where having a controller plugged in while in the editor causes focus to scroll?

#

the gamepad feels normal when playing

#

but if I leave it plugged in while in editor, it's as if the joystick is held in the 'up' position

#

I disabled editor joystick controls, but that's just for the viewport, not menus

grim ore
#

you can import the template for that if you want. Click the greed add new button on the content browser, add content pack at the top, and add in the 3rd person pack

plush yew
#

Yo guys

#

UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Warning: Node '/Game/Character/HeroFPP_AnimBlueprint.HeroFPP_AnimBlueprint:EventGraph.K2Node_Comment_23' missing NodeGuid because of upgrade from old package version, this can cause deterministic cooking issues please resave package.

#

what the hell does this mean?

safe rose
#

Read

#

OPen it up, save it

plush yew
#

I havent even seen such assets

safe rose
#

clear out your DDC and/or intermediate/saved/builds folders

#

They are probably engine content

#

You might have bad redirectors

plush yew
#

whats the DDC?

safe rose
#

So in Content main folder, right-lick fix up redirectors

plush yew
#

how do I clear out these folders, I haven't done that before, where are they located?

safe rose
#

You can Google anything I say that you are unfamiliar with

plush yew
#

alright

safe rose
#

Learning to do your own research is pimp

plush yew
#

right-lick ; ok ๐Ÿ˜„

safe rose
#

๐Ÿ˜‰

plush yew
#

thanks mate

wanton edge
#

@maiden swift @weary basalt @snow crown SOMEBODY HELP

snow crown
#

on this discord?

wanton edge
#

@exotic tundra YOUR DISCORD STAFF

#

NOT ON THIS DISCORD

#

@exotic tundra

#

PLS

#

I AM NOT JOKING AROUND

#

@left bronze staff

#

SOMEBODY DO SOMETHING

snow crown
#

do you know where this person lives?

#

if so, you need to contact the police

wanton edge
#

NO SOMEBODY SAID THEY ALREADY DID

snow crown
#

ok

#

I've had the unfortunate experience of having to deal with this before. Contacting the police is the #1 most important thing you do

#

discord staff can help locate this person

sacred crater
#

Indeed, contact police

snow crown
#

but if you already know where this person is and the police is already contacted

#

then the most important thing is done

wanton edge
#

what? why doesn't his tag work anymore?

#

I just opened the chat?

sacred crater
#

Was he in here at one point?

snow crown
#

?

#

we have no connection to discord as a service or company, we are just a gamedev discord

wanton edge
#

i opened a private chat closed it to see if it would still work and it didnt

snow crown
#

send them an email

#

they'll respond ASAP

wanton edge
#

i did

snow crown
#

ok

#

there isn't a whole lot we can do... as I said, we are just a gamedev discord server

#

but it sounds like all the correct steps are being taken

#

at this point, if the police have been called... there isn't a whole lot you can do but hope for the best

#

and it sucks to say that

safe rose
#

hmm

wanton edge
#

is this offical

#

forum for epic games

worn granite
#

Yeah this is totally the official forum for epic games

floral heart
#

This server is not official in any way.
There is no official Discord server for UE4.
The official forums can be found at Unrealengine.com.

weary basalt
#

@wanton edge what @floral heart said.

livid haven
#

Haven't even read this yet.

#

But I'll bet it's jackasses not handling their legal due diligence and getting in to a shitty spat over it and resorting to he-said-she-said in public channels now.

#

Now let's see if I'm right!

#

So, you never signed a lick of legal paperwork, did you?

#

You get what you get.

#

Don't be so gods damned dumb next time and do the professional thing and cover your ass.

#

Money and assets do not change hands until paperwork is signed.

#

Which is a trademark.

floral heart
#

Sounds like all you have to worry about is the bad taste in your mouth.

livid haven
#

Your story is basically you asking someone else to help you, them supposedly offering to do so if you give assign them some kind of IP rights, then you asking for a bunch of help which they didn't provide as you could not afford their services...

