#ue4-general

1 messages · Page 154 of 1

celest creek
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@plush yew Try setting a breakpoint on the inputaction, to maybe make sure your prints are not working but just not showing (I doubt it, technically possible...)

plush yew
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@celest creek alright

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Works.

celest creek
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Also, I assume you are 100% sure you've assigned the right button to the action right?

plush yew
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Yes. LeftShift, the sprinting print works.

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The released branch doesnt, the pressed one does.,

celest creek
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right right

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did some quick looks into this, don't think I have any valuable help here 😦

plush yew
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Ah, it's alright.

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It's just very strange.

celest creek
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I've just renamed my project, I'm meant to change GameName = Foo inside DefaultEngine.ini, but in my current project I don't have this line.

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I did the rest, change uproject and folder name, and it seems to be fine. Will that be enough? Using 4.17.2 here.

wild kestrel
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If something is not ini, default setting will be used, Default -> Base (in engine folder) -> Hard coded default in C++ costructor -> default value of specific type

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Game Name is probably for name of oyu game that displayes meta data or your game window title :p

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it in project settings

celest creek
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Ah ok, thanks. I'll dig into my project settings then.

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It's a BP only project btw, so should be a lot easier than a C++ one (been there, done that)

wild kestrel
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i jsut meantion C++ constructor so you know how config system works

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actully C++ constructor defaults are same as blueprint defaults

celest creek
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Right, thanks

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Just enrolled in iOS dev program... yaayy... ...I think...

plush yew
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heh ios

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hehe

paper briar
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how do i change the install location of the epic games launcher?

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it keep going to my c drive and i want it at my b drive

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it doesnt give a "browse" option either

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nvm

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i moved it the b drive

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and it game me the option then

celest creek
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huh, why did the browse option come up? I have to start the engine (launch the engine only, not launch project) to get a browse option

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Does anyone know what's up with textures that do not use mipmapping yet cause 'power of two' errors when deployed to mobile?

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I was assuming if you don't use mipmapping you can use non-power of two images, both in UMG and normal textures.

fierce tulip
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they cant be properly compressed if they arent power of 2

rocky portal
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Which node do you use to IK a bone to a bone in another Actors mesh?

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I want to IK my left and right hand of my FPS arms to my FP Weapon

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so that I can add sway to the weapon in code and have the hands follow around with those small movements

celest creek
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@fierce tulip Hmm, are you sure? I thought power of two mattered more when using mipmapping, which I am not. Most of my textures are also working fine, and they are of all sorts of resolution. I think I have found the common denominator - if the format is DXT5 they will need power of two, if R8G8B8A8 then it works just fine.

fierce tulip
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but why would you use uncompressed when not needed

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and yes im sure

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r8g8etc is uncompressed

celest creek
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the DXT5 format is compressed? I'm a bit new to this specific issue.

fierce tulip
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yes, dxt is compression

celest creek
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I would imagine .png is compressed at all times to be honest

fierce tulip
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same as BC etc

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ue4 uses the directX compression

celest creek
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But R8G8B8A8 is not compressed?

fierce tulip
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so they compress it internally to that

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nope

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and therefore costly af

celest creek
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huh,, I see

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I didn't even do anything when importing these I believe. So the format was chosen automatically for me.

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Or possibly by Photoshop

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I used the quick png export if you know it..

fierce tulip
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which is also why you shouldnt use jpg etc but only lossless compressions like psd, png, tga

celest creek
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so God knows what PS would do there

fierce tulip
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when you import it generally sets it to the standard dxt compression for rgb textures

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unless it recognizes it as a normal map, in that case it will compress to BC5 if im correct

celest creek
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Ok, I just dont see how I can change it inside UE

fierce tulip
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doubleclick on a texture in the CB, and you'll find the compression settings

celest creek
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right right got it, I'm a dummy

fierce tulip
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no worries

celest creek
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Thanks.. so when you say 'expensive' you meant file size right?

fierce tulip
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yup

celest creek
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Most of my textures that do display fine (R8G8B8A8) are very small (10-30kb) so I should be ok with those..

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..and just change the large ones, which I do have one very large problematic one (1Mb)

fierce tulip
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dxt/bc loads a tad faster than uncompressed

celest creek
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ah ok

fierce tulip
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its generally better to add this to your standard workflow else you'll end up having to go trough all the texture later down the road

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and while you can batch-edit them, not all the options are available

celest creek
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Oh you can - inside UE? (batch edit)

fierce tulip
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and you'll need to manually set your material texture samples

celest creek
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I mean, multiple select edit

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But yes, I hear you. Very helpful.

fierce tulip
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multiple select > asset actions > bulk edit

celest creek
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UserInterface2d is the only uncompressed format that will work without having images at power of two?

fierce tulip
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i think there is another one, but dunno which one

celest creek
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oh dear. I've never seen that bulk edit

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I'm getting seriously enlightened here

fierce tulip
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lol

celest creek
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Right right, I'm off to test this all out and reconfigure things. Thanks again.

fierce tulip
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good luck

plush yew
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Does anyone know why my InputAction 'Released' branch won't work?

celest creek
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Unfortunately when I'm stuck I do some annoying debugging if I have to - like create your PC from scratch, with the first step possibly being putting in your InputAction...

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wish I could be of more help

patent siren
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it could be many things my dude

celest creek
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my dude... teehee

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@fierce tulip Everything's working as you mentioned, big thanks again!

fierce tulip
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np

plush yew
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hey quick question

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how would you guys go about making a skateboarding type game

chilly meteor
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Odd question, anyone know how to hide these tooltips:

celest creek
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hover over that bubble and you'll see icons to do that

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or am I thinking of something else here..

fair violet
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@tofuness#2285 you can do it in the BP editor in the latest UE4 version but not the material editor unfortunately as far as I remember.

chilly meteor
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So it's not possible to hide the tooltips (?).

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I can't find any icons D:

celest creek
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oh right, I was thinking of the tooltips for the nodes themselves, not on a bg note thingy

fair violet
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Not at my computer but make a comment in a Blueprint window and click on the comment- there is a checkbox in the details tab to enable or disable the pop up bubble somewhere. If you can find it then check if it’s in the material editor also, if not then I don’t think so!

chilly meteor
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The hell lol

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thanks anyways

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I don't mind too much ¯_(ツ)_/¯

fair violet
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It does make complex graphs look way more cluttered than they need to be

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Hopefully they’ll add the option to remove them in the future

chilly meteor
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soon^tm

celest creek
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So do you have to set all those launch images to unique images or does UE scale existing ones somehow?

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Seems a bit overkill to use so many images for the same purpose..

rocky portal
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How do you go about having FPSWeapon and FPSArms that are not just simple SkelMesh

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make them Actors and use "AttachTo" to attach them to eachother

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?

quasi lake
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Hey bros ,wanna talk about AI with you

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I want to know how you guys construct your AI system

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Normally,use behaviour tree right?

