#ue4-general

1 messages Β· Page 153 of 1

quasi lake
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What's the difference between navigable and reachable?

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What's reachable

vale osprey
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@whole sonnet top ones would be:

  • Thief 1 and 2
  • Jagged Alliance 2
  • Dwarf Fortress
  • Cataclysm: Dark Days Ahead
  • Some sim games
uncut pebble
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but i don t asbolutly use google. I think i must just find a online subsystem which working on mobile

wary wave
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what do you mean you don't 'absolutely use Google'?

uncut pebble
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πŸ˜„

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that means the my english is bas πŸ˜ƒ

whole sonnet
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@vale osprey Haha, that makes sense. That is a nice tank you made there, complicated for sure!

uncut pebble
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absolutely ?

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necessarily

wary wave
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is the game for Google Play or not?

uncut pebble
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not necessarily...

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i just want made something

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which work with two player

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without have for player to create server or join an ip

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i would like they just need to click 'find match' and when a match was find

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start game

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and i beleived that google play can help to do this

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as online subsytem steam do

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but i cant use it while i m want do mobile

vast pine
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Anyone know about things like spectator open commands like what class they take is it based off current level selected spectator class? And same as before which was like open ip:port?spectator=1

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Spectator only =1

fierce tulip
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I could really use a bitch-luos (as Stewie Griffin would say) that can make me 500 screenshots of all the effects I made.

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hehe, I need 500 screenshots. gonna take ages :/

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wonder if I could pay someone to do it for me XD

safe rose
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@upbeat fern hmm

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Shadowcore?

rocky kayak
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using instanced static mesh and the "event any damage" node, is there any way to get the instansted static mesh thats being damaged? would make my life so much easier. "event any damage" doesnt have a "damaged unit" reference :c

rocky portal
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what is the typical way of doing an FPS Arms and FPS Weapon setup

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Child Actors?

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I can't simply use SkeletalMesh

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@rocky kayak Those damage nodes call a static function which calls the event on the damaged actor. If you want to do something similar, you can make your own static library with static functions to handle your purpose

upper heart
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why can't you use a skeletalmesh?

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that is the typical way

rocky kayak
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im using instanced static meshes for clusters of trees to be chopped down, already have a setup for damage dealt by the character so it wouldve been easier for me to use event any damage, i guess its not possible though

earnest pawn
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hey guys

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i just want to ask something about connecting to a database

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I want to store my players info into a database so its there even after they log out, like their current xp level, what weapons they have unlocked

rocky portal
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@upper heart because my weapon is not a SkeletalMesh per se. It is a collection of weapon parts which are their own things that attach to the animated skeleton bones and sockets

earnest pawn
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what is the best way to do this?

rocky portal
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to allow for changing of individual weapon parts

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and my FPS Arms may have different layers or combinations of clothing attached, which i believe are typically each individual skel meshes

grim ore
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@earnest pawn no best way as it would depend on your goals and resources. A good start if you just want to play with this for free is to look into something like node.js and mongo on the server side and varest or socket.io on the unreal engine side.

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There's many many more options

earnest pawn
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ok thank you

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im not good at web development, I only know basic html and css so should i spend a month or two learning web development? since i have no idea on how to set up a server

fierce tulip
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<_< wish there was a hide folder from CB option.

earnest pawn
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@grim ore if i use mongoDB and node.js all I have to do is use http request to get the data right?

uncut pebble
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so, no online subsystem for mobile android ?? πŸ˜₯

safe rose
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?

gentle ivy
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@earnest pawn yes because mongodb is bson you can basically translate it directly into json.

earnest pawn
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@gentle ivy is there any place i can learn about this? I don't really know node.js or any of the server side languages

gentle ivy
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typically just web development

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go build a website

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it fucking sucks

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this is why I work in UE4 now πŸ˜„

earnest pawn
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I was reading through w3school but its really hard for me to learn just by reading

gentle ivy
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uh I mean I dunno. Can't really judge anything like that by the cover. Honestly it's all about what you take away from it. I found that a C++ community college course was way better at explaining web development than an actual web development course.

earnest pawn
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im studying computer science at university, but they don't really go in depth about stuff

rocky portal
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Because it's all about learning fundamentals and concepts to put logic into place to solve problems

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Programming language doesn't matter

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There's nothing to go into detail on

gentle ivy
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language does matter a bit

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a non-type strict language hides a lot more than a type-strict one

rocky portal
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Yes, but the concepts are the same

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but there might be certain things you need to learn

gentle ivy
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sure I mean I technically started on perl... or VB or something like that.

rocky portal
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I had to do Java, C, C++, ADA, VB

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like different profs wanted you to pick up and use a new language for their course

gentle ivy
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so I would say it's almost that it's not one language will teach you programming

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you have to gain multiple and you will because you will be curious

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because you will learn perl...

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then people will laugh...

rocky portal
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Oh yeah and Assembly I had to learn

gentle ivy
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then you will learn something else XD

rocky portal
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screw Assembly

gentle ivy
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yeah but that helps to know even in UE4 development πŸ˜„

rocky portal
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SQL (though I don't consider this a prog language)

gentle ivy
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yeah don't learn SQL or HTML thinking you learned a language. It doesn't cover anything close. Maybe SQL more than HTML does but even a DBA knows he's not a programmer.

rocky portal
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Like I can read ASP.NET and PHP w/o "knowing" them

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and made a company website that wasn't terrible w/o any web development experience

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as in not knowing HTML and style sheets to complete website with PHP headers/footers/breadcrumbs, Java slider in a month or so

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Some how Comp Sci helps learn these other things even if they didn't teach you it directly

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maybe bc it teaches you HOW to learn them

gentle ivy
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@earnest pawn so I would almost say sure take the class but the key will be learning via documentation and code. If you need something to get you kick started into web that might be the perfect thing. Go start up a digital ocean droplet for 5 dollars a month. install node js or ruby or something else (maybe Go) and just start at it.

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that said if you are already in a university and they aren't covering at least a little web dev I would make sure it's accreddited πŸ˜ƒ

earnest pawn
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well I had the choice to pick either advanced server side web development or game engine architecture

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decided to go with game engine architecture since they were using ue4

frank escarp
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game engine architecture is the most profitable answer, by FAR

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you kick a stone and 20 webdevs appear

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and every year everything changes

gentle ivy
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yes I wouldn't go for a direct course in web dev

frank escarp
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engine development is some hardcore engineering stuff, engine devs are great candidates in a lot of completely unrelated jobs

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becouse normally engine devs are the highest on "time critical super complicated systems programming"

gentle ivy
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yup like medical and areo

earnest pawn
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it's just 1 module, still haven't started it yet though. but yeah, I didn't pick any of the other modules cause i feel like you can learn all that stuff online

gentle ivy
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for sure. I mean even this stuff you can learn online but it's about gaining a good set of tools

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and engine dev will do that more than web dev by far

earnest pawn
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btw why do people say that unity 5 is better for indie devs/ beginners

frank escarp
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becouse it is

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unity is a LOT simpler

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unity is a lot more flexible, wich makes creating gameplay a lot easier

