#ue4-general
1 messages ยท Page 160 of 1
I know
If I were you, I wouldn't use a character class for this type of character.
I only use it for small, humanoid characters.
But I needs the character movement functions
My character needs a lot of movement controls
Yeah
You need to make custom movement
I thought of this too before
Another little trick would be to use root motion animations.
Root motion is helpful and makes the movement realistic.
Thanks for your help bro,supper time
No problem! Merry Christmas! ๐
anyone knows where the editor is located? I have to put a custom parameter on it before launching. is it the epic games launcher?
I mean, is that UnrealEngineLauncher.exe at \Epic Games\Launcher\Engine\Binaries\Win64?
My map looks funny and see through how can I fix this
how much work do you guys put into BP prototyping before you push stuff to C++
BP just seems faster to me to quickly add pieces and iterate over simple things...but once it gets more complicated I prefer C++
I usually get it to a working - non polished state. Once that is done i push it all to c++ and improve / polish the idea there
Annyone familiar with addin Gameworks into ue4 ?
@rocky portal yeah agreed with Erik- no point wasting time unless you know exactly what you need. Quickly moving through ideas and testing if things work is perfect in BP- no long compiles.
Then rewrite any heavy and core logic in C++ and expose whatever is necessary to BP
Thatโs basically the standard many people use, and it works out to be very productive!
And now the actual question @simple flare
And fix your name so people can actually tag you ;-;
Anyone else bought this poplar terrian pack?
I have some problem using its terrian material
I have a direction vector, and I want to get the closest cardinal direction (up,left,right,down) how do I do it?
My AI has a target location it wants to get to, on a grid, and so I'm getting a unit direction vector, but how to get that vector snapping to 90degree
depends on what plane you want it on
top down rpg, so just X,Y
So if your direction vector is forward,which do you want,left or right?
if the direction is southeast, is it closer to south, or east?
then compare which direction is closest?
yeah, dot product between direction and south, compare to dot between direction and east. ...and north and west.. whichever is larger
yeah
Anyone here knows why this happens or how I could fix it? https://answers.unrealengine.com/storage/temp/224898-knipsel.jpg
Only happens on blueprints even new ones
Hmm... I'm getting inf loops, and its saying its on that get cardinal direction function, but I think its something else. Unless somebody sees a problem?
ok, I did an earlier fix wrong :p
Hi! Merry Christmas. I need a tester with 2 systems. I wanna test out a build for PvP. So if you have two systems, and a good internet connection, and a Steam account, feel free to let me know so I can send you a link. Please use @rigid mountain while replying
I'm experiencing a lot of crashes. is it nornal or it should be something about my specs?
Same problem with specs
What would be a simple kind of game to make now? To gain some experience
What kind of experience do you have?
what do you want to really? mechanics designing? graphics? functional UI? AI?
Mechanic designing
I think it's easier to focus on something, if it's for learning purposes
hmmm. try to do a RPGesque. no need to do the writing, but the system
it has a lot of stuff to be done
a lot of variable controlling, items, equipments, interactables, animations, etc
or you can just follow a tutorial series like I'm doing
and skip whatever you don't want to learn right now or what you already know
What is easier to replicate? UObject, AActor, or Structs
Structs seem easy since ur basically just passing value to server/client struct
UObject doesn't have replication built in
can also use ActorComponent which has replication built in
AActor is UObject, but if im not mistaken movment component has special replication code form ovment
Struct is sequance of varables stored in memory in similar fasion as array one by one
so it should not be diffrent from ints and such
UE4 can replicate any object :> you just need to add specifiers to be replicable
hmmm maybe only AActor i never played with replication
AActor is first UObject based class that has replication implemented
Struct is just easy to "replicate" because you can pass it around no different from an "int" i guess
so a Struct based inventory would be as easy to replicate as an int
UObject...not so much unless I'm missing something
AActor based Inventory should be easy to replicate, but there's a lot of bloat on all your Actors then
and Spawning loads of actors is slower than copying values from structs
the struct itself would be a member of an actor or actorcomponent though, this is a requirement
struct should be treated as normal varbale
all thru in C++ there not much diffrence between class and struct, in UE4 reflection system they are treated just as a combination of varbales
without functions etc
you can see that in blueprints ;p
xlar8or 1225
Yeah so in case of an inventory, you could have a struct with a TArray of something
what the hell is this xd
Struct itemdata
Or a uobject itemslot
That references a UObject/AActor/struct itemdata
if you want, UT just use objects
as i know
read this: https://wiki.unrealengine.com/Replication i think you can replicate all Objects or atleast actors that you mark to be replicated
Packing all Itemdata into a struct means you have a ton of unnecessary properties ... like having healing value on a weapon
You tlaking about database and such as last time?
