#ue4-general

1 messages · Page 155 of 1

frank escarp
#

so it was fine

#

you could also do sphere sweeps, so those line traces are fatter

quasi lake
#

When the old one and new is at a horizontal direction

#

This trace line wont hit the enemy collider

#

Not correct position

frosty bloom
#

Those traces moves with the sword, if your animation strikes upwards the trace will follow suit. (if my assumption is correct)

quasi lake
#

And what is the local position of this point on your sword?

frosty bloom
#

Where ever you want it to be, you specify it

quasi lake
#

That's not about I want the point to be where,we need to get a point get the right positon

#

@frank escarp

#

And what is the local position of this point on your sword?

#

old one ,new one,both need to be set to a location right?

frank escarp
#

not local, its all world space

quasi lake
#

So where

#

Dont tell me you are firing 6 rays

#

6 pairs of points

#

Man waiting for your answer

quasi lake
#

May you answer me about that first

frank escarp
#

FVector start = FMath::Lerp(OldHiltLocation, OldTipLocation, f);
FVector end = FMath::Lerp(HiltLocation, TipLocation, f);

#

f is from 0 to 1 depending on how "far" the trace is, for the iterations

quasi lake
#

Is HiltLocation the root of sword?

flat locust
#

Hey I have a short question. Maybe you will laugh because it is so obvious but i cant find it out. I tried to play a little bit withe the geometies like boxes and I want to split the Object with the geometic editor mode, but I dont know how to mark one face of a box.

frank escarp
#

red is old, green is new

#

the "f" in that paste above is "how far" the trace is, beetween the hilt and the tip

flat locust
#

What button do I have to press so one face of an object turns orrange?

frank escarp
#

thats why i use a Lerp

quasi lake
#

So how do you get this f

frank escarp
#

read the code

#

literallly EVERYTHING is there

quasi lake
#

ok

frank escarp
#

or you can pay 5 dollars for a blueprint plugin that all it has is that specific function

quasi lake
#

No I just want to know how it works

#

ok, so you're firing "iteration" times of trace ?

frank escarp
#

yes

quasi lake
#

So how do you determine which result to use?

#

The codes contains much other information sorry for my asking

#

I finish reading the code

#

You choose the nearest impact point

#

Em this is not the problem

quasi lake
#

This solustion could cause some deviation when the tip hits the surface while the hilt doesnt but the hilt still traces the surface successfully

#

Can be accepted though

#

Final question is,how do you prevent second hit happening while the sword is still in damage state

#

With collider solution the collision wont happen again cuz it uses the onoverlap

frank escarp
#

@quasi lake you disable the sword tracing

#

until it hits nothing

#

and then enable the sword again

#

well, not the tracing

#

the damage logic

tiny prawn
#

Has anyone had this issue? Some time after updating from 4.10 to 4.17 my build time has changed from 10 minutes to 5+ hours.Is there a cache or something that needs to be cleared? The compile package is about 800MB and of of the other developers can publish in about 10 minutes still i seem to be the special flower of the pack...

thorn cradle
#

Which class should i use for a weapon ?

#

Actor ?

tiny prawn
#

UObject or Actor either or

wary wave
#

Actor would make the most sense

#

though it could also be a component

quasi lake
#

@frank escarp eh,there could be other enemies

thorn cradle
#

Well the weapon system im going for is that the weapon is a blueprint

#

with all it's settings on it's blueprint e.g. ammo and that stuff

#

it gets attached to the player's first person mesh

#

and anims are done on it

quasi lake
#

When I hit this guy,this guy should not be hit anymore during this move,but other guys still should be able to be hit

#

Em ,maybe I maintain an actor list that has been hit during this move

#

Every actor has 0.2 behit cd time

#

This will cost some extra calculation for cpu,but worthwhile I suppose

#

Then this solution is complete thanks man

#

@frank escarp

upbeat tendon
#

I am trying to understand why the swarm agent doesn't always kick off err load

tiny prawn
#

what room would i be able to go to for packaging questions?

quasi lake
#

here

tiny prawn
#

im going insane with this issue...

#

i just dont see what would make packageing go from 10 minutes to hours

grim ore
#

have you tried the good old nuke it all and do it again approach? Nuke your UE4 installs, your epic folders for temp stuff, your DDC folder, then re download the launcher/engine and the source from your repo?

frank escarp
#

@quasi lake yes, that is exactly what i do myself

#

on this enemies, they can only attack each thing once per attack

#

so they have an array of the stuff they have already hit

quasi lake
#

Heros share same idea

nova heath
#

Would this be the proper place to ask about Complex Collision in UE4?

mint raptor
nova heath
#

Thanks

drifting ocean
#

Anyone have any ideas on where to look for help on arbitrary editor performance drops? I'm running a fairly decent machine and generally have around 4ms frametimes in this scene, but occassionally it drops to to something stupid like 50 and everything chugs. I'm assuming this is just Windows10 fucking with me ?

#

Can't see anything else using CPU time so very confused

#

Apparently the Epic games launcher is using more GPU power than the editor according to Windows.....

upper heart
#

more gpu or cpu power?

#

I've seen the launcher munch on my cpu. I normally don't keep it open. I only open it if I'm downloading something with it.

drifting ocean
#

Honestly not sure what's going on, don't have a lot of GPU nor CPU usage by anything visible when it starts chugging

#

And nothing else is slow except the editor

tiny prawn
#

@grim ore >.< that would send me into holiday trying to get a defect fixed for the QA Depo to start testing.

thorn cradle
#

in c++ should i name accronyms as NASA or Nasa ?

grim ore
#

@drifting ocean check to see if you have the default setting of slow down the editor when its in the background turned on in preferences. Maybe something is causing it to lose focus. Alternately I had issues similar to that when I had an overlay program on such as Afterburner or anything else that shows GPU FPS

drifting ocean
#

Thanks, will do. Do you know what the setting is called?

magic sedge
#

Hello!

#

Thanks!

drifting ocean
#

Found it

#

General-Performance if anyone else is also interested

magic sedge
#

@drifting ocean Huh?

drifting ocean
#

In regards to my question

magic sedge
#

@drifting ocean Oh ok

drifting ocean
#

Did you import those textures properly? That tutorial isn't using startercontent assets @magic sedge

magic sedge
#

@drifting ocean Lemme see...

#

Yeah I did import them properly @drifting ocean

drifting ocean
#

So the issue is that they show up when you just search the content browser but not when you search through the Texture sample in the material?

#

Have you tried just dragging and dropping it from the content browser?

magic sedge
#

@drifting ocean Hold on...

#

@drifting ocean It ain't in the Content Browser either.

drifting ocean
#

Then it probably didn't actually import correctly

magic sedge
#

@drifting ocean Hmm...

#

Lemme double check

#

I'm re-doing it all over again.

#

@drifting ocean What does this mean: "If you have your own meshes to import, this section is for you."

#

I don't think I have my own mesh.

#

@drifting ocean

vale osprey
#

@drifting ocean discord pop-ups since some update, de-focus editor window on win7.

magic sedge
#

@vale osprey Hello! Could you please help me?

vale osprey
#

Not necessary a discord specific issue, might be some windows update

magic sedge
#

it's* said that "If you have your own meshes to import, this section is for you." I don't think I have my own mesh to work with.

#

So....I shouldn't do the page/link?

#

I'm confused.

vale osprey
#

Then don’t import

#

Not sure what your question is

upbeat tendon
#

i don't know much about this, i am to create a third person shooter, i am having issues figuring out what i should be doing with the aiming solution and camera. if i go for something like dead space, the character seems to be offset to the left and the aim seems a bit odd as that character is always aiming to the right

vale osprey
#

@magic sedge If you need some example meshes and textures to work with, you can add starter content into your project when you create project

magic sedge
#

@vale osprey I did

vale osprey
#

That rock texture is not necessary there

magic sedge
#

@vale osprey My question is...should I do the page or not? I don't have my own mesh to import, so I shouldn't bother doing the page anyway. But I'm not sure that's the path to go.