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Within the tree ,I want to know how you make a combat ai

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As to me,I create couple states,then random selector to choose one to execute

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Maybe with some child states

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Like this

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As to switching the state,I put the logic in some services or tasks

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If you have better and stronger solution,I'd like to know

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What I wanna build is a system with high maintainability and scalability

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Services and tasks are blueprints ,we can make some base ones,this is all I know so far

weary basalt
quasi lake
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ok

drifting ocean
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Who do I talk to to get help with editor crashes?

weary basalt
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Just post the error and any screenshots you think are relevant to the issue and if someone is around to help you they will reply.

drifting ocean
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Found someone with the same issue on the answerhub, so hopefully I can sort it myself. If not I'll come running back here haha

weary basalt
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Sure thing

drifting ocean
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Okay I'm beat, if anyone could see a reason why this would crash the editor on startup that'd be greatly appreciated

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Anyone know what the config file entry is for "autostart recent project" is so I can turn that off?

restive eagle
drifting ocean
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Yeah, but since I can't open the editor without it crashing I can't disable it that way

restive eagle
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not even a clean template?

drifting ocean
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I can't open a clean template because it autostarts my project that's crashing ....

restive eagle
drifting ocean
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Managed to get a blank template up, so at least I can access settings now

chilly meteor
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Can anyone guess what the hell is going on here:

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🤔

drifting ocean
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My project loads on a different map and then crashes when I open the map I was working on with tons of shader errors relating to startup content.... this is weird

quasi lake
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If a blackboard is used by many different behaviortrees,would it generate many blackbaord instances or only share one?

hoary brook
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This door is being a cuck

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It's supposed to open inward

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All of the other doors seem to work fine. It's because of the area it's in.

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I've tried messing with the walls around it, the floor, nothing seems to work.

tacit chasm
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is that from that neighbor game?

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"Hello Neighbor"?

lyric owl
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probably modding of that game

whole sonnet
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@hoary brook Theres always that odd black sheep!

plush yew
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anyone know how to post in looking for talent?

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oh nevermind, I'm retarded

hoary brook
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Yes, it is a mod.

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@whole sonnet Odd black sheep?

whole sonnet
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@hoary brook Yeah, all your other doors worked but that 1 door didn't 😛 black sheep

hoary brook
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AH

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I get it now

whole sonnet
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any luck fixing it?

hoary brook
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There seems to be some invisible force in that area not allowing the door to open

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nope

whole sonnet
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Did you check the collissions of the door to make sure they match all the other doors

hoary brook
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Probably gonna create a copy of the project and keep on deleting shit until I find out what is causing the problem

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yes

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When I moved that door to a different area it worked fine

whole sonnet
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and the doorway/hole in the doorway is the exact same as others too?

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hope you fix it soon

hoary brook
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yep

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It's sad that there are only a few good modders modding Hello Neighbor, the rest are just a bunch of kids who don't know what they are doing.

floral heart
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There are usually only a few good modders, ever.

hoary brook
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kms

whole sonnet
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Never played that game or really seen it, heard of it though

regal mulch
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Well it went through 600 stages

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every time I saw a new video of a new alpha, it got.. weirder and worse

hoary brook
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Yeah

regal mulch
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The full release seems to be the better part again though

hoary brook
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My mod is like the older builds

regal mulch
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Do you guys remember any 2D Side Scroller where you had to annoy your neighbor?

hoary brook
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I hate the new artstyle, there is barely any detail to be shown.

regal mulch
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Without them seeing you?

hoary brook
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but the fulll release is definitely better than some of the other builds.

regal mulch
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Neighbors from Hell or so it was called

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That was how I pictured the game

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(before seeing it)

hoary brook
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I think I remember something like that.

faint cedar
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If a variable is marked as Config, will it automatically get saved when it's changed during runtime?

waxen wedge
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Hey is there something weird going on at wiki.unrealengine.com? I tried to log in and got 'Account creation from this IP address (127.0.0.1) has been blocked by Crowl.' which is a little strange.

wary wave
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I'm assuming that isn't the actual IP address it showed you?

waxen wedge
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no that's exactly what it showed me, and then it showed the same when I tried via a VPN

fierce tulip
waxen wedge
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which is why I say it's weird rather than thinking maybe someone from the same ISP had my IP and was banned at some time in the past.

wary wave
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ah no

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it looks like you cannot create new accounts on the wiki

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because you should be logging in with your Unreal account

waxen wedge
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it says that when I press log in. do I need to link my ue account explicitly somewhere?

wary wave
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I don't think so

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hmm, log in might be broken too

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I've reported it, but not sure what's going on tbh

waxen wedge
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ok thanks!

wary wave
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I'd wait - it looks like a genuine problem

cloud cobalt
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@fierce tulip This is amazing

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That yours ?

wary wave
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evilmrfrank

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I'm not that enamoured by it personally?

fierce tulip
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its not his best work, but its def interesting

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(imho)

quasi lake
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Heybros,how to let the ai move to a specific point?And I can only locate the horizontal position(x and y)

cinder iron
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AIMoveTo will do the trick

quasi lake
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@cinder iron

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What do these two actors mean?

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I dont want to set a target actor,I just need a location

cinder iron
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You can do that aswell

quasi lake
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How

cinder iron
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Just set a destination there

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Its a vector that marks a location

quasi lake
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Leave the targetActor empty?

cinder iron
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Look at this wonderful video

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You'll get it faster

quasi lake
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I'm watching

cinder iron
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You can basically choose

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A very useful node

quasi lake
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So the z value doesnt matter?

cinder iron
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It does but you can set it to a constant that you'd like to

quasi lake
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Eh

cinder iron
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Just split the vector into X, Y and Z

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And feed in the values in X,Y that you want

quasi lake
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I mean is there a difference between (0,0,0) and (0,0,50)

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For the location value

cinder iron
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Yes, imagine a bridge

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You can be under the bridge

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Or above the bridge

quasi lake
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So if both are not on a plane how would it choose

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like if the bridge at 20, the river buttom is -20

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@cinder iron

cinder iron
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With the Z value

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If you are in (3,4,0)

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Bottom river

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You will be on (3,4,30) in the bridge

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The x and y are the same

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But z isnt

quasi lake
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so it raycasts downward

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What if I set the point(3,4,-50)

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Will it fail to navigate?

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@cinder iron

cinder iron
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No if you have something there

quasi lake
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What?

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something big?

cinder iron
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Hehehe @quasi lake is easier than it seems

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Just try it out and you'll see

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But remember Z axis is relevant, it defines heighs

quasi lake
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fine ,thanks

cinder iron
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No problem, let us know :)

plush yew
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dada

plush yew
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Gonna try out bp nativization again

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Wish me luck

thorn cradle
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do i need to add more ram ?

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ue4 takes most of my time during imports

lyric owl
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You want it not to use your computer to it's fullest potential?

chrome ivy
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@upper heart Waiting for 4.18.3

upper heart
chrome ivy
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bummer

upper heart
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why is that a bummer?

hoary brook
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Evening peoples

dense plank
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@hoary brook good afternoon

hoary brook
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I love the orangey feel of afternoon lighting

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Welp

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That was random

dense plank
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i'm just waiting for 4.18 to download an update

random shale
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Hi, how to render fp weapon with same scale/fov with different fovs/window resolution?

safe rose
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@winged hearth what's that Incredibuild alternative you had experience with?

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test

winged hearth
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FastBuild

left pelican
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@everyone im making a videogame with Ue4. Anyone wanna help?

worn granite
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How far along are you @left pelican

left pelican
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Not that far. Thats why i need help @worn granite

floral heart
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Who here isn't making videogames with UE4? The arch-vis people?

safe rose
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Actually probably more than you think

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technically, I am not on one project

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VR Enterprise Experience

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VREE, so dubbed by me just now

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But I do have other Game projects.