#

... then you took and used their logo.

#

Which misrepresents you as a part of them.

#

Sure. Or not. I don't really care. This is a silly he-said she-said.

#

You got legal documents? No? Then strangers have jack shit obligation to do anything for you.

#

You are asking for some kind of public outcry over silly drama.

#

Sure. According to you. But it's really nobody's business and your story doesn't do you any favors, so it's just drama.

#

Nobody wants to deal with someone else's he-said she-said.

#

We don't want to go ask them what you said or vice versa and spend all day getting screenshots of conversation logs to try to figure out who we should be angry at or not.

#

Then don't waste our time and start drama. It's like this everytime someone pulls the "I'm not saying , I'm just saying, ya'll should dislike this person because of a story I have to share".

#

No business was had, no one had any obligations - don't expect obligations from strangers and, if you want obligations, get them in legally binding writing.

#

๐Ÿ‘ Moot point.

floral heart
#

Badmouthing others without credibility and proof is a dangerous game with very few winners. It's far more productive to explain in general terms what to look for in good business partners, but to write that you would need experience.

plush yew
#

You've said they were unprofessional without providing any evidence though

livid haven
#

Sure, you're not saying things, you're just implying things - therefore it's okay.

floral heart
#

An image of a chatlog and a story are not proof.

livid haven
#

Ironically, quite the opposite. You seem to have DM'd them after you did something they didn't like, they told you to remove the logo, and you decided that was somehow a negotiation and tried to tell them they had to talk to you - clearly, they don't.

#

The whole thing reeks of you having been excited to be a part of whatever team, them finding out you didn't have the chops, and declining to actually take you on.

#

But it's almost time for my local grocery store to close and this conversation, I promise you, will go absolutely nowhere but down, as you continue to try to justify or defend yourself and defame them, digging your own hole, and eventually getting the <@&213101288538374145> to tell everyone to chill out and stop filling the channel with he-said she-said drama.

#

"I can use it all you want until the creator tells me not to." - Not how IP works in any first world country I know.

plush yew
#

I dunno man, you're basically flaming a guy and his team for pretty much nothing

floral heart
#

You keep using that word. I don't think it means what you think it means.

plush yew
#

Unprofessional in what way though?

#

Sorry but I don't really see what he did as really being unprofessional

#

If anything, it's unprofessional to post about this in a public forum

#

Don't ever badmouth your former "employers"

#

No legal contracts so really, you're not part of his team

#

Yup

livid haven
#

YES

#

And you don't own any of the work they made.

worn granite
#

^

livid haven
#

Anyone working with you right now can say "LAWL NOPE. FUCK YOU. YOU CAN'T USE THAT STUFF YOU HAD ME MAKE FOR YOU"

#

And they would be totally legally okay to do so.

#

If you're over 18, go read up on Breeding Season/Cloud Meadow.

#

Wrong. Wrong wrong wrong.

plush yew
#

That's not a contract

livid haven
#

You have zero understanding of the legalities of IP or employment vs contracting. You need to read up stat before you get hurt even worse.

#

And with that, I found my wallet and I'm getting food.

floral heart
#

"even worse" Really, his attempted warning here has hurt him more than anything else.

livid haven
#

Yes, yes it has. But he hasn't spent months or years working on something yet, rubbed one of his "employees" or "contractors" the wrong way, and had his entire project ripped out from under him OR sued for it yet.

#

Not that I think they'd get that far.

#

If you won't believe me as some stranger, believe me as a free lance contractor with Epic as a client, working towards starting his own studio.

#

Alright. Third time is the charm. I am legit leaving now.

floral heart
#

๐Ÿ‘ข

#

Sion was typing again. ๐Ÿ˜„

#

It was a "put boots to the ground" but I couldn't find a good emoji for it.