#

@vale osprey Or does the page go for those who have meshes of their own to import and who don't.

vale osprey
#

don't bother with it, you can skip to another tutorial or just use some other textures or meshes

#

@upbeat tendon there are different ways to solve it, for example your character can aim in parallel to your aiming vector

#

where your character looks at and where he shoots, doesn't have to be the same direction

upbeat tendon
#

i wonder if having the character project a laser into the scene would feel better

vale osprey
#

it might, try it out and see

#

it will depend on many things, like how far your character is offset from camera, how camera moves

#

what kind of crosshair you have - larger crosshair hides mis-alignment better

upbeat tendon
#

i am using some samples for learning

#

i think i will try and put some direct control over some bones, animation seems to cause issues

tranquil bone
#

Hello!

magic sedge
#

@vale osprey Oh ok. Thanks!

#

@tranquil bone Eyyyy! 😄

restive eagle
magic sedge
#

@vale osprey So don't bother with the Rock mesh I'm trying to figure out?

tranquil bone
#

Im trying to make manuelbastionini characters use the default UE4 manniquine does anyone know how to do it i cant get it to work

vale osprey
#

@magic sedge yes, you can use any pair of diffuse and normal texture just fine. There are starter asset pack. You can select it in UE4 launcher and add into your project - there is a button for that.

magic sedge
#

I believe I had that selected @vale osprey

#

@vale osprey How do I check though if I do have it while I'm working in the project?

vale osprey
#

There will be a folder in your assets

magic sedge
#

I don't want to have to start all over again just to make sure I have the starter content assets.

#

Yup! It's here!

#

The folder is StarterContent.

#

I'm already done with my issue.

vale osprey
#

Good, there are some textures you can use

magic sedge
#

The output looked at least quite similar to what I'm copying.

#

I should be good 😄

vale osprey
#

It’s fine, don’t get stuck on those things, just move on

magic sedge
#

Thanks! 😄

queen arch
#

Unreal is great and I'll never ever ever going to leave it. Ever.

#

(I just tried unity)

#

(for a week)

cursive dirge
#

you liked Unity?

#

they do many things better in Unity (and many things worse)

queen arch
#

I can't believe people are using this shit

cursive dirge
#

UE4 or Unity? :p

queen arch
#

unity

cursive dirge
#

every game engine out there is shit on it's own way

queen arch
#

It's like comparing windows 10 to windows 98

cursive dirge
#

well, win10 is more bloated for sure

frank escarp
#
On February 14, 2016, Defendants moved forward with their plan for Squadron 42 notwithstanding their failure to obtain a license and began offering the video game for separate purchase. As a result, Defendants are intentionally and willfully using CryEngine without a license and in violation of copyright laws.
On December 23, 2016, in reference to Star Citizen and Squadron 42, Defendants announced that "[b]oth games are currently in development and are backed by a record-breaking $139 million crowd funded effort." ```
#

we got drama boysss

#

Crytek suing star citizien

cursive dirge
frank escarp
#

becouse they say the license was for star citizien only, and that "squadron 42" wasnt in the deal

teal tulip
#

@queen arch your windows 98 have better light than your windows 10 then

#

All depends and if you're new in all of then can't really compare at all the engines, as the food you don't get how make the different foods in 1 week

#

each tool have pros and cons

magic sedge
#

@teal tulip Preach!

teal tulip
#

wat

tame bluff
#

Are there any guides for properly downloading and maintaining a UE4 source?

#

On github, that is.

#

so I have source control

glossy flame
#

There's a guide to cloning and building it on the repo page, not sure exactly what you mean by "maintaining"—that might be somewhat out of the scope of the UE4 repo itself

#

If you're not familiar with basic Git operations like pulling new changes and checking out different branches, I would do that, as it'll help pretty universally in any project using Git

fiery harbor
#

@frank escarp I don't see why that even matters. squadron 42 isn't released yet, so there is no problem. and they are using the the Amazon engine now, so no more cryengine.

livid haven
#

Lots of factors in the whole thing, but it really isn't #ue4-general material.

fiery harbor
#

well, #general was also about general game industry stuff, so I would kinda say it fits here

white magnet
#

CryEngine talk doesn't have much to do with Unreal talk 😃

livid haven
#

Uh, I don't think "on-topic" is an issue in #lounge

white magnet
#

Also the channel description: "General discussion about Unreal Engine that doesn't fit in other channels."

livid haven
#

Talking about CryEngine with respect to Unreal? Sure.

#

Talking about CryTek suing CIG over Star Citizen, though, doesn't really have any connection to UE.

fiery harbor
#

well, I never look at #lounge, thats a place for memes and people who want to dicsuss politics. something like crytek suing against star citizen is super interesting though and related to the game industry, so I wanna read about it in a channel like this

livid haven
#

I get that, but whether that's what we want doesn't mean that's what makes sense. 🤷 Lounge is, unfortunately, a bunch of totally random garbage rather than casual off-topic conversation.

white magnet
#

If you want, you can probably talk with Mods and discuss having a Game Biz/Game News channel

fierce tulip
#

i just threw it into the mod-chat

nova heath
#

Is there a simple way to set global constants?

I'd like to be able to set things that are reused constantly throught the game that need to be consistent i.e. Grid Size.

grim ore
#

Your game mode is almost always available, you could store some in there if using just blueprints.

#

Other things I have seen is making a new global class in c++ and exposing that for common stuff

keen juniper
#

@nova heath is this in c++ or blueprints only?

nova heath
#

@keen juniper It's presently Blueprints only, I wanted to add C++ class but currently I have a bug that causes linker errors if you add any C++ class, not sure why.

keen juniper
#

In that case I'd put it in your game instance

#

Make a custom blueprint overriding GameInstance, then in Project Settings change Game Instance Class

#

You can get GameInstance from just about anywhere

nova heath
#

Ah gotcha, those were the keywords I needed. I saw weird suggestions about adding actors to the lever or saving using SaveGame to do it, seemed there had to be a better way.

keen juniper
#

Yeah don't do that 😛

#

You'll have to cast it to your custom class, but it's still a singleton which is what you're looking for

nova heath
#

Is it difficult to blend C++\Blueprints assuming both are working?

#

Seems there's usually a blueprint way of accessing things.

weary basalt
#

Blending C++ and BP is pretty common.

keen juniper
#

Yeah I haven't ever seen anyone do a pure C++ project to completion

warm mountain
#

hey guys quick question on optimization

#

i see that ubisoft games they actually have geometry or height done to their brick walls

#

is it better to model the bricks or leave it to height maps?

#

especially in building a large map where all the walls are modular assets

weary basalt
#

Do you have an example image of what your talking about, because that explanation is really vauge

warm mountain
#

let me find one

#

logging into watchdogs rq

#

dang it can't find it atm

#

thing is I notice some brick walls in the game

#

they seem to have modeled all the bricks

weary basalt
#

Im going to assume that your probably talking about Tesselation or POM

warm mountain
#

yea I'm wondering if they used the engine to do it or did they really model all those bricks for the walls

#

it would make sense to use a height map or something to push the bricks out

#

with tesselation

#

but wouldn't that be hella expensive on the gpu to handle?

weary basalt
#

The engine would most likely be using some sort of map to determine how to project the material

keen juniper
#

they probably heightmapped it via a shader if you're sure it's not just a really good bumpmap

warm mountain
#

hmm

#

yea that sounds fair enough

#

it wouldn't make sense for them to create special walls for all their brick assets

#

and there are tons of them all over the map

keen juniper
#

I don't think many people really investigate the texture stretching on cement between bricks in a brick wall in their games

warm mountain
#

fair enough

#

it doesn't seem very consistent though

#

some of their walls have it and some do

#

I just feel it would have been more optimized to just leave all of them flat haha

weary basalt
#

It probably would have but that area you see them in may hold an important cutscene or something like that

#

So they can afford to spend an little more resources on that area to make it look nicer

#

Since its going to be directly in the players face at some point

keen juniper
#

^^ Or alternatively, different artists

weary basalt
#

That to

warm mountain
#

gotcha

#

I think I'm getting the gist of it

#

I need to fix the roughness map though

nova heath
#

I want to dynamically fill a menu with objects of the desired type.