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its component system for scripts is miles ahead of UE4 AActor stuff for coding

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its just that unity has barely any features by default

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so you gotta spend a few hundred dollars in the editor just to get basic stuff

fierce tulip
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^ also depends on the person/team using it ofcourse.

frank escarp
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and unity devs do that in purpose, becouse they get a % of every sale

whole sonnet
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I think if Unity had a built in Blueprint system that doesnt require an assett $$$ addon to get it, it would get alot more traffic.

frank escarp
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unity doesnt care, they can get 30% of that addon

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same thing with the material editor

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even godot has a material editor

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and yet unity cant

whole sonnet
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Question is, would they make more if the flood gates open and they had built in BP editor

frank escarp
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the reason they dont do it is becouse they get 30% from the store version

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and that happens with a lot of stuff

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unity is super barebones when recently downloaded

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but the thing is that less features = less stuff to learn

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wich makes it better for noobs

earnest pawn
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when i tried unity before, it felt like you had to be a graphics programmer to get your game to look good

frank escarp
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or buy the assets

earnest pawn
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it feels like you need to create your own shaders for everything

frank escarp
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for shader files

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getting unreal to look good by default is easy

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doing the same on unity? lol

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good luck

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thats why unity has such a bad rep with gamers

whole sonnet
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I love the Unreal Engine to be honest, I always like Unreal Engine for stuff even when i was a kid, i just found it made me want to make a map or a little mod when i played Epics awesome games and saw how good the maps can look in the Editor

frank escarp
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the shitty unity games are REALLY shitty

earnest pawn
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i wonder why there arent any shitty games with unreal engine, atleast not on the steam store

whole sonnet
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I remember the times like 15 yrs ago playing the origial UT making maps to play with my friends online and i always had a few hidden walls with some goodies in to have some laughs πŸ˜ƒ And plenty of traps that hurt, alot.

frank escarp
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oh there are, its just easier to use unity for a shit game

whole sonnet
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@earnest pawn I suspect theres more than we may think, but people that use Unity make it look a bit more obvious, that my guess, and Unity probs more popular as the other guy was saying

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more popular amongst newer peeps anyway

earnest pawn
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I started with unity 5 and switched to unreal cause you had to buy the PRO version just to get some lighting options

gentle ivy
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@earnest pawn Check out Godot 3.0 beta

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its going to kill unity

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unity ded

rocky portal
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Unity is not easier than Unreal this is such a myth it isn't funny

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The ONLY thing Unity is "Simpler" for is C# vs C++

gentle ivy
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I found Unity harder to pick up

rocky portal
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You're comparing "Stuff you do with Actors" to Unity Components

gentle ivy
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cause its geared toward the mac user

rocky portal
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when UE4 has ActorComponents which literally do the same thing

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and also ChildActor components for nesting things

frank escarp
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Godot is looking really good

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tfw it has better default tools than unity in a good amount of places

rocky portal
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Unity only seems simpler up front because all of the base level game functionality is barebone or non-existent

frank escarp
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like coding, shaders, and scene management

rocky portal
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because Unity is designed to push you towards the Asset store

frank escarp
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smart mofos

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literally why unity still doesnt have a shader editor

rocky portal
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Like you pick up Unity and think HEY This is easy! then you spend weeks of time developing some idea

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and realize that 90% of the time you spent was building an editor extension or some bs that should have exited out of the box

frank escarp
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it also breeds horrible code

rocky portal
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existed*

frank escarp
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ive been doing some work for random people, mostly porting and that kind of thing

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the unity code ive seen is horrid beyond belief

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unreal not nearly as much

rocky portal
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I wouldn't say it breeds horrible code...you can use UE4 in the same manner

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Composition over Inheritance

gentle ivy
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k I think we got to a Unity bashing party and while Unity sucks, thats why we are here... lets just move past it

rocky portal
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it's just that most people don't seem to document lots of composition in Unreal

frank escarp
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i would still use unity before ue4 for a mobile game btw

rocky portal
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same

whole sonnet
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I personally wasnt bashing Unity at all, i think its great!

frank escarp
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every engine is shit in some ways

rocky portal
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I'm not bashing Unity...moreso the design and what you get

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and the myths surrounding it and Unreal

frank escarp
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@rocky portal you cant do composition as well in unreal as in unity

rocky portal
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Why not?

frank escarp
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due to the differences beetween Actor and Components

rocky portal
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You have ActorComponents

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ChildActor Components

frank escarp
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they dont work as well as you would think

rocky portal
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how so?

frank escarp
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have you tried to implement a "pickable" component in vr?

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the idea is simple

whole sonnet
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Well i guess that depends on your knowledge man? Pretty sure anything is possible in both engines. Its the user that determines the outcome

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πŸ˜›

rocky portal
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I have made components like this for non-VR

frank escarp
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have a component, with a 3d transform (scene component), that controls grabbing an object

rocky portal
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dont see how VR would be much different

frank escarp
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but turns out that physics

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are done on the primitive components

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now, in your class, you want a mesh. But you need to decide static or skeletal from the code

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and cant change

rocky portal
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huh?

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Both are UMeshComponents

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IIRC

gentle ivy
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yup thats true

frank escarp
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but then it wont work well in the editor

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you cant have a "mesh" component that you can set to skeletal or static as you want

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not easily at least

rocky portal
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i mean if you need to do a GetComponentByClass for UMeshComponent

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you will get the Static or Skeletal mesh

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but this sounds more like a design flaw in the project

gentle ivy
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what I do is just make a blueprint native event that returns UMeshComponent

rocky portal
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and not a lack of compositional tools

frank escarp
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my current pickable component controls its parent

gentle ivy
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then in BP you can plugin the component you create, static or skeleton

frank escarp
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but the thing is that you cant set them easily in the editor

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the problem i fell is with my basic Weapon class, wich had a mesh as root component

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due to attachment/physics stuff

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but then that mesh has to be static or skeletal and stay like that

gentle ivy
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I mean you can set it easily

rocky portal
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I have made an Inventory and Equipment system all component base that work with any Actor

gentle ivy
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if you just use a function

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to return it

rocky portal
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Oh you like being able to hard reference things in the editor

frank escarp
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the thing is that for something like this, its WAY easier to get working perfectly in unity

gentle ivy
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he just wants to reference the mesh component in C++

rocky portal
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You can do prefab linking same with BP's

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use BP pas prefab

gentle ivy
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while creating it in BP

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which is easy

rocky portal
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yeah that's easy

gentle ivy
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you just return it in a BP native function (or implementable)

frank escarp
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i think im explaining myself wrong

rocky portal
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I haven't really noticed anything different between ActorComponents and MonoBehaviors

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other than the syntax is shorter to GetComponent in Unity

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but that's often the case for C# vs C++

gentle ivy
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the large difference between unity and Unreal is that unreal starts with more structure

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although same can be said about the differences of SDL/SFML and unreal.