#

You should be. Heck, even the Facebook creators had a huge spat and they had contracts!

livid haven
#

Mobile now. Go do some research on how well friends and business mix.

floral heart
#

There was a perfect story about two friends, one died, and because of poor contracts, the ENTIRE PROJECT and ALL the profits went to the dead friend's mother.

#

And the living friend caught all the legal expenses too. Pwned.

#

P.S. Telling someone to stop using your IP and blocking them on Discord is the most professional thing you can do. Ask any lawyer.

verbal laurel
#

๐Ÿฟ

#

So can anybody help me? Someone is making a model for me and I want to make sure it's compatible with the epic skeleton.

plush yew
#

Does anyone have documentation on how to create a Static / stationary player?
meaning when you spawn in game you can only pitch and yaw the camera.

#

@plush yew What have you tried?

#

What do you mean floats up in the air?

#

you start the game and you start floating up

#

your player

#

As in moving up?

#

What else is in your BP?

#

for the chracter thats it

#

Are the pitch and yaw controls working?

#

Floating up issue seems unrelated

#

yeah i pretty much have what i want its just it floats away is th eproblem

light thunder
#

weird....my DDNS server works when I'm wired to directly to my router but NOT when it is on the Wifi connection (probably a bridge mode thing)....hmmmm (I just got the TPCast so I have to use their router in addition)

plush yew
#

Are you using physics?

#

i was about to go check the gravity but no its just an empty capsule

somber fox
#

Hello, sorry for what im sure is an insanely dumb question, but can't find anything on google and have been looking for the last 30 minutes. When I click on my character, this preview window opens up. How do I close this window?

plush yew
#

@plush yew Dunno what the problem is then

#

alright thanks, ive been stuck with this problem for a few weeks now xD

somber fox
#

Thanks, so, i saw this, did the snapping, but neither the 'snap viewport to actor' or the 'lock viewport to actor' options exist. So just did snap to object, and when i click on the character the preview still shows up

weak thunder
#

can someone explain why this is happening?
my grass reflects light like water... or metal... why is this?

plush yew
#

@somber fox There's a setting in there to not show camera previews

weak thunder
#

I have roughness and specular set up so I just dont understand... metalic is also set to zero.

somber fox
#

@plush yew ahhh found it in the advanced settings window. Thank youuuuu

floral pagoda
floral heart
#

21 billion transistors. 0 class.

#

$3000 only buys you 12GB of HBM2. Where's your fancy GDDR5X, Nvidia?

wild kestrel
#

My PC already getting outdated i see

floral pagoda
#

Yep same here ๐Ÿ˜›

safe rose
#

wtf

#

I just bought a 1070ti

#

because I wanted to wait for volta

#

And then they come out with this tease

#

I wonder why not the Titan X

#

Are they saving X for Consumer?

#

V for Compute?

#

hmm

#

I thought DDR6 was going to be Volta

#

Maybe Volta2.0

floral heart
#

I'm so out of things. I thought 110 tflops sounded plausible (albeit a lot). Turns out it's just for the deep learning Tensor 'cores'. Might well be an ASIC they glued onto it for all I know.

#

The Tesla version has better specs.

#

And the consumer version might be a 'Geforce Titan [insert whatever letter would be most confusing here]'.

safe rose
#

Well if this thing is the $3k version

#

Then we'll definitely see a $1500 version

#

And finally a $800ish 1180TI

#

But I hope we'll see 1180's stay around $500 and 1180TI around $700...but I doubt it

#

the 10 series is still popping

#

oh, I thought this was lounge

#

why you putting random things in here Headclot!

solar quarry
#

packaging is taking forever and the log keeps showing error code 32. Am I doing something wrong?