#

I'd like to avoid having an Object Library that I have to fill out manually.

keen juniper
#

GameInstance and AssetManager! There's very little documentation (I think this was introduced in 4.17 or 4.18) sadly

nova heath
#

Yeah I've seen AssetManager, I've tried lots of methods of getting the correct class name but they always return nothing.

i.e. BP_Stone_Wall_400x400 while the blueprint name is not the class name.

#

There's a way of doing it by path, but I couldn't find a path that worked? I tried both absolute and relative.

keen juniper
#

There's a bit of overhead when using AssetManager - you have to scan paths, then get asset IDs, then load the asset IDs, then store them somewhere in your game instance

#

My paths use /Game/* (so for loading a DataAsset from /BP/Ships, the path is /Game/BP/Ships)

nova heath
#

Ah okay so it is relative, just not relative from where I thought it was.

#

I was using /Content/

#

/Content/Placeables/Walls for example.

#

You're a goddamn hero.

grim juniper
#

I have a potentially easy to answer question. Is there a way to prevent two decals to not add on top of each other? Since spline decals aren't a thing I'm trying to place decals along a spline, but since they're at different angles I'll need them to overlap a little to prevent gaps. The problem is you can see the overlap, and I don't know how to prevent it.

south ridge
#

@grim juniper You can do spline decals

#

Through mesh decals

#

Or well... they will not project onto surface

#

But they can be attached to a spline

grim juniper
#

Yeah, I'd need them to project onto the surface or else there'll be areas where the lines seem to float.

south ridge
#

Is your game VR?

#

If your game isn't VR, you can get by with raytracing against your surface and placing mesh decals along it as a spline, the small bias error won't make any difference visually

#

The mesh decals will render on top of pixels they cover up (so there is no easily visible shift for small offsets), though they will not match up to surface 1:1

#

Depends on what kinda effect you're trying to do and what's your target surface

grim juniper
#

The thing is the surface itself is made of spline meshes. I'm trying to make a road tool with editable lines.

south ridge
#

How editable?

#

Let me clarify, do the lines only follow road contours (with minor bends sometimes) or can they be very arbitrary?

#

In other words, is axis of the line mostly coincident with road axis or you want to support arbitrary contours?

grim juniper
#

I guess it'd be more arbitrary at times. I've already tried using spline meshes for the lines. It sort of worked, but I was running into issues when the road banked or had elevation changtes that could be solved if they were proper decals. I'm at least trying out what is possible with decals at the moment to see if I can use them.

south ridge
#

Well, you might be able to prevent overlap by enabling DBuffer and using it for decals instead

#

DBuffer is a separate rendertarget, decals get rendered into DBuffer before they are mixed in with the scene

#

I don't know if there's an option already that would overwrite decal on top of another (instead of mixing them), but you can certainly modify the behavior in C++

grim juniper
#

DBuffer seems to work as long as opacity is set to 1. I'm also not sure what it'll look like if I use a proper texture instead of a solid color for testing.

#

Thanks, this works at least for now. I'll have to dig into it more later since I might want them to be somewhat translucent.

grim juniper
#

Oh my goodness... this is awkward... so the reason you can see the overlap in the image I posted above is actually because I have the blueprint selected and it highlights all the decals. The highlight adds onto itself. 🤦

south ridge
#

So the way they blend normally results in no visible overlap in your case? 😛

grim juniper
#

At least with solid colors that aren't translucent.

#

I'll see what it looks like with an actual texture

candid verge
#

Hi, I was wondering if anyone could tell me how to improve Unreal's compile time? I tried looking it up but the most time people had with theirs with a few minutes. Mine takes upwards of 20 minutes even with a digit change in the code : - /

wary wave
#

better processor, more memory, that's about it really

#

20 minutes does sound excessive

candid verge
#

I'm not even sure what's causing it though, my system has the same specs as the one I use at university yet it has 30 second compile times.

digital anchor
#

if you changed engine versions middle project you may want to delete intermediate, saved and bin and derived data cache and recompile everything

#

that fixed for me once

candid verge
#

Hmm, that's worth trying I suppose. Thanks I'll give it a go.

digital anchor
#

(will take a while to recompile everything)

fair violet
#

@Safebox#2116 are you changing any of the engine source, especially header files? Some of those can take forever even changing one digit.

candid verge
#

No, it's only been the one CPP file thus far.

fair violet
#

20 mins definitely is crazy then

cloud cobalt
#

What kind of hardware are you running ?

#

Having the project on a SSD is a must, in terms of build time, but 20 minutes sounds way excessive, even with a shitty CPU

candid verge
#

It's on an HDD. CPU is relatively decent, it was only upgraded a year ago. Having said that, it seems to be using nearly 100% RAM and Disk Usage on the Task Manager.

wary wave
#

How much memory do you have?

#

100% disk usage also sounds suspicious

#

I'm suspecting this is Windows 10?

candid verge
#

Windows 8, not 8.1 or 10. Only 6gb

green cape
#

@candid verge It sounds like a problem where the search index process hogs Disk Usage and RAM. When compiling check the search index process and end it.

#

This is in task manager of course.

candid verge
#

Search Index process is already ended. I stop it every time I turn the pc on

paper cedar
#

yo I know this is a bit of a stupid question, but can you run outside a skybox?

#

let's say I have an infinitely expanding map that goes along with it

wary wave
#

Unreal doesn't really have skyboxes

#

(so the question is redundant)

#

IIRC the last engine version to use skyboxes was UE2, the feature didn't even make it into UE3?

keen birch
#

That said, you'll be using sky-domes, which is basically the same thing but different

wary wave
#

it's completely different, it's just a mesh

keen birch
#

And you'll probably want to make them A. Very big and if B. not big enough for some reason just make them move with the player

wary wave
#

I'd move it with the player

keen birch
#

If you make it too small it'll collide with the visible world, though, which looks really bad

paper cedar
#

Making it move with the world seems like the best option to me ( my solution so far)

#

just add some expo height fog to shade off the distance

candid verge
#

Just a possible alternative that I use myself in Unity for pseudo-skyboxes, maybe try putting the sky-dome as a child / component of the player?

paper cedar
#

ah putting it as a child component, didn't think of that one

#

might turn out simpler that way, thanks 😃

wary wave
#

which stat command lets me see the number of draw calls?

#

for some reason I can't find it

warm mountain
#

is vertex color in ue 4.18 broken?

#

I can't seem to paint anything at all with it

wary wave
#

ah wait, got it

#

SceneRendering

warm mountain
#

nvm just fixed it

frank escarp
#

@wary wave stat RHI tends to be better for it

wary wave
#

doesn't include draw calls

frank escarp
#

it does

wary wave
#

ah wait, yes it does

#

the d3d specific ones don't

#

documentation on stat commands really needs updating, because it's all pretty wrong now

#

lots of commands missing, and various stats moved between stat commands D:

warm mountain
#

i might be wrong

#

but I'm starting to realize most houses in games are modeled as a whole and aren't modular wall by wall

#

thats more for interiors apparently

#

building exteriors seem to be modelled from the outside relatively whole with some additional geometry on occasion

celest creek
#

Morning morning. For some. Sooooo... I am using dynamic material (unlit) in a mobile game, on an iPhone7 it runs just fine but in the mobile preview (ES2) they don't show up at all. What's the deal here - I'm trying to read up on it but thought ES2 is what I'd see on a mobile device as well (which I would've expected to match UE's ES2, which in my case is, again, black)?

fierce tulip
#

ES2 is quite old

#

ive tried setting it to a more current shader setup but it never sticks for me

celest creek
#

So if I try it on, let's say an iPhone 5 I should expect it to be match UE's ES2?

fierce tulip
#

so ignore most es2 errors unless its a really cheap fix that doesnt affect the end result

celest creek
#

Or do you mean UE is misleading here?