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But yeah, it's not just Arch-Vis

floral heart
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Arch-vis and corp-vis.

safe rose
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Corp-Vis heh, sounds strange

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Anyway @left pelican if you're looking for any specific help in UE4, state your question in the appropriate channel.

left pelican
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can someone just help me with making a game

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in new so

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@safe rose ok

worn granite
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Nope

left pelican
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Ok

bitter iris
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Anyone else got the same?

livid haven
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The first error seems to have a hyperlink-style button to fix it - is that not working?

bitter iris
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nope

livid haven
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The second is a run of the mill "You used this material on something that the material didn't support, so we're making it support it, but you still need to save that change."

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I got nothing on the first error then. Sorry.

bitter iris
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neither will fix

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annoying

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nvm

livid haven
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It is a bit odd that an engine material was applied to a spline mesh, I guess?

bitter iris
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ik i dunno whats gone on there lmao

ebon frigate
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Hey,
Could you guys help me about Inventory and equip weapon . THere are some tutorial about inventory, but non of them use equipment case a Weaponactor(I have a BaseWeapon_BP)
I want to create a weaponEquipment from Hotbar( When I use another weapon, should I destroy actor, and Actorspawn if I swap weapon.
Maybe you know a good source it a kind of Fortnite Inventory what I would like to make.
Thank you for any help

celest creek
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@floral heart I used UE for vfx in a high profile TV show recently... but mainly here for the gaming part. Was a fun test though.

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Anyone use 4k monitors here with UE 4.18? Anyone have a good fix for the touch location (mouse or finger) getting all screwy?

wanton edge
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What do u think

livid haven
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You there doesn't seem to be much to comment about? It looks like it's just a gamejolt info page for a game?

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BEAUTIFUL CRYENGINE Graphics!!!
For a game that isn't UE-based?

wanton edge
livid haven
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O... kay?

plush yew
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Lol

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If it said that that would seem kind of disrespectful

celest creek
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Anyone know why HueShift would desaturate colours? The 'add' is there for preview purposes only.

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So I'm rotating the colours 0.2 degrees, and it comes out desaturated. I've switched off the tonemapper.

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not sure why the add node is showing greenish either btw

cursive dirge
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@celest creek you know what hueshift is supposed to do?

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also doesnt look desaturated in that image

hoary brook
warm mountain
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Not sure if this is the right place to put this but

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recently I saw 2 games who used blockchain technology (the thing that makes bitcoin), to fund their games, what do you guys think about it?

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I'm honestly kinda impressed

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its like getting funding from venture capitalism but without the investors mantaining equity or owning your company allowing you to be free to make decisions

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its kinda like doing an IPO but privately where you won't be publicly listed and the investors own tokens (shares that hold monetary value but no ownership value of the company) and sell them after the tokens appreciate in value with your game success.

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Its a VR version of second life essentially, using an in-game currency called MANA. Similiar to Second Life's Linden currency, its tied to real world currency and can be exchanged for real life money

drifting ocean
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Been banging my head against custom collision channels for the last few hours, turns out I had "Collision enabled" set to false ......

wary wave
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that sounds like the exact stupid shit I do on a regular basis

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my favourite apparently spending an hour or two trying to work out why a networked actor isn't working, to find otu 'replicated' isn't enabled....

drifting ocean
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This is why I need a supervisor lol

paper kernel
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I got a weird question: how do I snap normal vector on up/down-axis or lateral plane?

cloud cobalt
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@warm mountain Generally speaking, I'm not sure crowfunding is a reliable long-term model because it's really hard to know whether a game has a decent shot at A) being made and B) being successful, and that means most funded projects fail. A decent share of classic-editor-backed games fail before release too, but in crowdfunding it's regular people's money, and it's more likely to fail

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I think people will look at crowfunding just like they look at Early Access now

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On top of that, I'll be wary of a game if the selling point is that it's a crowfunded blockchain thing. Games and their business model should be separate things, imho

paper kernel
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overlooking the fundamental flaw of eating the cake while making it

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profit margins become absolutely random when you crowdfund

drifting ocean
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VR blockchain crowdfunding creative game seems like someone just trying to cram together as many hip hypewords as possible tbh

shell jetty
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XR /MR Blockchain

drifting ocean
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Minecraft and bitcoin made infinite money, so surely Bitcraft will make infinite squared money!

paper kernel
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wouldn't it collapse into singularity 🤔

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thus making no money

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oh god, someone should make a minecraft mod where you physically mine the coins

hoary brook
cloud cobalt
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Grinding ingame resources that you can sell for real money is already a thing tbh

vale osprey
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@paper kernel how do you snap normal vector? What do you mean?

paper kernel
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Imagine arrow up and down, and lateral circle in the middle

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I want to snap directional vector to those directions

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so 0,0,1 / 0,0,-1 / X ,Y ,0

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nvm I figured it out

opal coral
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my game runs realllllly slowly suddenly, if I play in a new editor window (PIE).
if I run in selected viewport, it runs perfect. any thoughts why?
it happened after I imported a new and improved 3D mesh + skeleton, but not any controversial detail level or texture resolutions (downscaled in editor).

paper kernel
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ok this sounds like a bug

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same trace, same location, different radius

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only difference is, spheretrace start and end are switched on each run

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no wonder my logic doesn't work

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that's hit result normal on blue

spiral zodiac
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@here i cant find a support channel, so ill ask here. i sculpted a terrain in zbrush, but i want to use it as the terrain in unreal, but seems like unreal doesnt like that idea.

How can i transfer the dispalcement data from Zbrush to a terrain in unreal?

  • **Can i use Displacement map on the terrain in Unreal?
  • Can i convert a plane to Terrain, and have unreal deal with the rest?
    **
hollow crescent
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Is it just me, or is UE4.18 insanely slow?

paper kernel
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or is it just the windows fall creators update 🤔

hollow crescent
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I wonder...

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I moved and didn't really log into my PC for about a month

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so it could very well be

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going to try 4.16....

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what's new in the 4.18.1 update? don't see anything on the release notes page

hollow crescent
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4.18.2*

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Maybe it's because I went AFK for a bit, but creating a new project in 4.18.2 was pretty smooth ❤

celest creek
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@0lento#8809 Yes I know what hueshift is meant to do generally speaking in any other software - shift the hue value while keeping its current saturation. If you can't see that purple being saturated you can take that screenshot into any image software and check the hue in the input (cyan) and shown material output. It is actually 50% desaturated, which is a huge amount, and comes from only using hueshift. If you have a way to repeat my setup, or do your own, that does the same without losing saturation please let me know. Thanks for any input!

fierce tulip
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thats because you are adding two values to it, if you just add only red, green, or blue then you dont get that problem

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0.5/0.5 also lessens that problem, but not accurately

gaunt void
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hey guys, short question. i have some localized assets in my project. in my packaged game when i change culture/language they dont get reloaded automatically, only translations
i read in the web that you have to purge and reload them somehow, can somebody guide me in the right direction on how to do this?

sinful umbra
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i can't get 4.18.2 to compile

regal mulch
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AND I can't tag him

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@Mack#6354

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-.-

fierce tulip
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i hate when that happens

sinful umbra
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i will

fierce tulip
celest creek
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@fierce tulip Thanks, really appreciated. So what should be the most 'correct' way of doing this? What boggles my mind is that hueshift actually cares what the input colour is.. so hueshift is behaving in different ways in terms of keeping saturation depending on your input.

