#ue4-general
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yo dudes
Overview of the samples provided in the Blueprint Splines Content Examples.
im just looking at this and not figuring out where is all this stuff explained?
Hi there, is there a way to change the in editor near cliping plane ?
anyone mess around with any sort of continuous integration pipeline with their games? run off nightly builds or something?
@short dagger I use Jenkins for my build automation and deployment.
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.
very cool, will have to give that a shot
do you have multiple builds going to ? for myself i was hoping to have a regular game build + dedicated server build
DM me later and ill run you through my setup if you like.
might not have a chance to do it tonight, but i'll definitely let you know if i have any questions, thanks man!
Yes for some projects the server builds the client first then builds an dedi server and starts an instance
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.
Yep this is automates all that
I also get the build server to notify me on Slack of an build outcome.
yeah that's the other thing, if i break the server build or otherwise, i want to know asap
Yeah its handy but in usually asleep anyways if something fails so i just fix it when i wake up.
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 ?
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.
It is more for making sure that builds actually compile and package as well.
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.
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
hello there ๐๐ผ
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?
it just faces my direction when it sees me but doesn't move
@tough flint I don't think you are supposed to use Pawn sensing any more also this should probably go in #gameplay-ai
both is correct
blargh
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?
I just noticed that my version of UE4 says 4.18.1 "Preview 4" o.O did something just release?
I'm having trouble shooting my power beam, it was appearing before but now the beam's not even appearing, can I get some help?
https://i.imgur.com/lNq0req.png
sorry it was an issue on my beam itself, nevermind
Well glad you solved it!
is there anyway to download stuff from your vault without the launcher?
hi can someone help me figure out why my AI is not shooting beams?
I followed this tutorial for turret AI and my AI can spawn beams but cannot shoot them
this is my AI BP https://i.imgur.com/aye4wtt.png
@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
@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
yeah, that's weird
can someone please help me fix the direction of my power beam? this is really frustrating
thanks in advance, please ping if you have time to help : )
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
@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
hope it helps
@tough flint : great! it works, thanks a lot
no problem
lmao my ue4 crashed
good thing I saved
sweat
can someone help me fix why my charge beam loops the charging phase?
my timeline is 1 second long and the beam increases in size and damage according to the time it's been charged
after charging for 1 second, 1 second later it reverts back to being a small beam, looping the charging
it should stay charged as long as you're pressing the key
hm....
Is this normal?
its pitch black... I made the textures samples too by as seen here...
Hmm, actor ID names are supposed to be unique, right?
...because in 4.18 they are not
oh hang on, they are different
hovering over the shows them as BP_PlayerStart_7 vs BP_PlayerStart_C_7
that was always like this
the display name can be the same
sometimes the id isn't the same as the display name
it's both dangerous and stupid imo ๐ค
display name seems kind of redundant in this instance
I guess display name can be changed
I think changing it changes the ID as well
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
are they on the same level?
sounds like a naming bug then
some are placed in the level, others spawned at run time
looks like the C ones are spawned, but the other ones are placed -_-
goddamn discord formatting, lol
just try to rename a placed one to the name of another placed one
shouldn't let you IIRC
they will have the same display name but different id as well iirc ๐ฎ
yeah, ID should remain unchanged
can anyone help me on my auto-heal system in #blueprint ? thanks
@wary wave ID changes too but not to the same value
I just did a test, I had Column80 and Column81, ID and display name was the same
interesting, good to know
I renamed Column81 to Column80
IDs are Column80 and Column80_0
I think ID is display name + _Index
I remembered something because a crazy friend used hardcoded actor IDs in c++ and his code broke frequently ๐
I think the ID can even change if you don't rename the given actor :/
but I'm not sure about that
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
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
also how can I make my character blink red when I'm hit by an enemy attack?
spawn a particle emitter at position of actor, then destroy actor
actor itself can spawn particle emitter before he dies
I'll try that, thanks
Can anybody help me find out why I can't seem to get SomeComponent::OnComponentBeginOverlap to work by subscribing members from another component?
anybody else suddenly getting emails for every new thread created on the forums?
nope
@tacit mist is it a ufunction?