Nah.. storing items in an inventory in different ways
because i remeber oyu nickname :p
then just use store item actors in array,
what you need struct for?
You should able to replicate any actor
the link i give shows how to replicate from any AActor class
How about replicating inventories across clients
Yeah can replicate the actors but what about the tarrays of references to picked up actors
Ah... UPROPERTY(Replicated)
Sorry I have done very little replication so I might ask some dumb questions
Ok what the hell.
My material wont even be applied to my landscape.
All other materials can be applied except mine.
Anyone up?
I am a newbie and trying to work this out bascially I have an actor and i am trying to add an impulse to it in c++ but can't find out how to do it...
Anyone got any pointers?
preferably i would like to get the *pointers (bad joke)
Merry Christmas gents
A few more hours.
Merry Christmas All
Marry Christmas Everyone Today Is The Day
CHON - HOMEY - OUT NOW CD/LP/Merch: http://chonhomey.com iTunes: http://smarturl.it/Homey-IT Amazon: http://smarturl.it/Homey-AM GooglePlay: http://smarturl....
hey
how to change substance material texture position. I did texcoord on the blueprint but it only changes the scaling?
is it possible to create a main menu in UE4 with C++?
Sure is
Haven't been on here in ages but MERRY CHRISTMAS UNREAL PEEPS! ๐๐๐
question about steam and currencies: how does it work?
do steam gathers all the revenue in USD and is that used to pay the developers?
found it, nvm
Merry Christmas Boi-O's
My Engine keeps crashing
Any way to lower the qaulity in editor
Instead of when clicking play
yes there is a settings button
nope in editor as well
You mean the material thingy?
what's your hardware?
Bad
Intel(R) HD Graphics 520, Intel(R) Core(TM) i3-6100U CPU @ 2.30GHz, 8.0 GB RAM, Windows 10
๐ข
I don't have enough money to upgrade
I just need to earn a bit of money with my game.
So I can upgrade.
tbh
your chances for that is rather low
also if you want to publish a game with your current hardware I would totally switch engine if I were you
and most likely i would make a 2D game
with unity / godot / own engine / whatever
Unity sucks in my opinion
I'll upgade soon I guess.
I'll just build my own, that's cheaper.
How much should I spend on used parts so I can run this? I just want to make it as cheap as possible.
idk depends on the country
the Netherlands
but unreal isn't the best tool if you want to go on with the cheapest pc possible
I like unreal
It's easy to use, and there's a cool community.
What should be minimum specs?
I can spend โฌ600
Should be able to get a decent PC for that much although I dunno the prices for parts in your country
Oh that should be plenty to run UE4 then
steam direct asks for Legal Name "As written on bank documents"
but my bank is in my native country and we use Surname Forename instead of Forename Surname, that's how my name is in my bank papers. should I use this order here as well?
also my name contains a non-english character which is used in my bank documents, but internet usually does not like it. should I try to use that?
any advice regarding these?
exactly as it would you if you are taking a bank note to your name
or even better get a company
in my own country I would use Surname Forename, everywhere else the other way around ๐ฆ
I guess the non-english letter problem is solved because it does not accept my name ๐
Everywhere its surname and forename, just in general use people just do forename and surname.
Guys i need urgent help, i installed UE4 on a new machine and i'm trying to run my project however it crashes instantly and i cannot open it. Any ideas how to fix it? Also what exact files or programs do i need that UE4 is dependant on? I have no idea what's going on
https://pastebin.com/e1QWud1y a log file
UE4 crashing on simple level re-name every time, anyone know what's up with this? Using 4.16, never encountered this problem before.
wtf...why can't you have a TArray<ThisStruct> inside "ThisStruct"
Hey buddies,have some problem about camera motion blur
I want the character to be clear and the environment to be distorted
But no matter how I change the values it doesnt do the job
I want the effect like WipeOut
that's to be done with the depth of field settings in post processing i think
emm sounds right
circle dof should work i think as it usually leaves the centre clear
and the rest of the area disorted so give it a go there
But this will limit the undistored area to be center
If the character is at the right side of the camera
How would it be
i think you can set it up to follow the character
play with multiple volumes and priorities of the post processing effects, hard to explain sorry i cannot access my engine at the moment
maybe have a look on youtube depth of field settings etc
Yeah thanks
It seems only to make the blur effect,no distortion
How to block this fucker from appearing
adblock
thanks
i really dislike how shady udemy is
they would be in jail if they werent set in some second/third world country
@frank escarp
illegal sales practise, and spamming everywhere. In fact they constantly impersonate ue4 twitter
they impersonate famous game devs, associations,and engines, and use the fake accounts to spam Udemy news
their website would be illegal in europe and USA becouse their sales are illegal.You cant have permanent 90% sales on eveything. รง
that is not a sale, that is just a fake price
they also have some fairly lower quality courses around that they promote
Well
I bought this
It was pretty useful.