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it's hard to categorize these things

rocky portal
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way more engine tools built for you

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Controller system

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GameMode

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States

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Behavior Tree

whole sonnet
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@rocky portal Its all very cool πŸ˜ƒ

rocky portal
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Material Editor...the list goes on

gentle ivy
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I mean sure but also very hard not to use these things if you wanted to change their design entirely.

frank escarp
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specially if you do a multiplayer game

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trying to do an MP game without the gameplay framework is going to be hard

rocky portal
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That's fair but in Unity you would be building these from scratch

frank escarp
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becouse there are so many MP things that replicate through that

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like the Ownership mechanic

gentle ivy
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true which might be what you want

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if you wanted to say, not do it unreal's way

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not that I would see a reason to do that at this particular moment...

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hense using UE4 XD

whole sonnet
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lol

rocky portal
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What is the "Unreal way" lol

whole sonnet
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Unreal way is the EPIC way!

gentle ivy
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gamemode

rocky portal
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Nothing in Unreal says you need to make deep inheritance structures

gentle ivy
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and etc

rocky portal
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Oh those things

gentle ivy
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no but you still have to use them

rocky portal
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if you don't want them just ignore them for the most part

rocky portal
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the base ones work for most things

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I'm sure most finished games would end up having those types of systems anyways

gentle ivy
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you could work around them but what if you wanted to send less data to the server?

rocky portal
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unless it's something highly simple

gentle ivy
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cause these things still replicate

rocky portal
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True...but what is odd

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is that many of these larger budget Unity MP games i see

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have MP issues

restive eagle
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@earnest pawn you tried changing clip plane settings?

rocky portal
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that don't exist in the Unreal games

frank escarp
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unreal is the better choice for MP games

restive eagle
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but that maybe only fix for the owner

rocky portal
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see FN vs Escape from Tarkov

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Fortnite

frank escarp
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reminder that Epic develops their engine for THEIR needs

rocky portal
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Escape from Tarkov...amazing Unity game

frank escarp
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Fortnite = 100 player MP

rocky portal
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but it has pretty bad network issues

frank escarp
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UT = low latency arcade MP

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Paragon = lots of spells and fancy shit MP

rocky portal
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and EFT only has like 6 players in a server

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and some AI

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and map is smaller than Fortnite

whole sonnet
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I played this free Unity FPS , granted it only had like 5v5 as no one was really playing it, but that particular game had awesome sharp fast twitch netcode, so its possible

frank escarp
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and the UE netcode goes back to Unreal engine 1

rocky portal
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it has been built upon

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all the Unreal Tournament games

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so many AAA games

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I find that highly detailed Unity "things" run worse than better quality Unreal Engine things

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but Unreal has a larger barrier for entry

whole sonnet
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That is what epics has always been smart about, building their big titles and then expanding the engine both at the same time, alot of growth for sure.

frank escarp
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there is an issue with that, and we all complain about

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epic only does that

rocky portal
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Thus Unity is better suited than Unreal for 2d and mobile

frank escarp
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they will ignore things people need

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becouse they dont need it for their games

rocky portal
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or if you want to build for every platform

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well vblanco not entirely true

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because they are not competing in the engine space

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for a slice of that pie

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so they will deliver what gives them more marketshare

plush yew
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Just write your own netcode

rocky portal
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thus you have ActorComponents added in UE4

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because the trend is to favor Composition over Inheritance

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and that is the "Unity way"

frank escarp
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but that way is actually superior

rocky portal
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I believe many of the other modern engines are doing the same thing because it's easier to maintain the code and add content

frank escarp
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favoring composition makes your life a lot easier

rocky portal
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yep

gentle ivy
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@rocky portal those bugs are probably from them using the same unity mp middleware

frank escarp
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the most basic example i can think about is a Damage/Death component

rocky portal
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perhaps

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they had horrible desync in the game until last patch

gentle ivy
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would make the most sense

rocky portal
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like stationary people killing you lol

plush yew
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You can write your own systems you don’t have to wait for epic

frank escarp
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since a few projects, i have one and just copypaste it from one to other. But its just an Actor component that deals with damage

rocky portal
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with melee

whole sonnet
frank escarp
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and has an On Damage and On Death event

gentle ivy
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I don't play any multiplayer unity games... cause... why would you?

frank escarp
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if you use inheritance

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you add your damage logic to EnemyCharacter, wich derives from Character

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and then you decide to add a turret

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that is Not a character

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but a simple AActor on the level

rocky portal
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good chat fellows...off from work finally the weekend

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cya

frank escarp
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now you need to copypasta your damage logic into 2 places

whole sonnet
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Take care

frank escarp
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literally happened to me on DWVR

earnest pawn
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guys is UPrimitiveComponent::SetDepthPriorityGroup working?

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i can't seem to get it working

plush yew
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@whole sonnet I don’t follow

frank escarp
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on newer projects i just componentize everything if i can

whole sonnet
gentle ivy
frank escarp
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my current weapon system "fires" the projectile from a firingPoint component, and both the enemies and player weapons use the same thing

plush yew
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Ye man it’s not that hard

frank escarp
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even a turret just has that component to shoot stuff

earnest pawn
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foreground

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its for my first person mesh so that it doesn't like go into the walls

plush yew
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πŸ˜ƒ

gentle ivy
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@earnest pawn That won't work

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you gotta change the material to include a world offset

plush yew
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Isn’t a star supposed to be faster than its counterparts? I have found that it’s actually not

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And it gives worse results

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Dunno if that belongs here

earnest pawn
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@gentle ivy is there a tutorial or something for that?

worn granite
earnest pawn
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not really sure how to do it

worn granite
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And it depends on the impl doesn't it?

gentle ivy
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@earnest pawn not really. UE4 doesn't have a seperate foreground renderer so its the only way to do it without just animating differently or other creative ways around it

plush yew
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I don’t know, I wrote my own path finding , I have a star, bfs, etc and a star is the slowest and worst paths.

gentle ivy
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the UT solution I believe is to simply make the guns really small

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like the radius of the capsule small

plush yew
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o.o

cinder iron
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@gentle ivy that was what they did before the panini projection was implemented

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We spoke about it yesterday on lounge

gentle ivy
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ah right

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panini projection

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that's what it is

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that's the material thing I am thinking of

cinder iron
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The function is called PaniniInternal

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But it will requiere you to feed in fov values and texture to WO. within some PI and offset calculations

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Its not perfect because of error tolerance

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But looks great!

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And it works really well except for when you are legit inside of a object w/o collision

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Is not a render layer

floral heart
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I wonder what it looks like in VR.

cinder iron
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Mh... I have no clue

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But would be fun to see how it behaves

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I have to test it yet in radical scenarios like split screen and so on

heavy yew
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So im very new to UnrealEngine and im not very familliar with how it entirely works, what could i do to become mroe famillar with the engine?