#

Ah

fierce tulip
#

its just for much older shading systems on ios/android

tame bluff
#

Hey folks, I forked UE4, cloned it locally, and tried to run Setup, it ran fine the first time, but when I try running the Generate Project Files I get the following error(edited)

I tried re-running setup but it's stuck at "checking dependencies"
Any suggestions?

celest creek
#

Right, but is that tied in with old hardware or software?

fierce tulip
#

most of my materials have a handfull of es2 errors, yet run fine on most newer ios devices

celest creek
#

Meaning if it's hardware I might get errors on old mobile devices, if it's software I should be fine..?

fierce tulip
#

iunno, both? :p

celest creek
#

Right right.. 😃 I guess I'll dust off some of my old devices and try it..

fierce tulip
#

you can always add a quality switch and use something cheaper for lower end stuff

celest creek
#

Oh, and I believe you helped me the other day with that hueShift issue - I think I solved it by putting together an HSVtoRGB material function so I can do my own hue shift, then convert back.

fierce tulip
#

interesting

celest creek
#

Yes, but it's unlit and not using any fancy stuff apart from a dynamic material (I'm rotating colours at game time, flashing and stuff), so not sure how I can make it cheaper - short of having an image sequence with said colour rotations baked in, which is a silly fix imo, and probably close to unmanageable with all the different combinations I need.

#

So my hueShift is then just an add, of course, at HSV mode. We'll see how that works out once I've put my sandbox test into the game but it's not superheavy I'd like to think (the S and V leave a lot to wish for in my implementation but saves overhead, just needed the H).

fierce tulip
#

for some effects I do have a "rainbow" texture that pans over the effect, and have a hueshift change the colors as well.
its fricking orgasmic eye candy hehe

celest creek
#

sounds like it haha

fierce tulip
celest creek
#

That's how I feel after having play tested my game for too long

fierce tulip
#

hehe

celest creek
#

I guess one could try blending in RGB: 1,0,0 - 0,1,0 - 0,0,1 images on top of each other in some way.. but that would still need dynamic materials which is what I believe is causing the ES2 problem. Meh. I'll rip a bunch of stuff out and try to see if a super simple dynamic material still shows up black, and if it does.... sigh.. maybe I'll rework it.

fierce tulip
#

you'll manage 😃

celest creek
#

So you're doing mobile dev right?

fierce tulip
#

for one of my clients yes

celest creek
#

I hear it's pretty tough.. I have yet to release anything..

#

Tough to get decent sales I mean

fierce tulip
#

all I need to do is make sure its low on instructions and such, so far not much problems

#

the rest is in the clients hands hehe

celest creek
#

Ah, so optimization work

#

nice 😃

fierce tulip
#

i do vfx, shaders, and adding live to the environments

celest creek
#

ah cool

#

I'm trying to do it all here myself, challenging, but that's how I like it 😃

#

...most of the time.... -______________-

celest creek
#

Gorgeous.

fierce tulip
#

I getthe static env's, and just add some effects & shader magic to stuff

#

and now I need to do the dishes XD

celest creek
#

Cool. Don't have anything online to show yet, I guess if you watch Star Trek Discovery you could see what I normally do for a living.. (vfx)

#

Dishes ain't gonna dish themselves!

fierce tulip
#

yea I did watch STD

#

hehe STD

#

its a bit different from regular star-trek, but im fine with it being more action focussed and less stand-alone episodes

#

great work on the vfx 😃 i always love watching vfx, pause it, replay frame for frame, and move on

pallid compass
#

Does anyone have a clue why in maya if u have a group selected and export, it does not export everything in the group

bitter iris
fierce tulip
#

congrats!

bitter iris
#

Thanks dude

#

Wouldn't of happened without this awesome community

frosty bloom
#

Wow, nice one Jordan 😮

#

You going to love it.

bitter iris
#

I am just not loving the heat of it

#

So I've ordered an NZXT G12 and a 240mm Water cooler

frosty bloom
#

A beast! I use the Corsair Hydro H100i v2

grim ore
#

The easiest solution to too much heat is to just move somewhere that is cooler 😛

bitter iris
#

Oh apperently I purchased the H55 fk

#

oh well

#

@grim ore Okay I've booked tickets to live in antartica

#

😂

frosty bloom
#

Just get a big case and put a lot of fans with that water cooler and you'll be good 😄

bitter iris
#

Won't work like that tbf

#

I have 12 fans right now

#

360mm AIO for my cpu

#

Pushed my CPU to 5.2 ghz

frosty bloom
#

you have to have like a Big Tower to get that many fans in right? or are they like 80-100mm?

bitter iris
#

most are 120mm

#

all front are 140mm

#

Just hoping I still have the modding techniques when i used to do PC modding

frosty bloom
#

I see. I have a mid tower case, 3 fans at 140mm and 2 at 120mm, 2 fans at 40mm or something. Works really good for my setup. Keeps the computer at 27-29 celsius at all time

bitter iris
#

At load?

frosty bloom
#

Yeah

bitter iris
#

below 30 degrees at load?

#

Whatyou cooling it with LN2?

frosty bloom
#

Load means at startup right? I'm not 100% what you mean 😄

bitter iris
#

no

#

Load means when you have UE4 or games running

#

Idle temps is what I think you mean

frosty bloom
#

Oh. I can't push my computer above 15% in any off them tbh. I've been able to push my comp to 32 celcius once, with fortnite, 5 UE4 projects open and a ton of browsers etc

bitter iris
#

Think your temps are being calculated wrong tbf

frosty bloom
#

There is a test somewhere I've heard tho. I could google for one and see if it can push some

bitter iris
#

Ahh okay

frosty bloom
#

Nope, brand new setup. I can even feelhow cold it is. (I'm not sure if its faranite or celcius tho)

bitter iris
#

Well time for me to kill my brain cells tryna work out how to make cutting trees then adding to inventory

frosty bloom
#

Have fun with those, 2 functions that both needs a lot of love to feel good 😉

bitter iris
#

i dont even know where to start

#

haha

#

I've been focusing on creating a map that is suitable

#

Its 256km^2 so took me a while so now to start on gameplay

frosty bloom
#

Nice, I'm 1 year ~ into my project. Still in that starting cube lol

bitter iris
#

lmao

#

People moan at me for starting with the map

#

I'm not bothered how long it takes me, my aim isnt money or fame its impressing people an allowing them to enjoy their experience

frosty bloom
#

I save the graphics til last tbh, there is a ton of stuff that needs to be done and the graphics just ain't that highly prioritized in my list

bitter iris
#

i guess im just nervous to start gameplay thats why i started with the map

#

feel like an idiot that i cant do anything others can

wary wave
#

if you make the map first, you don't know if the gameplay will fit it

#

you should really work the other way around

frosty bloom
#

Well, graphic is usually a soft start into game dev. I started out with designing stuff too. Now I barely got time to even look at it lol

bitter iris
#

I've always worked like it in university an stuff

wary wave
#

build coherent gameplay, ensure that it works and feels right, and then build the final map

bitter iris
#

guess im just a backwards child 😂

wary wave
#

the process doesn't work that way around - it's like designing what a car should look like before you've designed the engine

#

you don't want to waste time on that frame only to discover the engine doesn't fit

bitter iris
#

yeah i understand

#

just how ive always worked

frosty bloom
#

I strongly have to agree with that opinion. Even if it's uncomfortable doing something you don't know how to do being in your comfort zone never lead to anything good in life

bitter iris
#

It's been successful in graphics design at university

#

Worked for a lot of companies earning a successful wage

#

But I guess Game dev is completely different style of work

wary wave
#

game development is engineering

#

graphic design is design, and much, much less complex

bitter iris
#

i kn ow

fierce tulip
#

first, some vert slices, then loads of testing shit, improving upon vert slices, loads of devving, and then finish the game without even a percentage of visuals done. (and a lot of steps in between that im too lazy to write out)

celest creek
#

@fierce tulip Thanks! It's a pretty hectic schedule so it's not always looking like feature-level vfx but for TV I think it's not too bad.

fierce tulip
#

as long as it not noticable for general public its generally fine.