Don't know there to ask.
it's about Assets Naming Convention
Should I create folders for assets ............ Environment\Buildings
like ............ Environment\Buildings\BuildingType1
or just put it into Buildings folder
https://wiki.unrealengine.com/Assets_Naming_Convention link there I try to get information
@lyric owl I think Allar's style guide covers that stuff.
@kindred viper do you have a link?
Thanks
so it's not epic standards
It's marketplace stuff but I want to follow epic guides if possible even if it's not for marketplace
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.
Allar had some pack refused because it used the style guide hehe.
but yea, its def a good way to approach folder structure
Should I just try to combine both then?
id pick either one, and just get a feel for folder structures.
I'd go by Allar's lol
one of the most important things he says there
is to have a Game folder under Content
so Content/ProjectName/Characters
or similar
instead of Content/Characters
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
^
the rest of the guide is good, better than no guide
but see if your project/team goes well with it
Ik some c++ but how much should I learn before I can make a game
if the character has only the mesh and a material, then dont put it on its own folder
but lets say you have a character with unique animations/materials/etc
just learn basic programming things like hot to read code
so having a folder for that character, and having it be filled with its animations/mats/etc isgood
Do I use bp or just code myself
if you aren't good programmer it's probably better to just use BP for prototyping
Hmm can I use blueprints if I'm making a VR game
@frank escarp thanks
@plush yew you can compile blueprints as c++ making them faster. But i know some people have problems with it.
Oh I see
I really don't know where to even start learning about making games ๐
In unreal
Like apprentice
most accessible way is start your project and find problems to solve. Fail. Try again.
Works if you have time
I don't even know how to start lol, like maybe I can make somebody holding a gun
I'll admit I don't know anything
At all
plan as much as you can but if you don't have any experience it would be challenging
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
@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"
also... get comfortable with being uncomfortable. Lots of unknowns going into this stuff... ask solid/specific questions.
@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
Just like print first name and last name type stuff
I actually tried making some surfing maps back in the day in csgo so I have an idea of how the level editor worka
When I get home from school I'll make some pong games
@wraith canyon im afraid you will have to revert your changes and then refactor by small bits
Alternatively, revert changes, make completely new stricture and then manually replace old one
Yeah and donโt ever use structures made in BP
Only c++
Yeah, this is wild.
best way to learn is to just dive in
don't wait for others to push you forward
that's certain way to not get things done
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
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?
bit long
you might run into problems
windows file paths can only be so long before they explode
oh ok so not creating folders for styles would be alright then?
or should I just put BP for procedural generation into Buildings and then create folders for stuff
that should be better
or even Environment folder because I would probably want to randomly place Props too and that would be strange and all
Content\Env\ProceduralBuildings is probably sufficient
can have \Styles as a subfolder of that if necessary
........ Environment\Buildings buildings (simple or procedural)
https://wiki.unrealengine.com/Assets_Naming_Convention
I want to follow proper way to do that so I am a bit worried if it's ok
keep in mind ```Overview
This article contains ideas for assets naming convention and content folders structure.```
its just ideas, there is nothing set in stone.
Ok then Environment\ProceduralBuildings it is then
Is there any difference between TIterator() and for (UObject* obj : Objects) {}
@lyric owl read this...very useful https://github.com/Allar/ue4-style-guide
yeah doing it
goes over damn near everything
any ideas why i cannot package my game? https://pastebin.com/Vys5NSvQ i don't understand much of this
https://gyazo.com/2f17d4bbd39c75122cc136bd1cb7a553 im having a mess around and i've made a motobike BP and inside the event graph for the bike I done what you can see in the picture. but when I press R it doesn't even fire in the BP?