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Should i just make a very basic game?

weary basalt
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Check out Epics Youtube channel, they have many tutorials, including one that goes over the basic functionality and UI Navigation of the Editor.

heavy yew
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thanks

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quick question, is developing a game for VR harder then making it for desktop? im mostly planning on using Unreal to make a VR game.

weary basalt
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Have you ever made games before?

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All games have their own trials, it would all depend on your skills and experience.

heavy yew
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ive made games before, but never with Unreal.

gentle ivy
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VR is different but not harder

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just like 2D is different but not harder

whole sonnet
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@heavy yew Your profile picture to name ratio is very on point πŸ‘Œ

heavy yew
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lmao

plush yew
quasi lake
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Hey bros ,how to call a blueprint event when an animation state transaction starts?

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Seems not working

quasi lake
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nvm

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I figured it out

valid knoll
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Is it the player controller that has a camera

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or the pawn

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or maybe even both

weary basalt
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PlayerController has an Camera by default

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Pawns can have an Camera attached.

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The Controller will opt to use the Pawns camera if it has one.

valid knoll
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Brilliant!

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I am coming from a unity background

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And I am very much liking the gameplay framework

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It makes structuring the application much easier

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And the input hierarchy looks very promising

gentle ivy
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very much so

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Unreal is probably the most feature/tool/etc rich engine

plush yew
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hey

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I downloaded some assets from the internet which I paid and I need help on how to properly import the assets to my current project. All the textures work but no materials.

cursive dirge
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Nice nickname:p

quasi lake
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I downloaded a forest pack,and copy the folder into my project

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Then nothing is rendered,materials all missing

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Anyone knows why?

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Like all references are missing

#

When I drag the folder into my project,it says unkonwn extension 'uasset'

elfin plaza
#

goddamnit, can LFW channel have paid/free/royalty posted?

quasi lake
#

Is there anyone who has bought the LandscapeAutoMaterial pack?

#

I have some problem with a terrian material

#

The material is good to go but it just doesnt appear in the editor

#

And if I change the material to some others,they will work

#

And if I use this material alone,it will work

chrome ivy
#

Did you literally dragged and dropped the UASSET files in Unreal Engine?

quasi lake
#

no

chrome ivy
#

or did you copied and pasted them in Windows Explorer?

quasi lake
#

I just found this material uses some terrian calculations

#

Is there any change of terrian system between 4.15 and 4.17?

chrome ivy
#

yea, but the references should be still broken because you didn’t copied the right folder and pasted it

#

you see

#

you have

quasi lake
#

But other materials are all good

#

Only terrian materials

chrome ivy
#

assetname/data/Content/assetname

#

you copied the first folder

#

you had to copy the last assetname folder

#

this is the reason you need to migrate an asset into the content folder of another project

quasi lake
#

what

#

No

#

I mean

#

I can use this material ,properly,in a cube mesh

#

So problem is not about that

chrome ivy
#

but they dont show up in the map

#

right?

quasi lake
#

Yes

#

I'm listening

chrome ivy
#

yea, you are missing references

#

look

#

your asset folder is:

#

LandscapeAutoMaterial/data/Content/LandscapeAutoMaterial

#

right?

#

so the map will have the material references in Content (your project’s content folder) / LandscapeAutoMaterial

#

let me ask you a question

quasi lake
#

Here's the path

chrome ivy
#

ok

#

so the landscape auto material is a whole project

quasi lake
#

Nono this one

#

Yeah a whole project

chrome ivy
#

did you open that project?

quasi lake
#

of course

chrome ivy
#

you need to open it

#

what folders are in there?

#

is there only one folder containing all the assets?

quasi lake
#

Look

chrome ivy
#

oh thats good

quasi lake
#

This is content

chrome ivy
#

ok

#

basically to fix it

quasi lake
#

Thanks,I'm watching

chrome ivy
#

you need to delete whatever you’ve added that references the asset, you also need to delete the asset in your own project. Then, you need to migrate the Poplar_Forest folder to your own project’s Content folder

#

Understood?

#

so, on short

quasi lake
#

which asset

chrome ivy
#
  1. Delete the asset in your own project and any reference to it.
  2. Migrate the Poplar_Forest folder into your own project’s content folder.
quasi lake
#

This material?

chrome ivy
#

no, not that material.

#

I mean

#

the whole asset pack

#

regarding LandscapeAutoMaterial

#

I can explain you why you need to do all of this

quasi lake
#

ok

#

This?

#

Above sourcecode control

chrome ivy
#

so, the map calculates the material references as: β€œContent/Poplar_Forest/MATERIALS/Material_Name.uasset” (for example)

fierce tulip
#

is that chinese?

#

curious

quasi lake
#

yeah

chrome ivy
#

@quasi lake what does it mean?

quasi lake
#

combine

#

mix-up

#

This kind of meaning

chrome ivy
#

press it and take a screnshot

quasi lake
chrome ivy
#

that is good

#

press OK

quasi lake
chrome ivy
#

navigate to your own project’s content folder, select the content folder

#

and take a screenshot

quasi lake
#

It's copying file

chrome ivy
#

ok

quasi lake
#

Copy Finished

chrome ivy
#

but, when I meant your own project I meant the project you need this asset to go to

#

okay?

quasi lake
#

yeah

chrome ivy
#

like the project you were working on

#

ok

#

open your own project

#

open the map and it should all be good

#

tell me if something went wrong

quasi lake
chrome ivy
#

okay

#

good

#

open the map

#

it should compile the shaders for a while, but when it finishes, take a screenshot of the result

quasi lake
#

Yeah I dragged it to my landscape,it's black

chrome ivy
#

it is normal

quasi lake
#

oh

chrome ivy
#

u need to paint it

#

i mean

#

wait

#

you need to have it on the landscape

quasi lake
chrome ivy
#

take a screenshot of the landscape things like painting, foliage etc

#

i forgot where you needed to paint materials

quasi lake
#

This?

chrome ivy
#

do you have more options then that?

#

let me look it up

#

ok

#

found it

#

@quasi lake

quasi lake
#

In which tab

chrome ivy
#

you see that little highlighted sqare

#

square

#

in the tab where u made the screenshot

#

it has a mountain and a painting brush

quasi lake
#

fuck

#

suddenly

#

It worked

chrome ivy
#

oh

#

ok

#

screenshot?

quasi lake
chrome ivy
#

nice

#

well good job, then! πŸ˜ƒ

quasi lake
#

Emm thanks so so much

#

I need to remember what happened

chrome ivy
#

No problem! πŸ˜‰

fierce tulip
#

puts his hat off for Midsoft

dusty scroll
#

any chance any of you know how to "re-set" the editor camera back to normal gimbal?

#

most bizarrely mine appears to be upside-down

#

fixed it - had to hold alt and wiggle around a bit

fierce tulip
#

hey @quasi lake since you use a chinese ue4 I assume you are a native chinese speaking person?

quasi lake
#

Yep

fierce tulip
#

can I ask you a few questions related to ue4 and the chinese (language?) in dm

quasi lake
#

of course

#

?