Yeah, I have that as well and it's pretty great. That's more on the person, not the service though.
Well that Udemy is evil
that course was funded with 200.000 kickstarter dollars
they still have it at 200 dollars perpetually at 90% sale
emm how to modify global post process volumn in blueprints runtime?
@rugged viper ive downloaded this course from torrent for free:DD
and yes, its so useful)
Not sure if that's something to be proud of
@gritty swift I believe you shouldn't talk about piracy here.

Piracy everywhere in my country
Doesn't mean we should facilitate it ๐
Some people murder others, that doesn't mean we should accept that ;3
(Stupid example, I know, but you get the idea)
"The rock meshes come fully unwrapped"
"Part of a complete breakfast"
That's the problem with modern advertising. The careful use of words that seem to mean something but do not.
Good evening everyone! Do you think this is usable to calculate probability?
Sure.
@oblique sorrel It's almost harder to unwrap something that badly than to do it properly.
Not with blender's cylinder unwrap. Just press a hotkey and bam.
That's what I meant - it's harder to do it as badly as that image shown than it is to get a good result, like with Blender.
Unless you're using something really poopy that is. Maybe Poser has an unwrap function now that looks like that. -_-
I've never gotten a good result from blender's cylinder unwrap. Something's always degenerate or overlapping. Though that's probably expected without seams.
Oh you mean Blender's unwrap is crap? Ah got it.
I use Maya or Modo myself mainly...
Tried Blender, maybe one day. Seems good.
I like the ordinary unwrap. Seam it properly and you only have to move and scale the islands. Smart unwrap can be okay too. It's the cylinder and box unwraps specifically that are crap.
Does anyone here use 4.18 with a 4k screen? I doesn't register screen touches/mouse clicks properly... they broke something ๐ฆ
Blueprints make me black
It seems like I have to set the widget reflector to 0.5, but that makes UE pretty tough to work with.
It's not just Blueprints, the problem comes when launching something that uses non-UMG mouse clicks/touch from the editor.
is there a way to adjust the uv components individually in material editor?
ComponentMask node or the BreakFloat2 material function
Not even sure what UV components are in UE... UVs in general you mean?
anyone give any tips on how I might be able to represent a recursive type structure with Structs
like infinitely nested inventory items
can't be Actor or UObject
U and V are the components of UV ๐
but already fixed it
apparently append can create a vector from 2 floats
Is there a way to use one texture sample but output different uv mapping?
Combining the values of two different locations in the texture?
I want to do 3 texture lookups from the same sampler basically
all based on different uv mapping
eh yeah i guess the way you're putting it makes sense
I have something working but it's using 3 texturesampler. Seems a bit redundent to have 3 slots for the same texture
You can with a custom node
You can re-use same sampler with one node to do more texture lookups
@south ridge still need 3 separate sampler, just with one texture object attached to them
But even if itโs 3 seaparate, compiler should optimize to the same texture
No
You can have one sampler and query it multiple times
If I'm not mistaken
But as far as I'm aware, no material nodes exist for it, so it's only can be done through HLSL
I wonder how that works. If it were magical, I'd sample every pixel of a texture for fun.
Sampler objects are not the same as sampling pixels from a texture though?
You have parallax mapping sorta shaders which sample one texture with one sampler 32 to 256 times to compute intersection of view ray with the height map etc
You can't have more distinct textures than samplers, but as far as I'm aware, querying a single texture is just a performance question
Not exactly for me @weak peak, but I have static mesh PG at hand
Error
https://community.gamedev.tv/t/host-only-works-in-editor/52979
The post reads:
Host works well in the editor, but when I launch a standalone game instance, it inexplicably crashes, and the VS debugging tool hints at some access violation in UE4Editor-Engine.dll, even though I have null guarded my Engine and World pointers (unlike @sampattuzzi, I don't use the ensure...return pattern, simply checking them off in an if scope).