@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
Not saying they necessarily don't work. But whatever you are doing there is happening 1 time per time you press.
something else consuming the input maybe?
in my state machine, what should I do if I don't want my previous animation to blend with the next one?
https://i.imgur.com/kx9tMUi.png
I want to enter the next transition immediately without blending
thank you fam
my character floats in the air when I'm going down on an elevator, how should I fix this?
because of this if my character jumps he can get through the mesh (which has collision) and get stuck
@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 ๐ฆ
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
it's supposed to destroy itself on hit
charging the beam to destroy the door
shot and destroyed the door, beam is stuck there
it's weird : (
what blueprint is that within?
is it destroying itself and then destroying a particle system after a delay? or is it destroying a component and then the particle system?
is your power beam an actor?
it's an actor, it's destroying itself (the sphere)
and the particle trail behind it after a delay
I'm gonna try destroying the actor after the object/enemy is destroyed too
Sounds like a carriage before the pony type of issue. ๐ (derp)
I got it to work
but my character is still flowating when going down an elevator
this elevator is going down and my character floats, how can I fix this?
Is the elevator matching your character's fall rate? lol
Not much info here, are they falling, or walking in mid-air?
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. ๐
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
whys everything gotta be so hard
inversely when she goes up she goes below the mesh https://i.imgur.com/2iose5T.png
lmao
Have you looked at any specific elevator tuts?
Line trace down from people in elevators feet to floor
and set their position every frame
But then what about jumping?
wouldn't work lol
Right. lol
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. ๐
physics basically needs to bring you down at elevator speed
- base gravity
i dont know how you do that
You can do what Futurama does with their ship, keep the Elevator in place, move the universe. ๐
you should be able to change the characters gravity right?
because gravity needs to pull you down at elevator speed + regular gravity
while on elevator
Guide to placing and working with Volumes to augment the behavior and setup of your levels.
try Physics Volume perhaps?
but Physics Volume would have to adjust with the velocity of the Elevator
Curious question, whats the limit to blend spaces / control all animation from one bone down the hierarchy?
๐ฆ
Making games is not easy.
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
important thing is to just keep making things, keep that flow going
how do I make a countdown after destroying an actor that reduces the player's health to 0 after countdown reaches zero?
I already got the health system so I just need the countdown
yes, trying to replicate Metroid after killing MB
https://i.imgur.com/bAJIDlU.png
you could simply add a delay node then deal damage to the player
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
add component to player KillAfterSecondsComponent
it counts down and kills player
hit button -> Remove/Destroy that component from the player
or do something in the level blueprint
When the brain dies... call the function in the level blueprint KillPlayerAfterSeconds(x)
when switch is hit make it so it doesn't kill player
lots of ways to do it
how can I call the timer to a widget and have it countdown?
That seems like functionality of the Level to me though
Widget that displays Text
bind it to the count down value in the level blueprint
The widget in construct needs to get reference to level blueprint
i have meshes nested in my bone hiarchy right, and its importing them as bones? iv got it ticked to not do it
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
But is there even a way to do that in blueprints, or do I have to whip out the C++?
how do I play a bgm when stepping into a trigger box?
god i hate maya so much
@tough flint At least half your questions are overly broad, general ideas.
Break down tasks in to smaller logical parts.
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.
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.
i am gonna punch ue4, its importing mesh's as bones
isn't there a play sound cue node?
@plush yew have you looked into some of the save plugins on MP?
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..
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
@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.
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
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
How to properly ask technical questions, and demonstrate that you've done your research and are willing to learn on your own.
Although the original author seems remorseful for it - for all the wrong reasons, I think.
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!"
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.
@plush yew check this thread: https://forums.unrealengine.com/development-discussion/c-gameplay-programming/88477-spawning-actors-from-serialized-data
looks legit. Save plugins work in a similar way as far as I know as typically you add a component that will do save/load for you
@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
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.
It isn't, I typically nudge with "What have you tried, where are you at now, oh you haven't? LMGTFY..
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.
Aye
A common one I have to use over on GDL sometimes is "Don't ask to ask, just ask"
Don't ask if anyone can help you with X. Just ask your question about X.
Forcing others to come to you to help you and coax the question out of you is unnecessary friction.
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.
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."
"Hey can someone help me with something?"
30 hours later no answer. Just ask the question.
Or worse, they get belligerent because no one is answering their lack-of-a-question.
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.
Doesn't seem to matter.
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
I think I managed to make a person asking if he can ask understand why it isn't good
Rare case, but yes, which is why you shouldn't be an absolute dick about it.
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?"
someone should rewrite that link for gamedevs :p
i think thats why ignantgamedev was created, sometimes the questions are just.. so... odd
"i has a thing, can i use?"
end of question and problem
And now I have a new thing to check regularly.