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Here is an example of pure red being shifted 20%.. that yellow is closer to fully saturated than my previous example for sure, still not there.

fierce tulip
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the hueshifts innerts is using the rotateaboutaxis node, its a weird workaround to create a hueshift and not really much you can do about it.

celest creek
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..it's off by 15% or so..

frank escarp
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thats... werid

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why not HSV convert, change hue, and then convert back

fierce tulip
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¯_(ツ)_/¯

celest creek
#

Yeah I dug into the function and I wasn't quite sure what to make of it.. but indeed, did seem to be a hack.

#

I was thinking I'd have to have a sequence of my sprite rotating with correct hues and I'd just pick one (I want fully saturated colours for my sprite, able to pick any random one with the added ability to animate around a full 360), but that's super nasty... 😃

#

HSV convert, you mean inside UE?

#

not sure how to convert from HSV back to RGB... if that's even a thing..

#

That's actually worse, but I'm not converting back as I'm unsure how to do it. I'd be happy to do something like this though.. if I could get it to work... :/

#

Oh, and besides this I am also using 'ShowFlag.Tonemapper 0', without it it's much worse from what I can see.

#

The node 'saturate' seems to do nothing but clamp colours between 0-1, I get when that would actually saturate things but if your colours aren't super bright then this node doesn't do anything.. sort of a misleading naming of this node to be honest.

fierce tulip
#

thats what saturate does, its the right name for the right node hehe

#

you can use a desaturate node, and add a negative value to it. might need to clamp it though

#

"Saturation arithmetic is a version of arithmetic in which all operations such as addition and multiplication are limited to a fixed range between a minimum and maximum value."

wanton edge
jade widget
#

hello guys, currently i'm having a trouble in developing for Android platform

when i'm playing the game, my fps just dropped and cause lagging into my game

does anybody know a solution for maximizing fps in UE4 , so my game not lagging anymore?

wary wave
#

you need to work out what the problem is first....

frosty copper
celest creek
#

@fierce tulip Ah... I had no idea that was the definition... I was thinking saturation means to manipulate saturation, if you know what I mean. So it just means to clamp the range? The UE node just clamps it to not allow the tonemapper to kick in, which would desaturate the colours, which is why I thought the node is really just clamping it..

#

Goes to show what I know. And I've been a professional graphics artist for over two decades dammit

frosty copper
#

well, they do say you're always learning no matter how long you've been doing it, @celest creek :p

celest creek
#

@wanton edge I'm a Swede in Canada with a Scottish accent, there's no mention of those. Feel offended.

frosty copper
#

😏

celest creek
#

True, true. Besides, what I love the most about my industry (vfx) is that it's always something to learn.. I enjoy feeling like I'm half drowning in info... 😃

fierce tulip
#

not sure when they added the saturate-node, but its basically a cheaper 0-1 clamp on current gen gpu/hardware

#

also yay for vfx

frosty copper
#

\o\

celest creek
#

I see. Cheap is cheerful. Would still be nice to have some better colour handling nodes I'd say (hueshift that works, possibly an HSV type node.. maybe it's hard to do a non-expensive one).

fierce tulip
#

you should open the dithertempAA node

celest creek
#

Vfx is alright, bad for relationships. 😃 I'm looking into using UE for some stuff but it's still lacking some show stopping stuff like alpha outputs in its renders (from sequencer) and reasonable alembic support. Alembics right now is only useful for cycles like trees blowing in the wind or whatnot..

#

lol @ Sparrow

fierce tulip
#

O_o you can do much more than that with allembic, houdini recently even did a whole stream about it & ue4

chilly meteor
wary wave
#

err, it's supposed to be individual parts?

chilly meteor
#

🤔 I thought it came assembled...in some way?

wary wave
#

drag the parts into the scene?

#

also, Sponza isn't Crytek, it's an old model that's often used in demos

chilly meteor
#

Ah yeah, but I thought it was called crytek sponza because some dev/artist from Crytek created it?

#

I might be wrong

frosty copper
#

The Atrium Sponza Palace, Dubrovnik, is an elegant and improved model created by Frank Meinl. The original Sponza model was created by Marko Dabrovic in early 2002. Over the years, the Sponza Atrium scene has become one of the most popular 3D scenes for testing global illumination and radiosity due to it's specific architectural structure which is particularly complex for global illumination light.

However, nowadays it is considered as a simple model, thus it was decided to crate a new model with highly improved appearance and scene complexity. It is donated to the public for radiosity and is represented in several different formats (3ds, Obj) for use with various commercial 3D applications and renderers.

chilly meteor
#

Gonna try dragging all the parts into the scene. I am really new to this so everything is kind of confusing.

frosty copper
#

... what the fuq did they[discord] do to codeblocks?!

wary wave
#

just select all parts, then drag into the scene

chilly meteor
#

@wary wave Nice, that worked!

wary wave
#

hehe

chilly meteor
celest creek
#

@fierce tulip You mean by using Houdini Engine? That's likely the case, I just mean that abc implementation in UE right now is limited to play and loop afaik, or at least not much more. You can't have sequencer tell an abc cache to start playing at the beginning of a shot (you can animate run on and off, but you'll have to jump through serious lol hoops to ensure it starts at the beginning), can't start a cache x seconds in etc etc.. unless of course I've missed a huge update there in the last month or missed it when I looked into it.

frosty copper
#

serious lol hoops... I'm stealing that 😏

chilly meteor
#

Oh nvm, seem to be lighting.

celest creek
#

You're welcome 😃

frosty copper
#

😂

celest creek
#

Is there a way to watch values in the material editor?

#

I mean I can watch previews but that's not an exact science.. not that I'm into exact sciences...

grim ore
#

techncially there is a debug node that can be used to print out values so yes

celest creek
#

ok thanks, I'll take a look at it

fierce tulip
#

thats how I showed you the hueshift values :p

hoary brook
#

Thoughts?

frosty copper
#

Nightmare inducing.

hoary brook
#

Gonna be a little ending jumpscare type of thing for my demo.

#

(The flickering is because of a flickering light that is in the room)

bitter iris
#

Im wanting to invest in Zbrush to start modelling stuff, if I buy a licence can my other dev use the same licence?

frank escarp
#

you dont need a license to "start"

#

i think there are free educationn licenses, and if you are learning, buying a license is super stupid

cursive dirge
#

not exactly true, at least for zbrush

#

but you should start with zbrush core first

#

it's cheap

#

edu license for full zbrush costs like 50% of the full price

#

and you can't still use that commercially

#

zbrush core is cheaper and you might still get it bundled with some wacom tablets

#

@bitter iris and technically, they sell single user licenses

#

while you can install it to two computers with their current licensing system, it's not meant for two users, it's meant so that you can have zb just installed on two devices at once (think of desktop and laptop etc)

#

they do sell floating licenses but your use case doesn't apply to that (you need at least 10 seats for that)

frank escarp
#

first time ever i see a student actually thinking on buying the software instead of sailing

#

the completely absurd piracy rate is why autodesk just has free student licenses

bitter iris
#

I'm not a student in games design

#

And why would I not buy software?