#

what dm

oak linden
#

for some reason I can see the edges of objects that are supposed to be blurred while using depth of field

#

everything is blurred but the edges

#

what is causing it/is there a workaround?

oak linden
#

anyone?

#

I'll give you chocolate 🍫

plush yew
#

I need some help

stiff quartz
#

upgrade from the standard organization

whole sonnet
#

@stiff quartz I like it πŸ‘Š

short onyx
#

Subsystem Steam have change beetween version?

restive eagle
#

is it possible to change your crosshair to red when you have an enemy in the center of your screen without using tick and line trace?

vale osprey
#

Sure, but line trace is the easiest

#

And it’s really fast too

restive eagle
#

i have done it before with tick and line trace, but dont want to use a tick all the time

vale osprey
#

You can do it by timer instead

restive eagle
#

y but timer would have to become similar to a tick

#

to run on each frame

#

thought the outcome would be almost the same

vale osprey
#

If you are already ticking on this actor then it almost free anyway

restive eagle
#

thats the point that im not..

#

have 5 ticks thourgh all my project maybe, and they are turned off most of the time

vale osprey
#

Timer should be fine then

jade yarrow
#

hello guys, I have 2 questions. I'm a total beginner in UE4 (since 4 days).
I'll start with the first one because it seems like there is a simple fix to it.
So basically, I'm working on a third person project, and I've been working on my first skill implementation. Everything works out well, but one thing is weird, I have set up a loop to add a cooldown to it, that will change a progress bar. Weird thing is the bar won't change until the last loops and then instantly update. Do I need to force update the progress bar? and if so how ?

restive eagle
#

any suggestions how often the timer should loop?

#

i mean i will probably figure that out, but if fps drops then maybe it would start skipping some of the code

vale osprey
#

As often as you want it to be relevant.

jade yarrow
#

I didnt make use of a timer, I made a loop with a delay inside

#

it seems to work out well, the only issue is that the progress bar linked to the variable I update each loop doesnt seem to respond quickly

vale osprey
#

@jade yarrow Loop executes till the end from the call, it’s not spread over multiple frames

#

Delay in loop? Don’t do that kind of stuff unless it’s super necessary

jade yarrow
#

so I have to force update the progressbar ?

vale osprey
#

You update it ones per frame

#

There is nothing to force there

jade yarrow
#

the reason I delay in my loop is because I'm setting up a cooldown which needs to be timed

restive eagle
#

event by timer does the job for your problem too

jade yarrow
#

I previously did it with a timed custom event

#

but it had the same issue

vale osprey
#

Delay, delays execution of next function, it doesn’t function as timer

restive eagle
jade yarrow
#

if you don't mind, I can show you what I mean using discord video calls

short onyx
#

wtf, did i realy need Steamworkds SDK just for have interface and other thing? Cause SteamworkdsSDK can take money if they want ._.

jade yarrow
#

alright i'll try again with event by timer

restive eagle
#

in my example 0.25 divided by cooldown timer, the 0.25 has to be the same as timers time

jade yarrow
#

alright I have the same issue using a timer set by custom event

#

progress bar will update only once the event looping has ended

restive eagle
#

show your bp

#

better chance to get an answer

short onyx
#

Someone can help?

bright shoal
#

does anybody know how?

#

i know how to do it with particle systems but not with a mesh

#

when they enter a trigger i want this parented to them

hexed lance
#

can someone help me with his^ I really enjoy UE4, but I cant rebuild the engine everyday it takes like half an hour.

#

UGH

thorn cradle
#

hey guys

#

how do you get this node inside a animation blueprint ?

crystal ledge
#

What's up elders! And i have a question, based on the recent discussion in the FB group. What are the actual reasons to avoid the level BP, and use the other ways to implement concomitant stuff. In example, there are two ways to implement the main menu as a separate level (consider that it includes graphic like the blendshapes for the background specific scene and such): 1. make it as a level blueprint, 2. make it incapsulated in the character BP (like Rama suggested and did in his examples). Is there a reason to avoid the level BP in general? The discussion on FB was fun, but no real answers to be honest.

#

@thorn cradle Isn't that a UE4 base node from the list? You should not need anything extra to put that one into your BP, AFAIK .

thorn cradle
#

i cant seem to find it

crystal ledge
#

Sorry mate, i'm not much help here by now.

storm venture
#

what would happen if a ue4 game sold through steam contained some 3d models and textures made with non-commercial licensed / pirated software?

fierce tulip
#

what would you think

crystal ledge
#

Live Luos!!!!!1111

storm venture
#

a warning and request to have the content removed?

crystal ledge
#

Hooooooly moles

fierce tulip
#

at the very least, also a chance you get a big lawsuit

#

im always live :p

crystal ledge
#

Alright then. I have not been here for ages. Thanks for your youtube streams and such.

fierce tulip
#

thanks πŸ˜ƒ

crystal ledge
#

Thanks back :p

storm venture
#

so if someone uses 3d models or textures from a free site, how can they check if its legal to use in their game?

thorn cradle
#

they usually write the license on the model's website

fierce tulip
#

and you do research

storm venture
#

alright, that all makes sense. thanks!

crystal ledge
#

And the WebCite is a thing, particularly.

storm venture
#

Oh okay, so this is enough proof if I use this to snapshot the license? that way they can't change it later and try to screw me?

fierce tulip
#

keep in mind, even if it mentions some license, common sense would dictate that using some nintendo or other game character is still prohibited hehe

crystal ledge
#

All would depend on the court on the circumstances if it gets so far to up there. Best way is to use the third party independent services for such. Like the information letter on your e-mail from the Gumroad in example. The rule of the thumb - local proofs are nothing in comparison to any public system control services.

#

Damnit. Real Luos. xD No people, this is fking awesone for no shite. πŸ˜ƒ Seriously.

fierce tulip
#

O_o

crystal ledge
#

I meant no offense. I'm just glad to see a known name of an experienced designer here. And i meant that. This is actually nice. Sorry if i was rather over too emotional about this.

fierce tulip
#

no worries at all, but im not that famous hehe, just very community focussed (for better or worse)
And there are far more experienced and known people on this channel πŸ˜ƒ

vale osprey
#

@storm venture just don’t use free resources if you don’t want to take a risk. When assets are distributed properly they have license included.

#

A legit website won’t try to screw you over

#

But getting assets form some shady place even with licensing is dodgy at best

wanton edge
#

Anyone got a free horse 3d model

bright shoal
#

so, if a guy lets say made something and says it was made by him does that mean is copyrighted?

merry gazelle
#

Does anyone have a 3D connection space mouse working with Unreal?