#

loved the tardibeast-thing & its interaction with the spores

celest creek
#

haha thanks, yeah he was fun to work with. 😃 I must admit I was like wtf when I read it but it kinda worked out... I'll let the team know people on UE slackers liked it. 😃

fierce tulip
#

@celest creek see DM

bitter iris
#

Anyone know anything about ADSing can you help #blueprint

tiny prawn
#

Anyone know about FDisplayMetrics that can help me over in c++? Im not getting any display data from this function anymore at all

tame bluff
#

Anyone able to help?

#

I've searched and tried various things and can't resolve it

#

:<

bitter iris
tame bluff
#

@bitter iris I'm in Version 2017 Community

#

will that make a difference?

tame bluff
#

Also solution explorer is empty

plush yew
#

anyone know how i can reverse the hood so it fits properly?

bitter iris
#

@tame bluff Tbh I have no idea i just found that link from the error

tame bluff
#

Oh okay 😦

austere finch
#

@plush yew Is the hood attached with shoulders?

#

Actually it's attached the head, that's why.

heavy yew
#

See, i WOULD try to make a shooter game but i allways imagined enemy AI as something beyond my ability.

plush yew
#

@ZephyrExtreme#3201 yeah ive attached it to shoulders aswell but it does the same

tranquil bone
#

can anyone reccomend anythng to help me get started with animation ive never been good with it and want to try to be able to animate 2 legged animals and 4 legged animals

bitter iris
#

Mixamo or mess with the Anim pack that ue4 provides

#

then eventually go into 3ds max or something

austere finch
#

@plush yew One thing you can do is add a little rotation to the upper body in the direction of head, it should make the upper body move with the hoodie as well, this should cover it up. Not really pro in it so can't say much

tranquil bone
#

@bitter iris ive used mixamo and the anim pack and they dont really acomplise what i want to spefically do

pallid compass
#

Just curious, how flexiable are ISM and HISM?

#

like

#

Can u change material paramaters?

#

rotation of each one

#

etc

pallid compass
#

man whats that node called

#

to blend animation states / anim montages

#

before the final anim pose

teal tulip
#

@pallid compass well are static, no flexible

#

No, must be the same mesh and the same material

#

but you can change the location and rotation aswell the scale I think

south ridge
#

General question - what do I need to enable in firewall for Swarm to work?

#

The current situation is - I've got full permissions on swarm coordinator and swarm agent, but it only manages to ping the coordinator when I disable firewall completely

#

So I'm wondering what else is it probing that's blocked on my machine, other than swarm stuff itself

#

I think it was relying on Windows pinging to check machine status, it seems like enabling pings worked

#

But it seems like pings is not the only thing it wants

safe rose
#

I just disable it all when I want to do Swarm

#

w agents

south ridge
#

Well, it seems like swarm isn't distributing the right sort of load to clients anyway

#

I can see the second machine crunching some numbers, but I don't see how it contributes to total build time

#

"Processing mappings" seems to run only on local swarm client

safe rose
#

?

#

You should see how much each contributed

south ridge
#

Both clients fire off some initial calculations in parallel (lets say for 100 seconds total), then I can see local client processing mappings for 700 more seconds

#

I don't understand what process mappings is, but I guess it's something that ends up being done by only a few cores out of 20 total involved

#

Because even on local machine I can see only 2-3 cores doing process mappings for a long time

#

I have a handful of objects with very large lightmaps, so I think that might be the reason

#

Dunno if I'm right or wrong. It would make sense that those few large objects would take up a lot of time, so there's no performance gain from spreading it out over several machines since only few cores are handling those specific big objects

fair violet
#

@south ridge Correct- large lightmaps will take longer no matter how many threads you have available, so everything has to wait until they complete.

floral heart
#

Does it do the same for Epic's Zen Garden project? Because there's a thread about CPU perf, and a 16 core cpu has twice the speed of an 8 core in that project. But I've also seen claims that large lightmaps seem to take up a single thread.

Which is especially weird since Zen Garden doesn't even appear to have 16 lightmapped objects, and one of them, though only 256, is larger than the rest.

fair violet
#

@south ridge However if you have a large amount of objects with similarly sized lightmaps, more threads / CPUs can spread this load nicely

south ridge
#

@fair violet makes sense then

#

@floral heart I don't know, but from what little I know, "process mapping" is something that's per-object. I have a lot of small objects, but there are five huge ones with 2048 (or 1024) sized lightmaps, so it would make sense that those would be glaringly obviously taking a long time

#

I don't really want to break it down into more objects. It's a singular very big mesh already broken down into five pieces

fair violet
#

2048 is pretty huge

#

Can you drop it down and notice significant quality loss with textures / lighting?

south ridge
#

Yes and no

#

Yes I can notice immediate loss of quality, but no, at this stage it's just preview quality and we're not optimizing this yet

#

So it's probable that we might be able to modify it a little bit in the future

#

But as far as lightmap density goes, 2048 results in ideal density by UE4 defaults

fair violet
#

I never really go over 512 unless it’s a large surface or doing an archviz / light study project

#

Unless shadow quality is very important, it might not make the biggest difference if you drop it down. Plus you’ll get much faster build times!

#

You can also optimize your lightmap to favour the faces that are seen most in the level, so you can essentially double the resolution of a prominent wall face and make the backside shell much smaller if the player won’t be able to get close

floral heart
#

I had a bizarre idea. Putting a hero asset into a sublevel so you can bake the hero asset separately. I've never used sublevels before.

frank escarp
#

@floral heart you cant

#

how are you going to put it on its place later

#

you can if then you dont move it

#

but only if you dont move it and you dont add it twice

fair violet
#

Even still it'll take the same amount of time as baking with the level- one thread will still be used to bake the lightmap

frank escarp
#

no, it will be far faster

floral heart
#

Is adding it twice a thing... oh right, multiples of the same sublevel.

frank escarp
#

becouse it doesnt need to bounce lights around the map

#

@floral heart if you just use the completely normal level streaming/layer feature, then it might work

#

but it willl definitely not work if you want to move it

fair violet
#

It wouldn't get correct GI then though right which would eliminate the point of baked lights? I've never really looked into sub levels etc

frank escarp
#

yup, it wouldnt get the perfect GI

#

but you could sublevel the hero asset and its inmediate surrounding

south ridge
#

@fair violet Yeah, it's a big asset where shadow quality matters and lighting conditions are very unconventional (most of brightness comes from indirect lighting)

frank escarp
#

but of course good luck "syncing" it

fair violet
#

@south ridge Ah yeah in that case it may be impossible to avoid high resolutions.

south ridge
#

(it's a subway train station, the ceiling is painted white and lamps are mostly directed to reflect off the ceiling)

floral heart
#

Might even be better if the wider area isn't ideal lighting for it, since hero assets often get customized lighting sources.

fair violet
#

@floral heart It could look very out of place in comparison to the rest of the scene

south ridge
#

There's very little direct light here, lots of indirect lighting, lots of complex speculars, lots of things that UE4 doesn't render, but we have to hack it in somehow

fair violet
#

@south ridge Try also playing with overkill sphere / box reflection capture values

south ridge
#

More resolution?

fair violet
#

Can get some cool results when balancing the GI amount / reflection capture amounts etc

#

Resolution might not hurt but even just the intensity

#

Sometimes dropping the GI real low and boosting the reflection captures can actually turn out ok

#

Really old scene^^ but it was made with the most stupid values on reflection captures

south ridge
#

Interesting. What do you mean by dropping GI btw? The movables/dynamic objects are lit alright, we mostly have issues with reflections with static surfaces

fair violet
#

Dropping the GI as in the Global Illumination value in the post process settings

south ridge
#

Ah

#

Lets see...

fair violet
#

Have a play around- also can get nice different looks with things like the environment intensity in lightmass too

#

Just to keep your sanity- test with lower lightmaps if possible 😄

south ridge
#

It seems to just scale all lighting contribution

#

Which makes sense, since entire scene is indirectly lit

light thunder
#

So, in a few weeks I need to give a bunch of Fire Chiefs a quick and simple primer on Game Development - anyone recommend some good source material? Right now I'm just building a small glossery of terms to build a common language

south ridge
#

Btw, so about lower lightmaps

#

Does UE4 have some sorta feature to limit light calculations to just one section temporarily

#

Source Engine had "cordon tool", which limited all processing to be only done on a subsection of a map

grim ore
#

Lightmass Importance Volumes

plush yew
#

anyone used the cloth tool yet?

south ridge
#

@grim ore Lighting is still computed outside of importance volume, with 1 bounce

#

AFAIK

#

Cordons would completely kill everything outside of their range

#

I can simulate cordons by making a second scene with less lights 😄

dry wraith
weak thunder
#

Is anyone here good at Foliage? I dont understand why when paint trees/bushes they dont point upwards on small height differences on my map there are trees at 45 degrees angle

#

How do I make my trees point upwards?