That page is beautiful..
hehe
Hmm
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:
But doesn't seem to package the darn media files on package.
Works just fine in Content/Movies though, and it's done thanks to whatever packaging logic Epic has
@plush yew and it looks like you can't do that just in BP:
https://www.gamedev.net/forums/topic/685514-complex-saving-and-loading-techniques-in-unreal-engine-4/
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.
you have to remove individual instance, not component
ahhh remove instance is what i was looking for, thanks! thatll probably work
the way ISM works is just by storing an array of transforms + some other data for each instance
its the small stuff like this that gets me hahah
@vale osprey I'm so sorry for being absent this whole time, man
I'm going to scan through everything you posted - this all looks promising.
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
But if I can just dip in there, and do some coding and expose it to blueprints, I'm all set!
Thanks for the links, I'm gonna go read it now ๐
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 ???
Seems like it somehow connected to texture streaming but I didn't find any useful information about this
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)
Part one sounds like you're not setting your project as the startup project.
UnrealVS would make this easier to see at a glance.
Part 2, dunno.
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.
Part 4: STOP USING HOT RELOAD
We need a permanent sticky that says don't use hot reload.
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".
Require people to snail mail the document.
๐ STOP
๐ USING
๐ HOT
๐ RELOAD
๐
why are so many people against hot reload?
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.
itterationtime is just a million times faster
Except when it isn't because you wasted an hour on something that doesn't happen if you didn't hot reload.
Knowing when hot reload will or will not break your shit requires a certain level of expertise that most people simply don't have.
ok, look I've never had trouble with it before
just because a car breaks down once doesn't mean its a bad car, just that it broke down
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.
The way hot reload works, the only way it can work, is inherently hella dangerous and spotty at best.
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.
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,
Sorry, I sent my explanation moments before you asked.
I see that
But the old DLL is still loaded up.
doesn't seem to spotty
It takes your ram stick, clones it, puts it in a new slot, and tells Unreal 'hey ignore that other ram stick'
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.
Allar's explanation is also a good one.
With the caveat that many, many, many things have no idea that they can be told to "ignore that other ram stick"
So they don't. And things get weird.
Its like telling a 3 year old to ignore something
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.
lmfao its a funny explanation, but its just so slow to close editor and compile each time
I know. Trust me, I know.
compile for 3 days to find you made a small mistake
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.
Because otherwise, I'd celebrate a birthday every time I want to launch it.
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
You learn to do a lot more coding between builds.
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.
Also you never have to debug if you write code right the first time.
๐
easier said that done lol, its quite rare for me not to have some sort of syntax error or logical error
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.
the dreaded this works. why doesn't it work thing comes to mind
Yeah. The particular oddities with hot reload are things that aren't intuitive.
Write code for 10 hours. Compile. No errors. Find runtime error due to accidential '!'. Repeat.
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.
The safest operation you can try to test with hot reload is just changing the statements inside of an already existing function.
TRASHCLASS_REINST_NEW_TRASHCLASS_TRASHCLASS_TRASHCLASS_vpf_REINST_SKELETON_TRASHCLASS_REINST_REINST_REINST_TRASHCLASS_TRASHCLASS_TRASHCLASS_TRASHCLASS
^ Also, seeing weird bullshit like that ^
.... I can't help but think the editor thinks your class is trash.
lol
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
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.
someone needs to animate everything that's been described in the past half hour. xD
Hot reload is shooting yourself in the foot and your neighbor goes 'wow my arm hurts all of a sudden'
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.
Hot Reload is my lord and savior
You worship a false god
that's setting the bar pretty low then
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
pocket change for bill gates
I had to check if that numeric sequence was of any import.
brb gonna go hot reload
I'm going to go shower. Both of hot reload and of work out.
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...
Never change, @polar hawk.
please where a condom next time before you fuck my brain sir
Hot reload is when you fully picture Graham's number in your head and you turn into a black hole.
A number so epic it will collapse your brain into a black hole! Yet Tony Padilla and Matt Parker take the risk of discussing its magnitude. Watch with cautio...