#

It doesn't seem to be supported unless I'm missing some settings -_-

wanton edge
#

yes it does @bright shoal

crystal ledge
#

@merry gazelle I do. And it sucks donkey tail since it's not working with Zbrush. And to be honest lacks a lot with any other 3d software.

wanton edge
#

i've done research :)

vale solar
#

.

merry gazelle
#

when you use it with UE4 does it rotate etc? I can only get it to zoom forwards/backwards

bright shoal
#

so then you cant use it next gen?

crystal ledge
#

@wanton edge No it does not if it was shared under the certain license like GPL (as like the some web platform might present their space). Unless the business is being done in Soviet Russia and all and every detail is supposed to be discussed privately with the "glass of vodka". For the last part it all depends on...

wanton edge
#

i should know. My Dad is a lawyer

floral heart
#

Copyright exists the moment you made something.
You cannot share something under a license at all unless you first have the copyright.

wanton edge
#

Yes that is what I mean

floral heart
#

Those EULAs aren't for show. Their primary purpose is offering a license to copy.

crystal ledge
#

@merry gazelle It's not working for me in the UE4. But it's the way they made it, for whatever reason they did it so. So i'm not surprised

wanton edge
#

anyone have a free 3d horse model?

merry gazelle
#

ok thanks, it's a shame as it could be great for cinematic cameras

#

@wanton edge I'm fairly sure I've seen a horse on the marketplace

#

if not you could replace the horse with a mutant

crystal ledge
#

Yeah, wish they stood with the 10 beta drivers for the all 3Dconnexion hardware. It was an awesomely promising way to go.

merry gazelle
#

Im going to give it a try

crystal ledge
#

Hmm. I never tried that. The headache i'm having is the Sculptris, since the Wacom navigation is giving me headache. I think i can never settle with that over some joystick.

merry gazelle
#

Space Navigator is working and silky smooth πŸ˜„ wow

crystal ledge
#

Working with the UE4 or with Zbrush/Sculptris?

bright shoal
#

@wanton edge hi

wanton edge
#

hi

bright shoal
#

@wanton edge if i put content that someone else has made, but i just put it up on youtube for people to see making no profit off it then its all good?

wanton edge
#

Yes

#

Just credit them

bright shoal
#

kk, ill say that the idea is not mine, but the creators, and that im just a guy spreading and continuing his legacy

wanton edge
#

is he dead?

bright shoal
#

lol no

wanton edge
#

and what did he make?

bright shoal
#

well i dont think he has any ownership opver it as it is

#

a map in a game called csgo

wanton edge
#

cool

bright shoal
#

so if i created that map as a game

#

what would that be?

#

i also think that itll be fine

#

because some of the texture he used was from a game, idk if he asked for the game creators permission to use em but nothing happened to him so ill think ill be fine.

wanton edge
#

ok

livid haven
#

Uh. No. That's not okay.

#

It just means no one decided to pursue it.

bright shoal
#

its not going t o be like a game to make profit

#

just to show on youtube

bitter iris
#

Howdy!

gray zinc
#

Hey does anybody have PLE for ue4 by any chance?

bitter iris
#

Yes

#

Pack from a person who takes legal action for using his assets

#

lol

pallid compass
#

copying people work with out either A some sort of licence, or permission is just a bad idea no matter how you look at it, for profit or not @bright shoal

bright shoal
#

bro

#

im not claiming anything

#

i simply jsut want to inspire people

#

kaemon a guy who made the same exact map

#

from csgo

#

but instead to css

pallid compass
#

i never said claiming, i said copying

bright shoal
#

made everything identical from scratchj

#

andfor me

#

im not copying everything

pallid compass
#

if u copy very similar, u are opening up for a law suit

bright shoal
#

im just making it similar short

pallid compass
#

If u dont understand the legal issues behind things like this, i advice you to go speak to a lawyer or solictor to make sure you dont end up in any faffery.

bright shoal
#

ok i guwes

pallid compass
#

Its better to be careful

bright shoal
#

do you know the song bms halcyon?

pallid compass
#

or end up like mobile legends, getting sue'd for like 3mil

#

or that kid who fought epic back

#

and now has a 100k lawsuit

#

no i dont

bright shoal
#

its not a game geez bro

#

im just going to post it as a video for youtube

#

not more nothing less 0 profit

pallid compass
#

i never said it was

#

Im just saying if u dont understand some stuff get advice

bright shoal
#

well your comparing games

pallid compass
#

that was my point

#

no im not

#

the kid who now has a 100k lawsuit on his hands off epic

#

did something he didnt understand

#

and now thats on his shoulders

#

and all he did was strike a copyright strike back

#

from a youtube video of him cheating#

#

My point is if u dont understand something, and it can be riskty at all, go seek advice, regardless of what it is.

bitter iris
#

tf going on lol

bright shoal
#

kk

restive eagle
plush yew
#

This sometimes happens to me as well

plush yew
#

I'm too lazy to do anything so I just make an invisible cube

#

And rotate it so he can walk up

restive eagle
#

ty jordan but first i do my research online and if nothing works then i ask for help here

bitter iris
#

theres a correct answer on there

restive eagle
#

doesnt work for me

#

tried that trust me

bitter iris
#

but still if it dont work let us know

#

ah

plush yew
#

Yeah but if you do the answer on there it fucks yo furniture

#

After adjusting max step height or the navmesh, your AI will begin to almost step up on tables and shit

bitter iris
#

I think you need to edit the agen max slope

#

in edit > project settings > nav mesh > gen

#

that dont work try increasing cellheight

restive eagle
#

thought recast is mainly responsible for that

#

i tried most of the settings, but couldnt get the green space on the stairs

bitter iris
#

I dont know much about it, hopefully someone is an expert in ai movement

restive eagle
#

y what ever i change for nav mesh, recast will overwrite. #gameplay-ai seems to be dead, thought will get a faster response here. nvm back to the drawing board..

pearl night
#

Hey guys! Sorry to bother but it wont let me paint my second texture on this plane. Despite the way my material is set up. Any ideas fellas and gals?

bright shoal
#

@pallid compass ok

#

so tell me something

#

how come theirs a guy on youtube who literally copied everything from a very popular song that was once in top 20 trending on youtube

#

the first day he copied it, but used everything from scratch

#

the song is virtual self - eon break

pallid compass
#

I dont know, im not a lawyer, i cant give u any advice on that

bright shoal
#

yet the video is still up on youtube

pallid compass
#

Also thats two different subjects

#

Laws apply differently for different things.

bright shoal
#

so if i ask the original mapper, kune, that i could continue his works, and create a map similar to his would that be ok?

livid haven
#

@bright shoal Why do people get murdered? I mean, cops exists and it's illegal right?

#

It's almost like enforcement isn't instantaneous and universal.

#

I'm not even telling you what you're doing is illegal. But you're making nonsensical arguments because you don't understand IP law.

#

You want to remake some map that someone else made. Alright. That map is their IP, their copyright. You don't have the right to copy it, you don't have a license from them to do so, so you are in violation of their copyright if you copy it.

#

That doesn't mean you're going to arrested. That doesn't mean you're certain to get a DMCA takedown. That doesn't mean the original IP holder even cares or minds.

#

You don't have to be making any money on it one way or another to be in violation.

#

Fair use is a means of being able to use someone else's IP without a license, it only covers certain contexts/uses.

#

Beyond that, there's also the idea that you can make something inspired by something else and it can look similar, but be different enough to not constitute being a copy.