#

I cant individually select each tree and make them straight.

white magnet
weak thunder
#

That worked. Ty so much!

patent siren
#

4.18 added vs code support right?

white magnet
#

Correct

patent siren
#

thank fucking god

waxen raptor
#

@dry wraith Don't think so, other people have to vote on this too, and has to be passed on to somewhere else. But... needless to say holy crap this is dangerous as all hell

dry wraith
#

@waxen raptor it has to go through Supreme Court which is majorly republican, it’s going to pass

late adder
#

What are some ways in which a Game Engine could be Data Driven?

weary basalt
#

@late adder Didnt i give you an answer to that question an few days ago?

late adder
#

Did you?

weary basalt
#

Pretty sure i did

late adder
#

Oh, you did

weary basalt
#

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

#

Does that help?

late adder
#

It does, kinda

weary basalt
#

Do you want specific examples

late adder
#

That would help

weary basalt
#

Ok well take an Loot System for example

#

You have an CSV file with all the available Loot and their stats for the game saved on disk somewhere.

#

Essentially your defining this as Data that the game can use.

#

When the game decides it needs to drop an Item, it will select some random Data from your Loottable and use that Data to fill out an GameObject

#

This data can be changed without recompiling the Game

#

This is what Data Driven design describes.

late adder
#

That definitely did help

weary basalt
#

Thats good.

#

If you define your data explicitly within the game code this is not Data Driven design.

nova heath
#

Is it possible to access the thumbnail of a blueprint inside of another blueprint's function?

heavy yew
#

has an FPS Metroidvania been made yet?

dim merlin
#

Hey, trying to linetrace for worldstatic only

#

GetWorld()->LineTraceSingleByObjectType( RV_Hit, Start, End, UEngineTypes::ConvertToObjectType(ECollisionChannel::ECC_WorldStatic), RV_TraceParams );

#

however physicsactors also got hit?

weary basalt
#

@dim merlin Try #cpp channel.

dim merlin
#

yeah, right;)

quasi lake
#

Anyone knows how to reduce the rotate speed of ai when it turns to another direction?

quasi lake
#

nvm I figured it out

fluid stag
#

haha

#

this is gold

#

that cvar just disables msaa btw

quasi lake
#

Can I set a minimum distance of this random point?

#

Like I want ai to move within a ring shape range

#

Like this black area

#

I dont want it to move to the middle white area

#

How can I do this

#

I know I can do my own random and create a vector,but that could be outside the navmesh area

#

Anyone knows?

paper kernel
#

@quasi lake how about you do random unit vector at given direction, the multiply it with random float in range(black band width) ?

quasi lake
#

but that could be outside the navmesh area

wary wave
#

do that, then check if it is on the navmesh, if not keep going until you get a point that is

quasi lake
#

how to check if it's a on a navmesh?

wary wave
#

there's a node for it

quasi lake
#

Which one

#

ProjectPointToNavigation ?

wary wave
#

if I knew the name, I'd have named it

#

but it's there

quasi lake
#

Is it this?

#

ProjectPointToNavigation

#

@wary wave

wary wave
#

I don't know

quasi lake
#

OK,I know if I want to develop a game I need to open a computer

#

But I need to know which software will do

#

Anyone knows what's is this queryExtent?

pallid compass
#

anyone decent with anim i need some advice on blending

safe shoal
fierce tulip
#

hehe

sacred crater
#

@quasi lake that's the extent in which you want to project the point. 200x200x200 would be in a region of 200 units of the point it will project the point to a location on the nav mesh, if it's returning false then there's no point in that area with that extent

#

@safe shoal 🎊

plush yew
#

Hello!
I have compiled an extensive list of all the Discord Servers related to Game Development, 3D-2D Art, Music Production, Programming, Marketting etc. And This server is on it too!

I hope the community will find the directory useful and amazing 🙂

Here is the Link - https://goo.gl/Zfkf1B

I'm Afraid to tag mods 😨 so If Any mod sees it or member with pin permission can Pin It in the relevant channel that would be great.

Shower me with your emojis if you love this 😛

eh here goes tagging, please don't hate me plox - @sacred crater 😐

cloud cobalt
#

Cool looking vehicle @safe shoal

hard quarry
#

Is it possible to restart the whole engine from blueprint?

wary wave
#

no

hard quarry
#

Is it possible to Write a Plugin in c++ which is possible to do this?

cloud cobalt
#

Why would you want to restart the engine ?

#

This is probably not needed to start with

wary wave
#

certain system settings changes, I guess, but it is not normal for any game to do this

#

I'm not sure Windows even allows you to do it

#

seems like a safety issue

cloud cobalt
#

Well many games do this to apply settings, tbh - I found UE4 never requires it

wary wave
#

they don't restart the engine, those games just reset the D3D device or whatever

cloud cobalt
#

You can always start a new process that waits for you to exit and then restarts

wary wave
#

but not all renderers can do that

modern kite
#

help really appreciated

cloud cobalt
#

@wary wave FWIW we have a full settings menu ourselves with many options, and we don't even have an apply button. Hence the "why do that". The only thing I can think of are stuff like forward vs deferred, which probably can't happen in a packaged game because shaders

hard quarry
#

I want to build a launcher inside the engine which patches the game.
So after downloading the patchfiles I guess I have to restart the game

May there is an Option to trigger the patching progress After the Engine already started.

cloud cobalt
#

Well, your launcher will be a separate executable, so it can remember the process handle of the game and kill it / update / restart it

#

Very tempted to ask why you'd need a launcher at all in this golden age of everyone on Steam, but well

#

FWIW we developed an open-source launcher/updater for UE4 games, for use in private testing before Steam

hard quarry
#

Thanks

#

I try to avoid a seperate Programm if possible, thats why I asked if it is possible to restart the Engine

cloud cobalt
#

You definitely want a separate program

#

It's incredibly simpler, and the transition to a real platform will be much easier when you launch the game

#

Updating a game is tricky to begin with, even when you're not the one doing the updating ; I don't think you want a bug in your game to break updates

modern kite
#

hey guys i think this is a different question then nomally but yeah need some help here. I want to buy me a new ram stick with 16gb more ive tried to get my stats and im not sure about that my number 2132 is right so these are my given specs:crucial ddr4 2132/3 15 cl 1066mhz but i can only find in the internet 2133 anyone has suggestions?
help really appreciated

grim sinew
#

2132 shouldn't be a number that exists (stock at least) but as long as you can find similar you're probably fine. I think ram usually downclocks to the slowest speed in the system but I may be completely wrong.

#

If you want the same ram, just get the same ram. Might be able to find it if you look up the model number.

modern kite
#

ok i will do that wait a moment

faint cedar
#

Do I have to make a build to test out startup movies?