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?
@livid haven would getting more ram speed up compile times a significant amount if I quit usiing hot reload?
Probably not. Having your workspace and build tools on an SSD probably would.
More parallel processing power also has benefits for build times.
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.
I just read this article here: https://www.pugetsystems.com/labs/articles/Unreal-Engine-4-16-CPU-Comparison-Skylake-X-Kaby-Lake-X-Broadwell-E-Skylake-Ryzen-7-984/
First you need to get MSVC++ compatible with z13
Then you need to get a z13 mainframe
The "Open Project" graph is in line with what I'd expect - linear speed > parallelism. Not too surprise packaged works similarly, ultimately.
Build Lighting - no surprise there, of course better parallelism wins out.
And viola:
"Compile Engine from Source" - more cores, faster builds
Cheapest way to what?
Speed up compile times without new hardware
rebuilding the engne hopefully to fix hot reload
Provided you have existing hardware
I refuse to convert to the dark side
rebuilding the engne hopefully to fix hot reload - what?
to make my hot reaload work again
... I repeat, what?
๐ DON'T
๐ NEED
๐ TO
๐ REBUILD
๐ THE
๐ ENGINE
๐ UNLESS
๐ YOU
๐ DID
๐ SOMETHING
๐ DUMB
well my pc crashed the other day with a whea uncorrectable error, and I had to redownload engine and vs
fixed everything up although most of my project was corrupted, and today this happened
some sort of bluescreen error
BSOD
Whea_Uncorrectable_Error I believe
Yeah, I thought the "whea" was a typo until Google.
That doesn't sound good, man.
That sounds like a serious hardware malfunction or driver issue
well I recently got a gtx 960 driver
I tried to just do a restore point but they were all missing
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
It was probably hot reload. </s>
a disk check I did recently and i havent had any other crash but rip
Ah, yeah, frankensteining OS installs has never ended well for me.
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).
well after that crash its just been me fighting my pcv to let me use Unreal engine at all
I'm halfway tempted to wipe the ssd and reinstall everything fresh
Probably for the best, given how brittle migrated OS installs can be, though it is a pain.
I wonder how difficult it would be to code the Crash client report thingy to send logs to an ftp server
haha success
"recompiling the engine wont fix hot reload" spoken like a true anti hot realod maniach @livid haven
adderol might, according to several people I know
I have a general qusetion, when making a blueprint out of a level asset, can I tell it what the parent class can be ?
You can reparent it yes, but then my question is how can I reparent it without losing the actor?
yea
You can't reparent without losing teh actor right?
Which leads me back to my original question lol
Didn't know if that was a general no or a no to just the reparent
Unless we are talking about something different
You want to keep the same variable reference after the reparent, right?
yes
Its not perfect, but
Change the reference variable type to 'Actor', assuming you are reparenting to a diff type of actor
or hell, go Object
Then reparent your thing
Then re-specialiize your variable type
I'm not 100% if it'll work, but it might
ยฏ_(ใ)_/ยฏ
hmm
And you'll break some wires
Not sure how that would work, if his components
But its inherited so I can't change it?
oh its a component
Aye
gg re-do
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
This is why you don't use the tool that makes bps from meshes if you're not sure its forever static or not
Yea my custom class is based on Actor and this converts it to a Static Mesh Actor ohhh....
lol
StaticMeshActor has some cool optimizations I believe if its forever static
Well, you can merge em
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?
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
Maybe I should merge all the static meshes into one?
Then I'll have one ref to populate ?
If you have a merged actor
you can place it in any level at anytime
or in the same level a million times if you so desired
So to answer your question, yes
you can then reference it
You could probably spawn them
I've never done it, but I am assuming it would work
Since they are just actors
ok I guess I was thinking about this the wrong way, there seems to be a few other viable solutions
thanks guys
@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
I said it's never really given me any major issues before
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
@frosty copper The order of that anim trail's colors don't match the source's.
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:<
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.
Still bad even on a fresh tps template.
I honestly find the import button to be the most reliable
even on Shitdows 7 d&d was tempermental
now if they could bring back the import options for images similar to UDK, I'd be happy
Wouldn't need to open up every damn image just to change their compression settings & shenanigans
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.