safe rose
#

this Super Function bug is annoying

#

Can't wait for 4.18.2

frosty copper
#

@solar quarry , It's a warning due to being unable to delete a temporary file; I'd only be concerned if the packaging actually failed with an error~

solar quarry
#

it did actually

flat scroll
#

Are there any good step-by step tutorials for total n00bs? Kinda like roll the ball for unity

obsidian nimbus
#

content examples in learn tab

uncut pebble
#

hello

#

little question

#

Could I use Ue4 and Google play for make multi-player game
For exemple like with onlinesubsystem steam
But with Google
Maybe with "online subsystem google"

#

??

wary wave
#

Google play has no such online subsystem

uncut pebble
#

ha.. ok

uncut pebble
#

i dont know the way to implement this by myselef

wary wave
#

UE4 was supposed to have a Google online subsystem, no idea what happened to that

uncut pebble
#

ha ok. that i ve seen. UE4 normaly have google online subsystem

#

?

wary wave
#

it was working a while back

uncut pebble
#

and not anymore

#

strange.

quasi lake
#

Got some question about spawn actor

wary wave
#

I'd have a dig, it should still all be in the source code somewhere

quasi lake
#

Bros ,I have some problem with spawnActor
Here it is:The demand is to create a thunder actor at a position
And the thunder actor needs a parameter:Target,which needs to be set in my character blueprint
And,the thunder has a capsule collider,which will be triggered once collides with the target.

#

Problem is,once the thunder actor is spawned,the capsule collider could be triggered immediately but the target has not been set yet,which causes error

#

And I dont want to delay the trigger because thunder only lasts very short time

#

How should I do

wary wave
#

I don't understand the problem?

#

why is there a capsule?

quasi lake
#

The capsule collider of thunder actor is used to execute damage

wary wave
#

thunder does damage?

#

but okay

quasi lake
#

Yeah

#

When the enemy's body collider collides with this

vale osprey
#

expose Target as Spawn parameter

wary wave
#

^

quasi lake
#

How

wary wave
#

'Expose on Spawn' on the variable

vale osprey
#

there is a tickbox for that

quasi lake
#

Dont quite get it

#

Expose on Spawn in what

vale osprey
#

click on your Target variable in BP in the list of variables on the left

#

on the right side, where you set type of variable

#

you will see 'EXpose on spawn"

quasi lake
#

cool

#

Problem solved I suppose

vale osprey
#

one way to solve it, yeah

quasi lake
#

Thanks bros

uncut pebble
#

@wary wave i ll try to find in source. you don t know in wich version it s ok ?

#

else, other question: i want use google play for do match between player. For each of them can 'clic' play, and without write ip server or lobby, when a free player is found, the match begon between the two player

#

Maybe i can use an other subsystem

#

(i want do tihs on mobile)

wary wave
#

if you're on Android you will need an Android based subsystem

#

if you search the source for GooglePlay you will get a lot of results

uncut pebble
#

the sources are the UE4 sources no ?

wary wave
#

yes

uncut pebble
#

and you don t remember witch UE version was ok ?

wary wave
#

latest should probably be fine, I think the subsystem is just not enabled by default

uncut pebble
#

humm sorry, i m begining with UE4, but i have activate plugin "Online subsystem Google" and "Online subsystem Google play". that what you talk about? Because those plugin are not activate by default, but i activate them

wary wave
#

you should only need to activate one of them

#

the one for your target platform

#

the plugin is missing from my local builds, but I've noticed the source code is there

whole sonnet
#

@vale osprey I am curious what games someone with an engineering mind enjoys to play? Or would you say the same stuff as most typical gamers?

wary wave
#

that would depend on your definition of 'typical gamers'

uncut pebble
#

ok, i ll try ton desactivate one of them

wary wave
#

Google Play would be for Google Play based games

uncut pebble
#

and the other ?

wary wave
#

not sure

uncut pebble
#

i ve seting up the game in google play console

vale osprey
#

@whole sonnet just to avoid confusion, I'm a software engineer. I like this nickname because it reflects on kind of stuff I like to make and play - unnecessary complicated ๐Ÿ˜„