#

Or is there another way to debug them?

sour bough
#

hi, can someone tell me the exe that should be associated with *.uproject file please ?

pearl night
#

Can we do like a group project? I would love to collaborate and work on like a community project.

sage stag
#

hey yall, how might I write in blueprint something like "variable =/= any of the values of the integers contained in this array"

grim ore
#

so checking to see if an int is not the same as any other int in an array?

worn granite
#

idk I'd do Array.Contains(Variable)

honest raven
#

Guys is there a way to know which AnimState is running?

long garnet
#

hello guys i am new 😃

#

i am currently learning UE4

#

💯

honest raven
#

Keep it up mate 😃

long garnet
#

Thanks👍

plush yew
#

hey whats up everyone 😃

#

quick question to those who have built a large map inside UE4. Did you use world machine or any similiar tool? If not what tool did you use to create a large map/terrain? I know that world machine is awesome and all, but i would need it maybe twice a year and cant really afford the software right now 😃

neon sparrow
#

Hi all! Another question if anyone can help - is possible to globally define settings for lightmaps (not just size)? I can click on each individual lightmap and then change things like 'Filter' but it'd take me ages! 😃

fierce tulip
#

hmm, my import menu is off-screen, tried moving it / resetting monitors but its nowhere to be found :/

#

reset layout it is

honest raven
#

Hmm quite interesting

#

Control rotation is 0-360 while Actors rotation can be just between

#

-180 : 180

plush yew
#

how to have camera follow my mesh?

honest raven
#

Is it a character?

#

Or just a mesh?

#

A simple actor?

plush yew
#

actor

honest raven
#

Set View Target With Blend node

plush yew
#

ican use the normal camera and springarm?

honest raven
#

yeah

plush yew
#

just nested there under mesh

#

and then that?

vale solar
#

that website is amazing

honest raven
#

yeah i know :/

#

I am just lazy xd

vale solar
#

for sharing and helping with bps

#

:p

honest raven
#

@plush yew

#

Its fine

#

Its looks for a camera component in the actor

#

If there is a camera component, it will use it

#

If there isnt, will just use the root's center

#

As view target

plush yew
#

how to do that to a statimesh

honest raven
#

Weeell, the static mesh should be a component of an actor

plush yew
#

i cant put anything to the blue socket

honest raven
#

that the play controller

plush yew
#

nope

#

didnt work

honest raven
#

fck I will use pasteue

#

xd

plush yew
#

cant put anything to that new view target

honest raven
#

You can put ACTOR

#

ACTOR

#

but not a component

#

actor != component

plush yew
#

yes

#

but i said how to do that to mesh

white magnet
#

Get an Object reference of the mesh actor and plug it in

plush yew
#

how to do that

honest raven
#

Hmm just to make clear

#

What do you want to "follow" with your camera?

plush yew
#

Look

white magnet
plush yew
#

I took camera and spring arm off from example ball game

white magnet
#

Make a actor reference variable and make it editable

plush yew
#

and then i put manually it back cus i had to add one sphere on

white magnet
#

Then assign the mesh to it

plush yew
#

hmm

#

why is it so complicated to do one simple thing?

#

i dont find any actor reference variable in my variable list

white magnet
#

You have to make it. It's complicated because it's programming...

livid haven
#

You seriously need to follow a tutorial

plush yew
#

no

#

maybe tell just what to do

white magnet
#

We can't just tell you. You should learn to do it

plush yew
#

u didnt even listen

livid haven
#

Maybe don't expect strangers to hold your hand for free because you refuse to use readily available resources.

plush yew
#

i took camera and spring arm away from ballgame

#

and i want to put them back

#

they didnt have any of that shit in the blueprint

#

what you telling me

livid haven
#

You might have even got links to some nice tutorials, if you hadn't been a dick about it. 🤷

plush yew
#

And im sure there is easier way of doing that. I am sure.

livid haven
#

Adding components and variables, creating classes, all that is fundamental and is super necessary.

plush yew
#

yes i know how to do variable

#

who says about classes in this instance?

livid haven
#

Blueprints. Are. Classes.

plush yew
#

yes

#

i made tens

white magnet
#

Sorry, it's just not really clear what you're asking.

"i took camera and spring arm away from ballgame"

What is ballgame?

#

Is that a pawn?

plush yew
#

yes i changed it to not pawn

#

changed the main class for actor

#

cus i use nvidia waveworks phsysx and flex

#

so i had to have special mesh

livid haven
#

... what?

#

A Pawn is an Actor

#

You only lose functionality but changing a Pawn into an Actor.

plush yew
#

YES

#

BUT I HAD TO DO IT 😃

livid haven
#

No.

plush yew
#

soz caps

livid haven
#

You didn't.

plush yew
#

lol yes

livid haven
#

Because Pawns have everything Actors do.

#

Literally, they inherit everything from Actor.

white magnet
#

Pawns should support other mesh types I think

livid haven
#

Actor -> Pawn -> Character

#

Character forces specific requirements on mesh and collision and movement.

#

Pawn does not.

#

Pawn introduces the concept of possession by a controller.

#

Actor is the base class for things that exist within a world and introduces many, many things over it's parent class, Object.

#

Among which are actor components.

plush yew
#

Masonian - Today at 1:10 AM
Make a actor reference variable and make it editable

#

I did that still cant connect it

#

and i did compile it before

white magnet
#

How are you trying to connect? What's your BP?

plush yew
#

ok it says actor component

#

it needs to be actor object

#

Cant find actor object from variablelist

white magnet
#

Find Actor, then it should have a dropdown. There you find Object Reference

plush yew
#

yes

#

variable type cable actor

#

i could link it

#

still nothing

white magnet
#

Not cable actor, just actor

#

There should be an actor variable type

plush yew
#

found it

#

linked it and nothing happened

#

compiled and made it editable

#

and again compiled and saved

#

Do i have to execute that somehow?

#

set view target with blend

#

I have alreadyevent begin play linked to something else

#

how should i start the thing

#

i executed it and nothing happened 😄

white magnet
#

I mean...you're not showing us your blueprint so the amount of help you're gonna get is limited. You should really look up some tutorials on what you're trying to do

plush yew
#

k sec

#

how i copy that bp?

#

in bpue

worn granite
#

Ok, so like.

#

press your windows key, then start typing snipping

#

There's a program that'll pop up

#

Open that program.

#

Use that program to take an image of your screen.

#

Then, come back to discord, and then click into the text box. Where you type.

#

Right click, and find Paste

plush yew
#

?

worn granite
#

Then hit enter

plush yew
#

why i cant take screnshot

worn granite
#

Cause snipping tool is better than prntscrn in that you can tailor the area

#

^ see?

#

Also, if your question is blueprint centric, go #blueprint

#

Also if someone gave you a blueprintue or w/e link and you wanna use the nodes

#

click down your mouse on one corner of the group of nodes

#

while holding the mouse down, drag to the other corner

#

release, and then use Ctrl+C to copy the nodes

#

Then, in ue, use Ctrl+V to put the nodes into ue4

#

its gotta be a blueprint graph btw

plush yew
#

I didnt know that putting camera is blueprint centric

livid haven
#

Are you writing C++ to interact/interface with a camera or are you editing blueprint?

worn granite
#

I didn't know you couldn't understand that there's a BP way to do something and a C++ way to do something.

plush yew
#

No i though that you could just put camera and tick a box that follow some mesh

worn granite
#

Are you expecting Set View Target With Blend to work, as it is, right there?

plush yew
#

thats what i was told

worn granite
#

Then whoever told you that missed that blueprint has this magical thing called execution flow

plush yew
#

YES

worn granite
#

look into it, I heard the cool kids are using that

plush yew
#

I ASKED

#

that should i exec it

#

and i dit

#

did

#

nothing happened

livid haven
#

🎵 Which is why you need to follow a tutorial 🎵

worn granite
#

its almost like some things require multiple steps, and the steps may be redundant without context

livid haven
#

🎵 and not expect shit to just work when you don't know what you're doing 🎵

plush yew
#

first of all

livid haven
#

🎵 and have strangers drop everything to do it for you 🎵

plush yew
#

I did everything right

worn granite
#

Suuuuuuuuuuuuuuuuuuuure

plush yew
#

Well?

worn granite
#

which is why we're here

plush yew
#

its executed?

#

nothing happens

#

now what?