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.
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
Did UDK let you import all too, so that way you could just set those custom settings once per group of imports?
Yeah~
That kinda feature is definitely miss-able
Aye. If anything the only things I miss from UDK are the import dialogues, the viewport navigations and the cleanliness of favourites
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
Favourites are also there; but they're disbaled by default, and the implimentation/displaying seems a little unclean so to say
I understand your point about viewport navving w/ the mouse buttons. It's sweet they added customizable hotkeys.
tbh I just check the "Use UE3 style navigation" in the settings~ takes it back to WASD-QE to move around~ ๐ 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
where do you put WIP art assets?
@lyric owl #work-in-progress ?
oh. No as in folder stucture
were do you put WIP assets before exporting them to ue4
yeah what would be sane and good way
atm I am creating folder with a project name and add art to it like ProjectNameArt
k
I not sure it's good idea
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
Thing is I don't want to do w/e I want
I want to have style guide and stuff
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
o_0
Unless I am completely mistaken with your question
I am asking about ue4 stuff
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?
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
๐ฆ
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.
so I am asking what people do
Go into any of your drives
create a new folder
dump all your art assets in there
or
And this will be mess in a just a bit of time
keep all your art assets inside your DCC's project directories
or
don't listen
ยฏ_(ใ)_/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
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.
Here
Because you obviously can't do it
Anything on Polycount should be good
all those doesn't encourage reuse. Ok looks like I can't really improve how I keep art assets
When you figure it out, write a blog post
I generally don't like how file system work and I wish I could work with database with auto generated file paths.
@vapid cedar Well, that is .. sweet. Everytime I do smth more larger than default project Engine starts to crash. Git gud
@lyric owl We assign codes to our assets and stuff
So assets are grouped by project, type, category within that project etc
Goood morning beautiful people. Speaking of a game art server... anyone aware of one?
@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
hey, can I safely delete the derived data cache which is quite big on my primary disk ?
ye I saw that, but after editing the .ini, I can delete the previous folder?
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
seems fine ^^ thanks
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
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
would it be possible to find out where exaclty and what is wrong?
IIRC there are additional logs output somewhere, likely in the Saved directory
what characters are illegal ?
lots of characters can't be used, particularly foreign language ones
no i don't use any of that
the fact that "Nullable`1" appears all over your logs is highly suspect
but what is it? i'm pretty sure i haven't seen or created anything with that name in my project
The project is purely blueprints if it helps, it also uses substance plugin
it should just work
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
Found out an interesting issue
iu cant remove values from a TArray whilst looping through the array
otherwise you get an ensure error
If you don't use a range based for loop, you can in c++
@pallid compass #source-control
done!
@wary wave oh
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
interesting
i'm completely stuck
just in case you need the error when packaging again https://pastebin.com/wTfspgtK
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
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
you mean substance plugin?
so delete the plugin and the modulse section from the uproject file yeah?
didn't help
:/
Does anyone know if there a limit to montages and how much u can blend?
Hey I'm bored rn, anyone know any good mobile games
the stranger things one is really cool
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?
Anybody around? I'm ripping my hair out over here
How the hell do I get absolute position of a widget in a viewport?
I think getting position on viewport requires canvas panel component to be the root
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
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
project compiles fine, it's the packaging that is the issue
ewww mac
are you using substance?
googling indicates that substance has a lot of problems being packaged
try installing Windows SDK 8.1
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
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
building a massive nav mesh?
lol i made like a 90s outlet mall with old game stores haha
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
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
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?
I havent even seen such assets
clear out your DDC and/or intermediate/saved/builds folders
They are probably engine content
You might have bad redirectors
whats the DDC?
So in Content main folder, right-lick fix up redirectors
how do I clear out these folders, I haven't done that before, where are they located?
You can Google anything I say that you are unfamiliar with
alright
Learning to do your own research is pimp
right-lick ; ok ๐
thanks mate
SOMEBODY IS TRYING TO SUICIDE ON DISCORD
ID IS 198645499127922688 USERNAME IS This is goodbye...#4900 Suicide attempt on your platform, please help.
https://media.discordapp.net/attachments/328307969882062848/388455742853742613/2Q.png
@everyone This is very important dont ban me for this !!!!!!