#

You can make Jorba Vett the Fundalorian Bounty Guy with a bucket on his head and SWAT armor and probably be totally safe.

#

That'd probably fall under obvious parody, some degree of fair use, but even if it wasn't as ridiculous as I made it out to be, you'd still probably get away with it.

#

You said something about the original thing you're remaking/copying having used assets from something else - if they were in violation of copyrights in any way, you aren't magically immune if you reuse those assets. You're just as guilty.

#

This is why anyone contracting a free lance artist needs to be damn certain that artist is in fact making what they're giving, not just pawning off someone else's stuff - you'll get DMCA'd and sued all the same, not knowing is not an excuse.

fair violet
#

@bright shoal if it’s not directly sampled, the original musicians can’t do anything about it. Even when it is directly sampled, it’s often cleared legally for use.

#

There are sample pack websites that literally remake songs and sounds to be very similar to the original artists work and they sell them to producers. It’s a pretty immoral thing to do imo but they have no legal worries

plush yew
#

hey guys

cinder iron
#

A remake is something complex to make in music production, recreating a song is harder that you may think specially when the song is complex speaking about sound design

#

Being able to synthetise a sound pretty similar or almost sounding the same that the original is difficult

#

Adding the fact that you have no clue how the artist made that sound to begin with

#

So it ends up being a skill test that you take with the tools you dispose to be able to recreate certain song

#

Just being on this situation: original artist made the sound in Xfer Serum with a custom wavetable he crafted

#
  • 1: you dont know how the wavetable looked before all the filters were applied, you only have the final sound + percussion and probably more sounds hiding it
#

So its like a game where a producer (akin sound designer) uses his skills to mimetize something

#

Just saying, in sound design, recreate/mimetize is much much much harder than create

fair violet
#

@cinder iron sure, but many many producers use the same tools and methods to create sounds, so it’s often not too difficult to get something similar. It’s almost like many artists just grab the same Serum presets and make the same kind of tracks. People that push the bar in sound design and make you think β€œhow the hell did he make that?” are the ones who have nothing to worry about as no one can copy their style even if they wanted to! Still though it’s pretty low to replicate someone else’s sound and sell it / remake a track, however trying to learn how they made it and coming up with something original is great and something that most people do in all professions even if they don’t do it consciously.

#

It’s almost similar to trying to replicate a particle effect from a game- the wavetable could be the input flipbook and then the synth params would be cascade- you’d never be able to get it exactly right but something similar is very possible.

#

Then you have layering- each instrument would be another cascade layer

#

If you were replicating the whole track

cinder iron
#

I find aswell being able to replicate complex particles without any point of reference an art

#

I am a producer by myself and i know pretty much the field even though im a bit out lately, but i can appreciate real artists or sound designers that really stand up imo from the rest, usually those persons are not only able to replicate sounds in a very legitimate way but to create new awesome sounds, because expetimenting is a thing, and there are a lot of ways of learning, if you like something you will be more motivated to replicate it, and in the process you will learn

#

It works like that

#

Now

#

Selling a remake

#

Thats total bullshit

#

But i indeed support doing remakea for learning purposes

#

@fair violet

plush yew
#

Who here has steamworks?

fierce tulip
#

@cinder iron thats how I learned the base of my vfx stuff

plush yew
#

@cinder iron oi

#

VORIXO

#

MY BOI

cinder iron
#

Which is really nice luos, i remember back in the day re-creating songs from skrillex ayayayayy xD now it's pretty much the same in every field, at the end of the day is the motivation for learning what we aim for

plush yew
#

vorixo

cinder iron
#

I find really sweet the different learning curves according the approach every person takes :)

#

Hey luke

plush yew
#

okay vorixo I need some help

#

So whenever i place a sequencer in the tutorial level it always doesnt save

#

like the file always corrupts

#

can you help me?

fair violet
#

@cinder iron me too, been producing for 9 years. Definitely agree that it’s a great way to learn!

cinder iron
#

Oh no not now it's 1.30 am luke hahaha, I mean checkout that you dont have 2 unreal open!

plush yew
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I dont lol

cinder iron
#

High five o/ @fair violet

fair violet
#

Also agree that it’s the same for every field

plush yew
#

trust me if i did drive would be screaming at me

fair violet
#

Reference the best and break down how it is made

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Learn lots in the process

plush yew
#

also vorixo do you have steamworks?

cinder iron
#

No, not right now

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Why, looking for something?

plush yew
#

I need someone to help explain it to me

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like, does it charge you when you want to add a game to the store? or does it charge you when the game releases?

cinder iron
#

Welp you have to go through this new system paying around 100 bucks i guess

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And once you pay one time you can decide when to release

plush yew
#

oh

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so its like "you pay 100 per game"

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or some shit right?

cinder iron
#

Steam direct

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Read about it

plush yew
#

look i just want battlefront 3 in my library

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Like something that I can use as a DRM

cinder iron
#

If you want it only to test things out you dont need to pay for it

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You can add it just for you and will show up with a "Spaceship Game" name

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Or similar

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I dont remember the name that it picks

fierce tulip
#

yea some spaceship game

plush yew
#

i know

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but I want like a DRM thing

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steam has its own built in DRM bs

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And plus I have severe OCD

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So spacewar triggers me pretty hard

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and also one last thing: I want to gift all the frd devs with the game lol

cinder iron
#

You'd have to pay then luke

plush yew
#

oof

cinder iron
#

Im afraid there is no other way

plush yew
#

its okay i have 100 dollars

cinder iron
#

Save em up for when you really need to go through Steam Direct

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Legit

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Anyways im leaving this conversation, im so tired! Byebye o/

plush yew
#

it is legit though lol

cinder iron
#

I am hahaha its 1 30 am! I need to sleep luke, if i get some time tomorrow and you didnt solve it yet, post It again over here and let's see if we can help you

strange inlet
#

Is there a way to unselect all objects. Like a keyboard shortcut or something

hexed lance
#

can someone please help me. I've tried everything and its been like a week. I cannot open visual studio from the editor. I cannot hot reload, I cant even make a new project because it wont access visual studio. I am desperate and am going to wip emy harddrive and reinstal everything if I cannot fix it today. I've waisted too much time trying to fix this and need to get back to wrok

safe rose
#

Stop wasting time then

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Can't help much without any repro steps or errors

#

I would suggest installing UE4 and VS somewhere NOT on the c:/ drive

plush yew
livid haven
#

First thing that comes to mind is that there's no context for judging the quality of these.

#

You can't judge the design of something without knowing the purpose/intent/audience.

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The only thing contextless screenshots can show off is the aesthetic, which is less level design and more set dressing/environment artist.

weary basalt
#

Haha @livid haven your such an blunt critic πŸ˜›

livid haven
#

Technically, I didn't even critique what they made, but just how it's presented. πŸ˜›

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I don't actually know what to critique and probably am largely unqualified to do so.