#

Don't you?

cursive dirge
#

we could debate about that piracy thing (again) but I don't think that's going to be good for anyone

#

I own legit licenses for all my tools

bitter iris
#

Same

cursive dirge
#

I think it's fair if you plan to make money of the end product

bitter iris
#

I pay 200 a year for adobe, 50 a month for C4D

cursive dirge
#

if you want to save some money, you could try 3D Coat

#

it's pretty featured app

#

and commercial license is little less than half the price of full zbrush

#

I personally didnt like the sculpting feel in that but worth a try still

#

and if you are really cheap, sculptris feels great and is totally free, it's just pretty bare bones on feats

#

(or just use blender)

bitter iris
#

I will pay whatever for whatever program, doesn't bother me, I can get people I'm in contact with to help pay also.

cursive dirge
#

😄

bitter iris
#

Was just wondering if I can use a licence for 2 people

cursive dirge
#

that web app still keeps amazing me

bitter iris
#

Now it's turned into a piracy conspiracy lol

cursive dirge
#

vblanco always does that :p

bitter iris
#

I know a few developers in here that have pirated software and assets

#

They try hiding every year doesn't work

#

Anyway Ill skip using zbrush then

#

Ill just stick with maya

grim ore
#

neato

cursive dirge
#

you could ask zbrush support but technically it's single user license, and they are explicitly say that while allowing dual installation, it means you can only use one at a time

frank escarp
#

i also use legit licenses

#

but thats becouse im not a student, but i actually use them for production

#

@bitter iris have you looked at our lord and saviour blender?

#

it has a nifty sculpting system, might be good for your needs

#

on the student/not student

#

i actually remember when i got maya, from an arts student

#

not a single student in the wholle university had it legit

#

literally the teachers just giving out disks with maya 2008 cracked

#

and autodesk knew

#

they didnt really try too much, as better students using pirated maya, than using a competitor/blender

cursive dirge
#

I don't get it

#

autodesk had free edu plan on 2008

frank escarp
#

thats why eventually they just put maya/max for free

#

no they didnt

#

not 2008

#

bit later yes

#

i think for 2010?

cursive dirge
#

really?

frank escarp
#

yes

#

very smart of autodesk to give studesnt maya/max free, no questions asked

#

that way the students learn it, and eventually buy it

#

it was the biggest blow to piracy they ever did

#

and well, also a huge blow against Blender

#

you really cant expect a student to spend 6000 dollars in Maya

#

its beyond ridiculous

#

thats why not a single student ever bought maya

#

zero lost sales by just making education version free

bitter iris
#

@frank escarp I used blender when i was 15

frank escarp
#

how many years ago?

bitter iris
#

5

frank escarp
#

last 2 years they improved blender massively

bitter iris
#

i have it on steam

frank escarp
#

if i have my timeline right, blender 5 years ago didnt have ngons

bitter iris
#

hasnt much changed

hard quarry
#

Hi guys,
does anyone know if there is a auto patcher integrated in the engine?
So if a player starts the game, the game gets patched automatically to the newest version?

bitter iris
#

thats my op

frank escarp
#

since then, blender has got a brand new poly modelling system, brand new renderer(cycles), at least 2-3 times the performance, a new sculpt system with fancy stuff like dyntopo, and loooots of VFX tools

#

@hard quarry no, but steam does

hard quarry
#

But what if I dont want to use the steam update mechanism?
Many players dont wanna download Steam, only for one game

pallid compass
#

I dont really know anyone who does not have steam

#

If u want an auto patcher you need to make it your self or comission someone really

frank escarp
#

@hard quarry literally every single pc user has steam

#

releasing a game outside of steam is a dead game

#

100% of the time

hard quarry
#

100% ?
LeagueOfLegends?
WorldOfWarcraft?
etc...

frank escarp
#

they have their own launchers. And they are the only ones that can do that

hard quarry
#

So there is currently no build in patching system outside of Steam?

frank escarp
#

no

#

you need steam if you plan to do anything in pc

#

you can release on other pllaces too, but as an extra

#

look at all the shit EA gets from not using steam

#

and leage and wow are both MMOs (lleague not really, but close)

#

and when League and Wow were created, steam did not exist

#

i think when leage was created steam did exist, but it was super early

hard quarry
#

So almost every game, wich is created with the unreal engine is on Steam?

frank escarp
#

not almost

#

every single one of them

#

well, except Epic own games

#

becouse they use the Epic launcher

#

creating a launcher is much harder than you think

#

do you have a few hundred thousand dollars?

vale osprey
#

There are a number of games that was not released on steam from the start. When they came to steam they sold as hot cakes.

frank escarp
#

and enough marketing to make people want to buy from your website

#

wich isnt easy

#

in the slightest

hard quarry
#

I just dislike, that I am fully dependent on another service, which Users first have to register to

frank escarp
#

you could say minecraft. But when minecraft released in their own website, Steam didnt accept indies

#

this service gives the users power

vale osprey
#

I can list bunch of others, most of them where top sellers

frank escarp
#

they can refund, and they know their credit card details are safe

#

they also have the automatic patching, steam forums, the game library...

vale osprey
#

let me open my library

#

imho if you release on steam with weak marketing - you are dead

frank escarp
#

you are

hard quarry
#

Can I upload a game in progess to steam and test the updating system?

frank escarp
#

but you are even deader if you release only in your website

#

yes

#

just join steam Direct

#

and then you can upload builds and give "beta" keys

#

there is nothing to test tho

#

it works

#

thats it

#

and works perfect

hard quarry
#

So you guys would suggest, that I use Steam for holding my game up to date

frank escarp
#

if you want to sell outside of steam, do so

#

and offer a steam key from your website

#

btw, you will need the Humble widget

#

or you will get G2A-d where hackers will steal your keys through chargebacks

hard quarry
#

Humble widget?

vale osprey
#

@frank escarp following games disagree with you:
Factorio, FTL, Thumper, NEO Scavenger, Project Zomboid, Rim World, Running With Rifles, Unreal World, Heat Signature, Gunpoint, Deadbolt

frank escarp
#

how big did they become once they came to steam?

vale osprey
#

what makes them similar - they are good games, which got recognition by recomendations from players and youtubers

whole scroll
#

if you want to make money you release on steam i feel like. you can get acclaim anywhere

vale osprey
#

@frank escarp dev of Gunpoint and HeatSignature is rolling in money, his games was shown by channels like Nerd3 - who doesn't sell for ads

frank escarp
#

no, Steam + website is the clear best choice

#

if you want to "soft launch", you can use website only at first

#

that way if you have fans, when you launch on steam, they will propel you to the top charts

vale osprey
#

exactly the point

frank escarp
#

this happened literally with factorio, ftll, rim world, gunpoint, and cogmind

#

they went from "its selling a bit" to "holy shit money"

hard quarry
#

but how do I hold the project up to date when I "soft start"

vale osprey
#

you game can be amazing, but if it doesn't get traction outside of steam it will be dead

frank escarp
#

but im the first to say that @vale osprey . Steam is now dead from the marketing department

#

you release straight into shit

#

gotta get out of that somehow

vale osprey
#

and to get traction on steam it need to be know, as simple as that

#

then I don't understand why you advice him to go to Steam directly?

frank escarp
#

becouse he doesnt want to have a steam version at all

vale osprey
#

its a bloody suicide without big marketing budget

frank escarp
#

its even bigger of a suicide with your own website

vale osprey
#

he will change his mind when thousands of fans will be asking for it 😄

frank escarp
#

how are you going to point to people that, and how are you going to deal with the sales on your site? people do NOT trust random websites

vale osprey
#

you simply don't

#

release alpha for free or with donations
really want money - make itchio.io page, they handle payment securely

#

you don't need everyone to buy, only those who are invested, as they will market your game themselve, if they like it

frank escarp
#

not sure about itch tho. Every time ive seen that one the sales/downloads are on the single digits

#

its useful as a release channel to have a host tho

vale osprey
#

I've listed you games which where doing just fine, maybe cherry picking is not the best approach but still