#

and i watched tutorials

worn granite
#

congratulations, you have a problem you can actually try to solve

plush yew
#

Yes been trying to solve for many hours and had solven much harder ones

#

just putting camera is and not should be hard at all

#

and nice to be an ass about helping

#

why help at all?

#

just wasting your own time if you do it halfassed

worn granite
#

Heh

#

I mean if that's what you think I'm doing here

#

I walked you through how to copy and paste

plush yew
#

sigh

worn granite
#

Am I really trying hard to solve your problem?

plush yew
#

not talking about you

#

but in general

worn granite
#

from the looks of things, something didn't immedaitely work and now we here

plush yew
#

:DDD havent work in 2 days

#

watched so many times how to put camera but in my project it just wont happen

nova heath
#

I have my HUD class and I have some selection box logic which includes variables and functions, if I wanted the Seleciton Box to be a reusable class which class would I parent off of?

#

Doesn't seem you can have a Blueprint Class that parents off none.

wild kestrel
#

You use canvas or UMg?

plush yew
#

You know they save insulting your customer is a great way to help them learn the software.

#

Laughing at your customer also helps. kappa

dry wraith
#

im trying to create a players alive count ui picture in photoshop, just a recangle that says alive, can someone help me figure this program out?? im so lost haha

arctic pecan
#

hey! small question about UE4
is there a way to start UE built from source not via visual studio, but with fancy desktop icon?

weary basalt
#

@arctic pecan Are you talking about your actual game?

#

Or the editor?

arctic pecan
#

@weary basalt the editor

weary basalt
#

In the project directory will be an .uproject file

#

This is your projects editor

#

Create an shortcut of this and you can use it to open the Editor for that project directly.

#

Without VS

arctic pecan
#

thanks, I'll try
but won't it launch "default" UE, from epic launcher?

weary basalt
#

Not if its an project that you have created no

#

First time that you build an source build of the Engine you need to create an project with it.

#

Or associate an existing one with that engine build

arctic pecan
#

well, I've had a couple of projects in my project folder (~/documents/unreal projects) before I've built the engine. this means that they are associated with my new handbuilt UE now, or what?

weary basalt
#

No

#

You need to right click on the projects .uproject icon and Switch Engine Version option

#

Then navigate to where ever the new Engine is

arctic pecan
#

thank you !

#

I'm kinda new to UE 😃

weary basalt
#

Take an look at Epics youtube channel. They have many beginner tutorials that explain many features that are going to be important moving forward.

arctic pecan
#

I'll take a look, thanks. I've already started to learn UE by Game Audio Implementation book, since I'm not a programmer, but a sound designer 😃

weary basalt
#

👍

nova heath
#

Is it possible to move assets up in the hierarchy?

You can click and drag onto a folder and click "Move Here"

But there is no "Move upward" or "Move Back" which means you can only shift assets down the tree unless I'm missing something.

pearl night
#

Hey guys I'm trying to do a 3way vertex paint. But, for some reason its doesn't want to listen to me haha. I try to paint a little bit with a small brush and it paints the second texture in this wierd diagnal, no bigger no smaller. As well as the fact that it wont let me paint my third texture. Any ideas why this wouldnt be working?

pearl night
#

Nevermind, figured it out. It was the polycount of the default cube I was playing with.

arctic pecan
#

hey! I have one more question about building UE from source
so, what am I doing:
first of all I clone ue4 git repo
then I make changes I need and commit them to a local repo
then I build it.

but when I run Setup.bat it creates about 15k of unstaged files in my local repo, making git pretty hard to use. I thought those files are supposed to be in .gitignore, but as far as I can understand now I was wrong.

so, the question: how am I supposed to work with git on UE4 sources?

proven ivy
#

You can edit the .gitignore. But more importantly you should not git the engine but only your working directory (aka where you created your project not the engine)

frank escarp
#

daaaaaaaaaaaaaaaaamn

#

its all dynamic GI

quasi lake
#

I set the trace collision filter of the character to ignore camera channel and set the camera collision goes camera

#

Why does it still calculates the collision?

#

I found the answer

#

Using camera channel for spring arm collision test just wont ignore the camera channel on a character

#

Stupid thing

languid lava
#

I need to increase my camera speed past 8, I'm seeing people say you can hold LMB and scroll up but when I do that it just locks my camera in place. I need god speed for this map.

white magnet
#

RMB, not LMB

#

And use the mouse wheel when you're moving the camera (WASD)

languid lava
#

Ah okay, I was using RMB but not WASD, I think I forgot about that.

#

Was just using the scroll wheel, it was painful. Thanks!

crystal ledge
#

has anyone played with the new gFur plugin yet?

plush yew
#

@crystal ledge looks interesting

arctic pecan
#

@proven ivy but i need to build the engine from source, as far as i understand this has nothing to do with my project directory?
I’ve actually decided to solve the problem this way: keep git and changes in one folder and then copy and build in another

crystal ledge
#

gotta love the UE4 community for not being stoned 24/7

fierce tulip
#

I can change that

#

finds some rocks along the shore

crystal ledge
#

Luos! I think i did said this before, but once again - thank you! For the all your streams (which i'm normally not able to watch in the real rime) and tips. But back to the matter, it would be great to see any tips on the new gFur. I hardly tried it, but it's not working the expected way, and the documentation is lacking. cheers

shadow juniper
#

Thats quite an unsual praise. 😄

plush yew
#

i changed from UE to construct 2

#

sorry fanboys

#

😦 but construct 2 is so much easier than UE 😄 and you can do everything with it

obsidian veldt
#

Alright. That 10 minute time limit's kinda weird. XD

Hey everybody!

plush yew
#

hi 10 min limit hater

obsidian veldt
#

XD

plush yew
#

how to add mesh to a pawn

#

not skeletal

obsidian veldt
#

For a chat that has over 2000 people online, it's surprisingly pretty quiet in here. 😛

plush yew
#

tell me about it

obsidian veldt
#

Also, I feel like your question would fit more in the animation channel.

plush yew
#

I really wonder sometimes why some obvious stuff is setup so wrong in ue and sometimes some obvious stuff you just cant do or its halfassed

obsidian veldt
#

I just started to seriously fiddle with UE4 yesterday, so I'm not sure yet. 😛

plush yew
#

i started with construct 2 @obsidian veldt

#

its much easier 😮 you can make any vanilla 2d game with it

#

someone who can help me?

obsidian veldt
#

@plush yew I'm making a 3D game though. 😛

plush yew
#

is it your first one?

#

i need to set Resolution but the command r.setRes dont seem to work

obsidian veldt
#

Kinda sorta?

plush yew
#

plztell me

#

first game inm ue >__>

white magnet
#

@plush yew Are you entering the command in correctly?

plush yew
#

@white magnet plz tell me what is wrong?

white magnet
#

🤷 Is the event being executed? What blueprint is this in?

plush yew
#

in mainmenu

white magnet
#

Ok...what's the event?

plush yew
white magnet
#

And you're sure these are being executed?

#

Have you checked your logs?

#

Maybe there's a warning about command not found or something

plush yew
#

how to see logs

#

i have allready tried to get console (diden't work)

white magnet
#

Logs can be found in your project folder. I would also look into debugging your blueprint to make sure it's actually executing

plush yew
#

something is going but nothing is changing

celest merlin
#

Has anyone here used SkookumScript?

white magnet
#

How are you testing this? Are you trying this in standalone game window?

plush yew
#

ehm

white magnet
#

Pretty sure that's not gonna work

plush yew
#

xD!

white magnet
#

Try launching in standalone game window

plush yew
#

now works

#

now one more problem

#

when press on my little play it dosen't remove the overlay and the cursor so i can play

#

.<

#

@white magnet can i chat with you over private ?

white magnet
#

Not the best idea. I suggest checking out some of the other channels and see what's the best place to ask your questions. There are plenty of people that can help you

#

Also suggest looking up tutorials and documentation to get better familiar with the engine and editor

neon sparrow
#

The new volumetric lightmaps work really well for dynamic objects - has anyone considered using them for a complete real-time lighting solution for the whole world (inc buildings etc)?