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But it's unclear what should even be critiqued, because the only context is screenshots and "level designer"

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(In multiple threads at the moment)

weary basalt
#

Fair points, but you could have said "Hey thats cool keep at it πŸ˜› " or something more joyous along those lines

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lol

livid haven
#

They did literally ask for what we think and for suggestions though. My suggestion is to present a context for what this work is for.

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Like, if it's for an arena shooter, that drastically changes how the quality of it is perceived versus, say, an RTS.

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Or a "walking simulator"

weary basalt
#

Indeed πŸ˜ƒ

livid haven
#

A little blurb saying what the level is for would be enough. No more than a paragraph, I think.

weary basalt
#

I cant even maximise any other but the first image 😦

livid haven
#

Maybe establish specifically what was done - everything from scratch? Did someone layout the level and then they set dressed it using existing assets? Everything from scratch? Layout pre-made and assets from scratchs? Etc.

trim silo
#

I've packaged the game and someone downloaded it, they unpacked the zip file and the game crashes instantly upon opening, any ideas ?

#

They don't need UE4 to run the game do they?

safe rose
#

@trim silo they do if you don't include prereqs

trim silo
#

how do i include these ?

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maybe that's the issue, i just packaged the game

safe rose
#

shoudl be by dfault

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Mine was anyway in 4.18

trim silo
#

hmm gonna check now, it worksfor me fine, and the person who downloaded it has no ue4 etc and it crashes instantly upon opening the file

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@safe rose whoere are these options?

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i cannot find them

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ah nevermind

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it was ticked

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So it's not this

surreal viper
#

am I supposed to save save files to GameSavedDir or to GameUserDir?

tame marsh
plush yew
#

@everyone I need some help

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nvm i fixed it πŸ˜ƒ

minor wigeon
#

where did the "blended" option go in the post process volume?

fair violet
#

@minor wigeon you mean blend weight?

minor wigeon
#

no... i got it working so dw about it

sturdy kernel
#

anyone know the approximate price of coherent gt for a 2-man indie studio?

strange inlet
#

So I notice if I plug in a game controller to the Unreal Editor, I can use it to move the editor camera

plush yew
#

@plush yew not bad, but plain looking and not much going on with the scene so personally feels boring imo

strange inlet
#

Is gamepad-in-editor feature documented somewhere? Is it customizable? Can I use it to move objects around?

#

(I see I can "pilot" an object, but that gives me a first person view)

plush yew
#

I love how

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a single 3d model can be the cost of a play station 4

#

Hmmm thonk do I buy a PS4 or a 3d model?

fiery harbor
#

@safe rose "installing UE4 and VS somewhere NOT on the c:/ drive" I always have VS, UE4 and my game project on C

storm snow
#

hey, im getting huge memory usage with 4.18, even when i close the editor and epic launcher it stays hidden, over 3gb used. i checked my ram with windows diagnostics and it was ok. what should i do? 😫

#

last time at editor i played with 2 players multiplayer system

fiery harbor
#

how much RAM does it use?

storm snow
#

it doesnt show anywhere in task manager, only steam and discord running now with over 3gb

fiery harbor
#

well 3GB is nothing

storm snow
#

but if i start editor now it pumps up near 6 and its lagging alot

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so much that i its terrible

fiery harbor
#

well 6GB is also not much

#

minimum spec for UE4 is 8GB, so 6GB usage doesn't seem wrong

#

if it lags, are you sure thats due to RAM and not due to your GPU?

storm snow
#

maybe its gpu then

fiery harbor
#

whats your GPU?

storm snow
#

780 asus few years old

fiery harbor
#

you should be able to use UE4 with that without too many lags I think

storm snow
#

i think this gpu is gonna blow up soon

#

yea

fiery harbor
#

if something is wrong with the GPU then that might be a reason, yeah

storm snow
#

ive changed cooler for that long time ago and also many times the paste to give it longer life

#

but yeah im gonna check the gpu better.. thanks for tip!

lyric owl
#

Is it possible to export data table to csv?

fiery harbor
#

@lyric owl should be possible, yeah

lyric owl
#

found it

#

thanks

fiery harbor
#

great πŸ˜„

lyric owl
#

kinda feels like it should be also available then you open it not only with right click on asset

fair violet
#

@fiery harbor I also run everything on my c:/ drive, not sure what benefits you’d have installing it on a different drive? It’s an SSD so keeps up fine.

fiery harbor
#

yeah, C is usually the quickest SSD someone has

fierce tulip
#

I wouldnt dare installing anything important on C:/
biggest chance you lose all your sh!t

wild kestrel
#

yes thats because compielr writes a lot of object files

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ah you mena C drive xd

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C have user data and lot of software dont give you option to change that :p but i bet there way to change the drive same as you can move Temp

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and my documents

#

Installing just OS in C allows you to format OS without regret

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and fear you delete something importent

fierce tulip
#

you can move the userdata folder, but updating windows often breaks a lot of stuff when you do

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<_< found that out the hard way

fair violet
#

@fierce tulip stuff that can’t be recovered from a backup?

floral heart
#

If only Windows had implemented their stolen Unix ideas in a better way/

fair violet
#

I move from computer to computer frequently and all that’s needed is the latest UE4 project folder / same engine build

#

But I guess more complex cases need much more than that

wild kestrel
#

Well NT systems allows oyu to mount drives to forders same as unix system :p

fierce tulip
#

I just have everything work-related on a seperate drive, and thats connected to an online backup service

fair violet
#

Yeah online / external backups are key- I don’t need to worry if my c drive goes up in flames

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All the backup data will be fine

fierce tulip
#

ive had it one time where I plugged in a brand new hdd to backup all my content, this was pre-youtube & facebook era.
it shortcircuited my pc and all drives where just lost

#

now I have 3 backup hdd's, aforementioned backup service, and most client & personal work also gets uploaded trough perforce/git/svn

wild kestrel
#

never put drive on cundactive surface

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;p

fierce tulip
#

it was a broken drive, was nothing I could do about it

wild kestrel
#

oh

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interesting case

fierce tulip
#

told you about it in hangout a long time ago :p

wild kestrel
#

yea kind of remeber it :p

#

but i forgot the details

fierce tulip
chilly meteor
#

Anyone know what LP and CO could stand for (texture filenames)?

#

Only figured out what NM stands for πŸ€”

celest creek
#

color?

wild kestrel
#

you mean in Allar style?

celest creek
#

Texture suffix names right?

chilly meteor
#

Yeah, CO is definitely color.

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LP looks like this

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not sure what it could be

celest creek
#

no idea about lp, never heard of it. NM would be normal indeed

plush yew
#

For some reason my InputAction released isn't working...

chilly meteor
#

Hmm.. πŸ€”

plush yew
#

I've added a print string and a break point, neither will occur.

#

*did add a breakpoint

chilly meteor
#

LP = light map? Lol

wild kestrel
celest creek
#

light map preview resolution? I'm really pulling things out of my behind here, sorry

chilly meteor
#

oh well Β―_(ツ)_/Β―

wild kestrel
#

Note that those just unoffical style so it not that importent

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or else your team follows it