#

you can do a hidden release on steam

frank escarp
#

you can indeed sell "release override keys"

vale osprey
#

devs of Naval Action and Rising Storm 2 did that

frank escarp
#

before the game is actually launched

#

tho valve will get mad if you abuse it

#

and the humble widget is great to sell on your website

vale osprey
#

you can sell on steam but be unlisted, which really helps

frank escarp
#

i plan to have one when i build the website for my next game

#

interesting, i actually didnt know that

#

what is the point tho

vale osprey
#

you get less sales but you have a higher chance that those who buy are interested in your game + there will be no reviews or forum, you handle it externally

#

easy updates, don't need to transition keys

#

linkage to steam profiles

frank escarp
#

but if you launch you are hidden anyway

#

except if you launch AND sell, you get propelled up to the top charts

vale osprey
#

so its kind of early access but not directly available on steam from browsing

#

well, you launch when you are "ready"

frank escarp
#

if you are hidden and sell well, you are throwing off the chart traffic

vale osprey
#

Factorio was making very little money before steam, but they grew community

#

many people bought game second time on steam

#

and people wheren't crying that there are bugs or something not finished, they knew what they are getting into

#

sales wheren't big, but plenty of youtubers already played this game before steam release and featured it again as they knew it was good - zero cost marketing

#

basically your feature fans have to find you :D
Discover your game, then you have very few people wining and leaving bad reviews when you are not even ready to deal with them

plush yew
#

lol

vale osprey
#

another example is Cosmoteer, it's not released yet, free game, ton of fans, already has mods, its know among youtubers way better than most of the new releases on steam

#

and devs is planning to monetise it only when it goes into beta

#

smart "poor's man" marketing

frank escarp
#

wow that is a great website

#

with all the gifs expllaining the game features

vale osprey
#

it's available since 2015

#

imagine what kind of reaction it would make if it would be in EA on steam since 2015

#

this game was for free all the way till release on steam:
http://store.steampowered.com/app/394970/DEADBOLT/

DEADBOLT is an extremely challenging stealth-action hybrid that allows you to take control of the reaper to quell the recent undead uprising. Play and complete missions given to you by the mysterious fireplace as you become the avatar of death. W...

Price

$9.99

Recommendations

1772

Metacritic

76

▶ Play video
frank escarp
#

damn idiots

#

if the game was on EA since 2015, it would have sold a lot

vale osprey
#

with minimalistic website, no forum nothing

frank escarp
#

back then, games sold a fuckton

#

in EA

vale osprey
#

this is how it sold:
http://steamspy.com/app/394970

SteamSpy - All the data about Steam games

Steam Spy automatically gathers data from Steam user profiles, analyzes it and presents in simple, yet beautiful, manner. Steam Spy is designed to be helpful for indie developers, journalists, students and all parties interested in PC gaming and its current state of affairs.

#

I don't think you can reach such numbers in EA and get good reviews

#

this is not ARk or Rust after all

#

anyway, I think it's a good alternative to direct release or EA on steam

serene otter
#

I feel like such an idiot, but I'm in 4.18, and can't find the button to switch the viewport between world and local coordinates

vale osprey
#

it looks like a globe

serene otter
#

the answers in the hub point to a button to the left of the move/rotate/scale, but ... she is not there

vale osprey
#

it's to the right from move

#

in level editor

#

let me check 😄

serene otter
vale osprey
#

that Box thingy

#

4-th Icon

serene otter
#

asd;lfjkasdl;fkjasdl;kfj

vale osprey
#

it changes from box to globe I guess

serene otter
#

the answer hub needs to be updated

#

yeah, it must change to box for local

#

always good when your first interaction is a failed sanity check, haha

#

thanks for the help!

vale osprey
#

np

serene otter
#

oh, one other thing I can't find

#

I'm using an xbox controller to play test

#

and ... for other gaming

#

and it's fine

#

but whenever it's plugged in, it autoscrolls any menu in the editor

#

like the joystick is held up

#

I've disabled viewport joystick controls, but can't find anythign similar for menus

#

so like, I have to unplug it every time I want to edit a blueprint. Hecka annoying

vale osprey
#

weird, I had one attached for months and it didn't do shit

serene otter
#

could just be a defect, but I thought I'd ask

#

yeah, it didn't do this at first

#

I checked the calibration, and it's fine

#

I may uninstall/reinstall drivers

#

because Windows

#

but that's all I can think of

fallen urchin
#

Does engine has capability to render a video clip out of a game rendering?

plush yew
#

@frank escarp any chance you know whats causing my issue in #blueprint

frank escarp
#

there is a chance i know the answer to something you ask me

plush yew
#

reckon you could take a look?

gloomy apex
#

hey

#

any idea why in my character's viewport he is in a falling state?

plush yew
#

@gloomy apex show me the detail panel of the mesh

gloomy apex
heavy yew
#

Ive allways imagined that enemy AI in stuff like this was extremely hard

#

is that true?

fallen urchin
#

Hey

#

Any way to render a video from game play on runtime?

regal basin
#

Is the isFalling bool set to checked in the animblueprint?

cinder iron
#

If you want to capture and render at the same time checkout rendertargets

#

If you just want ti gather data to play it later check out demonetdriver @fallen urchin

#

@regal basin isFalling is part of the charactermovement component

fallen urchin
#

@cinder iron render targets help to render from game cameras but here I want whole of the render to be exported into a video

regal basin
#

@cinder iron, yes, but the AnimBP handles the animation. The preview value in AnimBP might be checked.

fallen urchin
#

@cinder iron will render target help me creating a video out of a animated scene running in my game. This feature can be used to create video recording of your game

cinder iron
#

@regal basin i know what animbp does and isFalling is not a variable of said blueprint class

#

Is a getter from cmc

#

Oh check out how the sequencer works @fallen urchin then, i think it fits better what you want to do

regal basin
#

@cinder iron, I didn’t say otherwise, but the preview value isn’t. You can’t change the component value if the AnimBP preview value is its own local instance. Therefore, what you’re saying won’t make a difference. Let alone isFalling value doesn’t change how the animation appears in the editor. Only what’s appearing in-game

#

So to solve his problem, he needs to check what preview values are set in the animbp

cinder iron
#

You can do initialise as you want your variables in your anim BP

#

Those will be updated usually on tick or if you are doing the animbp event driven make sure that every variable is set to a default idle state

regal basin
#

Thats not what I’m getting at. Init values doesn’t AFFECT animation preview in editor. He posted the editor of the issue, not in-game. One can easily conclude one of the preview values have been checked, which has nothing to do with init values.

#

Again, HE POSTED AN EDITOR SCREENSHOT with the problem. NOT IN-GAME.

cinder iron
#

Dont shout at me xD

regal basin
#

Lol

#

Broke caps lock 😛

cinder iron
#

That may be because his anim BP isfalling variable is set to true

regal basin
#

So we go back to what I first said. 😛

cinder iron
#

I through you had the problem

#

Hahahha

#

I didnt read above

regal basin
#

❤ Sorry. 😃

cinder iron
#

Nono sorry

#

XD

regal basin
#

Two times today me and another person argued for no reason. Lol Then we made up in the end.

#

Blood moon I think

cinder iron
#

Thaha i legit though you were the one asking

prisma vector
#

anyone know how to handle post process settings on a camera component after seamless travel?