Serious emergency
already contacted discord
THIS IS WHAT HE TOOK
IVE ALREADY CONTACTED THEM
@maiden swift @weary basalt @snow crown SOMEBODY HELP
on this discord?
@exotic tundra YOUR DISCORD STAFF
NOT ON THIS DISCORD
@exotic tundra
PLS
I AM NOT JOKING AROUND
@left bronze staff
SOMEBODY DO SOMETHING
NO SOMEBODY SAID THEY ALREADY DID
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
Indeed, contact police
but if you already know where this person is and the police is already contacted
then the most important thing is done
Was he in here at one point?
?
we have no connection to discord as a service or company, we are just a gamedev discord
i opened a private chat closed it to see if it would still work and it didnt
if you need to get in contact with the discord developers or staff, the best way to do that is on their help page: https://support.discordapp.com/hc/en-us
send them an email
they'll respond ASAP
i did
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
hmm
Yeah this is totally the official forum for epic games
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.
@wanton edge what @floral heart said.
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.
Sounds like all you have to worry about is the bad taste in your mouth.
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.
๐ Moot point.
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.
You've said they were unprofessional without providing any evidence though
Sure, you're not saying things, you're just implying things - therefore it's okay.
An image of a chatlog and a story are not proof.
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.
I dunno man, you're basically flaming a guy and his team for pretty much nothing
You keep using that word. I don't think it means what you think it means.
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
^
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.
That's not a contract
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.
"even worse" Really, his attempted warning here has hurt him more than anything else.
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.
๐ข
Sion was typing again. ๐
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!
Mobile now. Go do some research on how well friends and business mix.
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.
๐ฟ
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.
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?
@plush yew player controller with just pitch / yaw it works somewhat but it just floats up in the air once game is started
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
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 https://my.mixtape.moe/zypxhd.mp4
Are you using physics?
i was about to go check the gravity but no its just an empty capsule
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 Dunno what the problem is then
alright thanks, ive been stuck with this problem for a few weeks now xD
@somber fox Didn't google hard enough: https://forums.unrealengine.com/development-discussion/content-creation/3957-ue4-editor-using-camera-actor-in-viewport
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
can someone explain why this is happening?
my grass reflects light like water... or metal... why is this?
@somber fox There's a setting in there to not show camera previews
I have roughness and specular set up so I just dont understand... metalic is also set to zero.
@plush yew ahhh found it in the advanced settings window. Thank youuuuu
NVIDIA TITAN V is the most powerful graphics card ever created for the PC, driven by the worldโs most advanced architectureโNVIDIA Volta. NVIDIAโs supercompu...
21 billion transistors. 0 class.
$3000 only buys you 12GB of HBM2. Where's your fancy GDDR5X, Nvidia?
My PC already getting outdated i see
Yep same here ๐
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
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]'.
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!
trying to package but this one yellow line seems to be stopping everything
packaging is taking forever and the log keeps showing error code 32. Am I doing something wrong?
@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~
it did actually
Are there any good step-by step tutorials for total n00bs? Kinda like roll the ball for unity
content examples in learn tab
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"
??
Google play has no such online subsystem
ha.. ok
however, it does have game services you can implement:
https://developers.google.com/games/services/common/concepts/realtimeMultiplayer
i dont know the way to implement this by myselef
UE4 was supposed to have a Google online subsystem, no idea what happened to that
it was working a while back
Got some question about spawn actor
I'd have a dig, it should still all be in the source code somewhere
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
The capsule collider of thunder actor is used to execute damage
expose Target as Spawn parameter
^
How
'Expose on Spawn' on the variable
there is a tickbox for that
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"
one way to solve it, yeah
Thanks bros
@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)
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
the sources are the UE4 sources no ?
yes
and you don t remember witch UE version was ok ?
latest should probably be fine, I think the subsystem is just not enabled by default
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
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
@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?
that would depend on your definition of 'typical gamers'
ok, i ll try ton desactivate one of them
Google Play would be for Google Play based games
and the other ?
not sure
i ve seting up the game in google play console
@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 ๐