#

I am calling AddOrUpdateBlendable when I load into a lobby level to add a material to the camera but when I seamless travel the weighted blendables array is empty

plush yew
#

hey can i compile unreal engine 4 in something other than visual studio, since i CANNOT get visual installed (says cant download files) I've tried 17 pages worth of google search hackarounds with no luck and i've been trying now to get it installed since 9am this morning (it's currenly nearly midnight) so im pretty much ready to call it and just say its not compatible with my computer

unreal harness
#

Does anyone remember the original shock combo ring in UT4?

#

I'm trying to recreate that.

dense plank
#

@plush yew if you are on Windows, you do need Visual Studio 2015 or newer

unreal harness
#

I need help.

#

How do I make a newly created particle go away instead of coming back?

#

Like how the Shock Combo's explosion goes away.

grim ore
#

that would probably be a particle with a finite time, not looping. plays one and done

valid knoll
#

Oh snap is that the man himself

#

Shoutout to Mathew the mvp mvp

gloomy apex
#

i swear this used to work 2 hours ago lol

safe rose
#

Race condition

gloomy apex
#

i made use kill Z in world settings, and it freezes the camera, instead of spawning the pawn again

#

character*

safe rose
#

Well, don't try to spawn it when it dies

#

If GC gets to it before that goes off, might not happen

#

You can call it on another BP though

#

LIke GM

#

Send GM the info

gloomy apex
#

thats in GM

safe rose
#

?

gloomy apex
#

that screenshot is from GM

safe rose
#

...

#

Anyway

#

Same thing I just stated

#

Race Condition

#

If you are destroying GM for whatever reason

#

Not even sure how

#

or why

#

A new GM is created

#

If new GM starts up, then everything else does as well, blank slate

#

@gloomy apex I just want to confirm. You are stating that the GM is being destroyed correct? How so?

gloomy apex
#

I am not destroying GM

safe rose
#

...

#

(╯°□°)╯︵ ┻━┻

gloomy apex
#

yeah I know its wired

safe rose
#

No, you just don't know what you're doing

gloomy apex
#

I copied my Lector's code

safe rose
#

Or saying

gloomy apex
#

and he had a trigger box

safe rose
#

Who the heck is Lector?

gloomy apex
#

that obnviously destroyed gm aswell

safe rose
#

Hmm

gloomy apex
#

I am sleepy, shouldnt have written with a capital L

safe rose
#

I wouldn't use the word "obviously" in this case

gloomy apex
#

Now i realise why its not working

safe rose
#

I sitll don't know who lector is

grim ore
#

@valid knoll 😁

safe rose
#

That's lector?

gloomy apex
#

Anyway how do I cast to player character and know what its destroyed to stay again

#

lol no, just a lector, in university

safe rose
#

?

#

Man, you have me all confused

gloomy apex
#

by using cast failed?

safe rose
#

Anyway

gloomy apex
#

oh shit

safe rose
#

Just get player character

gloomy apex
#

is it lecturer

safe rose
#

lecturer/professor ?

gloomy apex
#

damn, I am stupid, yeah lector is in another laguange and I assumed its the same in English

safe rose
#

heh, okay

#

Anyway

#

Get player character and cast to your player bp

gloomy apex
#

Either way, if i cast to character, and its gets destroyed, does it fire cast failed?

safe rose
#

you should be able to bind the ondestroyed event

#

So, on destroyed should happen as soon as you, well destroy that actor

#

But, Garbage Collector is a mofo

#

And will try to eat it up

#

If you want to spawn another BP when that one dies

#

ah

#

I see now, if you want the player to spawn where they die

#

You need to possess that character

#

the new one

gloomy apex
#

I am making a respawn system for testing purposes

safe rose
#

k, well do what I just said

#

I would have the respawn logic in GM btw

#

If single player, ez mode

#

just get player controller 0

gloomy apex
safe rose
#

what

#

why is that on tick

gloomy apex
#

I dont know

safe rose
#

anyway

gloomy apex
#

As I said I am not destroying GM

safe rose
#

being destroyed only happens once

#

that is an event

#

only needs to happen once

#

If that BP is in your character

gloomy apex
#

no its GM

safe rose
#

Just get the Event OnDestroyed you had

#

oh good

#

ness

#

Just make it into a function

#

and call it from OnDestroyed from your character

gloomy apex
#

Eh, I still havent gotten around to using functions

#

do you mean I should make the spawning of the character inside the function and just have everything in the Character BP

#

or make a function and call it from GM

safe rose
#

Make the function inside GM

#

call it from OnDestroyed in Character BP

#

if you want a quick and dirty way of doing it

gloomy apex
#

Oh btw I just saw why it previously worked, after destroying the actor it was just loading the level again

safe rose
#

yes, which is what I said earlier

gloomy apex
#

the targets are different

#

should I just cast?

safe rose
#

yes

plush yew
#

3 days, also i've just snapped my keyboard in half

#

and put a big hole in my wall

#

there is aparently no fix for this problem

#

have you tried using an older version of visual studio

gloomy apex
#

argh it has been stuck for like 5 mins now, with no cancel button, anyone know a workaround

white magnet
#

@gloomy apex Have you tried clicking continue? I've had that happen to me but clicking continue once or twice usually makes it finish

gloomy apex
#

i alt f4d

#

then restored from memory

#

but yeah i clicked continiue like 10 times, the perforce server we are using is not up atm

unreal harness
#

Hey, has anyone created some new effects for UT4?

#

I personally think the gore needs to be fixed.

#

If not, then it would be greaty appreciated if you do that.

#

You guys are the real heroes of Unreal effects after all.

white magnet
#

Not really a good place to tell people how to mod UT :)

There's a UT Discord with a modding section. Most people here aren't looking to mod.

unreal harness
#

Alright.

plush yew
#

i've tried everything many times

#

always get the same error

#

tempted to ask someone for their sln file and just manually put the slm together myself it'll be quicker

white magnet
#

Have you brought it up to either Microsoft or Unreal Support?

lucid musk
#

Which game template would be best to start with making a game like rumble fighter/getamped2

wild kestrel
#

@unreal harness but if you have quastion realted purly to UE4 editor then feel free to ask here 😃

unreal harness
#

Okay.

#

How do I turn a beam into a cylinder?

#

Like how it was in UT2k4?

white magnet
#

@lucid musk Not familiar with these games but brief look at gameplay makes me think Side Scrolling or Third Person would work. That said either of them will require modification to get even the basics (character and camera movement) working like them. If you're new to the engine, I suggest learning how that stuff is setup.

unreal harness
#

How do I make meshes fade?

lucid musk
#

@white magnet basically 3D action mmorpg.. I've read about the character and camera movements etc . I was told unity for 2D and unreal for 3D . I don't think it's side scrolling

plush yew
#

"visual studio is no longer compatible with Unreal Engine, you'll need to compile it on Linux"

#

someone else who spent 4 months trying to fix the issue lol

#

i'll install linux mint first thing tomorrow then

glossy flame
#

In what context do you see that comment? It comes off as a tad odd to me, haha, but I'm not quite sure of what it's speaking

plush yew
#

someone whos been having the same problems i have

#

and no one was able to help him

#

i've been at it all day

#

17 hours now

#

i can see a pattern

glossy flame
#

I mean, is this speaking about UE4 on Windows?

unreal harness
#

I... I asked a question.

plush yew
#

visual studio installs and runs but i get these errors in setup. I spent 9 hours trying to force install these components but they are aparently unable to be installed no matter what. https://i.imgur.com/17HBW6x.png

I have the entirety of visual studio installed now, its just got done every component and,...
https://i.imgur.com/V4H2WDc.png

when i try to generate project files

glossy flame
#

I mean, it seems like you might have some odd circumstances there, but I can pretty surely tell you Visual Studio isn't incompatible with UE4 all of a sudden :p

#

If that were the case, I think you'd see a lot more outcry, haha.

unreal harness
#

How do I make meshes in the cascade editor fade?

glossy flame
#

Somebody will answer you if they have one; I'm not that person, sorry :/

#

I don't do much with art-ish things

white magnet
#

@unreal harness This channel is pretty general, you can try in #visual-fx

#

Also, UE4 most certainly works with Visual Studio...not sure what that person you're quoting is really trying to say. I strongly suggest going to AnswerHub if you haven't @plush yew

plush yew
#

there's the log and i will, hopeufly someone here knows a fix though inever usually get answers on the answer hub

#

welp told me bos if no one on his team, or no one here can fix it im spending the day in fallout 4 VR since i haven't had a chance to play it yet

late adder
#

What are some ways a Game Engine can be Data-Driven?

weary basalt
#

@late adder Basically anytime you define an configurable value externally that effects how the Engine operates, then it can be considered to be using Data Driven design.

quasi lake
#

Hey bros

#

It seems kinda bigger than the mesh bound itself

#

nvm

quasi lake
#

Anyone knows how to get he collision position when a collider collides with another?

wary wave
#

you can't

#

the reason for this is that there is unlikely to be a single point of contact

quasi lake
#

true

#

Another question,

#

About the mesh collision(physic asset)

#

Here's my phsyic asset

#

Can I know which collider is hit when the mesh collider collides?

#

At the moment I can only get the mesh component,I cannot tell which collider I'm

#

hitting

#

@wary wave

#

Do you know something about this?

wary wave
#

also to my knowledge, not really possible

quasi lake
#

emm

#

Sad story

quasi lake
#

Then how can I get the hit point when my sowrd edge hits the opponent

#

🤔

#

I compromised to another solution

#

Not too bad

frosty copper
#

@frank escarp I know it's late, just wanted to add that Warshit(gaming) titles, and Warthunder are not on steam. Warthunder is, but it merely launches their own launcher and offers steam login in the game. 😛

frosty bloom
#

@quasi lake Sounds like you were looking for TraceComponent, no? 😄

plush yew
#

How do I get location of an actor with blueprints?

frosty bloom
#

GetActorLocation, type it within the blueprint graph

plush yew
#

I mean for the nvidia FleX build*

#

Which seems to not have that

frosty bloom
#

Ah, sorry. Don't know much about that

quasi lake
#

Emm Trace needs an endpoint,which we dont have

frosty bloom
#

Salty, you make 2 sockets, 1 at the end of the sword and 1 in the beginning

plush yew
#

Does it need to be from a specific thing?

#

Like where you make a line ish thing

quasi lake
#

Em that may make sense

frosty bloom
#

Well, it ain't no trade secret tbh

plush yew
#

Like a blue and stuff

quasi lake
#

Take the middle point of the sword then get a normal vector

#

Then trace along this vector

plush yew
#

Welp I'm dumb, I tried to spawn a GetActorLocation from the BeginPlay event

quasi lake
#

But as to some sting moves,this may be wrong

#

normal vector of the sworld hits nothing for sting moves

frosty bloom
#

if(SpecialAttackMove)
{ DoRegularLineTrace.Syntax }
else
{ DoSpecialLineTraceForSting.Syntax }

#

the flexibility all depends on the programmer

quasi lake
#

Some moves could be tricky

#

Like in one move ,there could be mixedup ones

frosty bloom
#

Then all you need to do is work a little with collision channels too & it should work out

quasi lake
#

And the +- direction of the ray also needs to be considered

frosty bloom
#

Hm, not sure I quite follow what you mean, they will only go from A -> B -> C, they will never go B -> A unless specified to do so

quasi lake
#

Em at the moment what i do is just get the middle point of the sword when hitting

#

Um your plan should work too I think

frosty bloom
#

Have you read Ramas blog post about Traces? He got a Component trace in there. Take that knowledge, read up on Component tracing, maybe how Gore system works (Minus the gore I suspect).
He also got another post about weapon collision where he actually gives you the plugin.

quasi lake
#

Cool is there a link?

frosty bloom
#

Oh, 1 sec. That link seems to be some marketplace asset

#

the first one seems to be a mistake on my part, didn't know it was a marketplace plugin. Was a while since i last looked at it

quasi lake
#

I know what trace is..

#

In the first video he didnt show how he got that point

frosty bloom
#

Look at the TraceComponent example usage, switching the vector points to socket locations and you'd be set

quasi lake
#

GetFocalLocation()

#

What is GetFocalLocation()

plush yew
#

I've gotta say, Unreal Engine blueprints are a gift from the gods

quasi lake
#

@frosty bloom

#

I dont quite get it

#

What I see in that example code is

#

Shoot a line from the player location to the enemy's mesh location

frosty bloom
#

Well, the code written in the ExampleUsage isn't specific. What you do Is you get the general idea and then you tweak it to match the functionality you are after for your game

#

GetFocalPoint() returns the location the PlayerController is focused on

quasi lake
#

So how does it work to get sword hit point

#

Is this target for enemy's mesh collision?

frosty bloom
#

No, target is usually self

#

Unless you are calling a function on another BP

quasi lake
#

I dont think so

#

Against a single component

frosty bloom
#

I'd say it like this Target is asking what is calling the LineTrace, such as: Is it your Character that will handle the Trace? If yes self will be more than enough if you are calling it on said Actor.
If you were calling line trace in a Custom Function or similar in it's own blueprint Actor but you want to call it from Character the Target input would be a pointer to that blueprint from which the CustomFunction belongs

quasi lake
#

Em

#

Yeah you are right

#

So the difference between this one and the common trace function is just

frosty bloom
#

That this one is PerBone specific

quasi lake
#

But the common trace also have bone name in the hit

frosty bloom
#

Which isn't always what people want, hence there is a lot of different traces. But in games were body parts fall off a ComponentTrace might be the easiest solution.

#

That is because it returns a struct. Hit Item & Phys Mat & Time doesn't necessarily return anything from that node either. Yet they are there for multiple user cases ( such as other nodes returning FHitResult but with other variables in play)

quasi lake
#

OK then as to a sword collision

#

What should be the start point and end point

#

@frosty bloom

frosty bloom
#

That is not for me to say. You would define that trace depending on either how the sword looks or how you want it to hit foes.
For a general sword I guess the start of the blade to the tip would be a normal user case though.

quasi lake
#

This only applies to the straight forward sword moves

#

For different angles to swing the sword,it could be different

frank escarp
#

for a sword you need to trace perpendicular to the sword

#

you need to trace from the old location into the new one

quasi lake
#

Yeah I thought of that before

frank escarp
quasi lake
#

Take the middle point and make a normal vector

frank escarp
#

from one of my prototypes

#

nono

#

nowhere near as hard as that lol

#

you literally store the old location of the sword sockets

#

for blade start and blade tip

#

and then you trace from the old location to the new location

quasi lake
#

When is old when is new

frank escarp
#

old is the one on the last frame

wary wave
#

old is previous tick, new is current tick

frank escarp
#

you can increase precision by adding more traces

#

in this case, there is nothing really thinner than the space beetween those