Steps already taken:
- already checked that "?listen" is in place in the URL copied and edited directly from th editor (cutting out the "World'..." prefix and so on)
- Correctly used != nullptr checks, and localised variables
- wiped Binaries/Win64 and Intermediate and rebuilt project code to check for inconsistencies
Host works well in the editor, but when I launch a standalone game instance, it inexplicably crashes, and the VS debugging tool hints at some access violation in UE4Editor-Engine.dll, even though I have null guarded my Engine and World pointers (unlike @sampattuzzi, I donโt use the ensure...return pattern, simply checking them off in an if scope). Also confirming: tried replacing with ensure...return, doesnโt work Wiped Binaries\Win64 and Intermediate and rebuilt .sln file, just to make sure ...
@south ridge I see what you mean. Kind of weird, i had impression that itโs just a SampleTexture2d function from hlsl
@plush yew ok, well im a total newbie and im looking for someone who can show me the ropes
im afraid i dont know what mesh PG is : (
@vale osprey I don't know what is a "sampler" and I havenot looked in depth into it, but as I understand it, you can only bind a fixed number of textures to a mesh drawcall
In case of UE4, the limit is for whatever reason set to 16
And if I understand it right, I see samplers as being a texture plus a bunch of parameters (that define how texture is sampled)
Texture itself is just bytes of data, but there's also clamping mode, filtering mode, sRGB vs linear and so on
Which together with byte data make for a "sampler"
sRGB -> linear conversion is done in hardware for example - I know that much
I grew up with OpenGL and the way it's set up there is completely different
How to generate a camera shake object with runtime values?
All values seem unable to be got by blueprint
If we have to make couple static patterns of camera shake,this is ultra dumb design
Even a unity camera shake plugin can do this
@quasi lake What do you want to do? Create a camera shake effect?
Does anybody know where can I look at how to set mobile orientation on run time? Say I wanted Level 1 to be in Portrait but Level 2 in landscape?
@plush yew
@quasi lake And what have you tried so far?
Tried?So far I can see we can not modify values of camera shake in runtime
@quasi lake I found this, I'm not sure if this helps https://docs.unrealengine.com/latest/INT/Videos/PLZlv_N0_O1gYeJX3xX44yzOb7_kTS7FPM/1nMKHwsXSCc/
I dont think this video uses dynamic values
Yeah his camera shake is static
Not dynamic
So you want to change the value of your shake on runtime? while it is playing?
Yeah no change,just set dynamic values when I generate a camera shake
Instead of preparing couple static ones
if you have a method for calculating dynamic values, won't it just be plugging the values into the BP node and play it then?
where would the values originate? ๐ฎ
In blueprint default value panel
This is the problem
We can only set values here,dead values
Isn't this where you set the values?
This is where you select your cameraShake class
You can only select your CameraShake class,but unable to set its values
Values are these ones
I'm trying getting these in c++
@quasi lake Here
I actually don't know if I am helping ><
Why do I only have these
right click POV to split pins
Doesn't seem like you can set the oscillation settings though
yeah
Seems only pov stuff
If you can't set the variables through C++, you'll probably have to implement your own camera shake
Yeah. I'm sorry i'm not being helpful ><
You are helpful
Does anyone know how to change mobile orientation on run time? E.g. Map 1 = Portrait, Map 2 = Landscape?
I found we can access to those parameter with c++
But still another problem remains
The playcamerashake function only receives class type
So I'm guessing maybe I need to construct my own playcamerashake function
I checked code,it seems the parameters are not quite complexed
Maybe possible
Em supper time first
guys i need a map system with pictures like in pubg not a camera i can give a reward
- We arent your personal "create something for me" team.
- the marketplace currently has a sale, and there are some map/minimap packages for sale as well.
Also please ask questions about how to do it, that we'll answer ๐
I like how you can't update 4.18 when you have 4.15 open
which are also both on another disk
Emm seems I need to create my own CameraModifier as well
Luckily codes seem not quite much,about 200 line
I fucking made it
Now I can have my own dynamic camera shake
This is the raw class static data
And I changed ampitude to 120
I thought texture samplers in the material stats meant how many texture units are used, but it actually means how many samples are taken?
sorta, using tangent space also adds one sampler afaik.
Anyone know off hand if one can do camera shake with the camera shake class so it still keep cross hair center. Is it pivots locally? I hear this is the best way to do it and not be hard on ppl
There was an interesting talk in a gdc on this basically you shake closer to the player and maintain a level horizon.
In packaged project the steam is disabled, maybe because the app ID 480?
worst part of UE is that most tutorials are for Blueprints only :/
Did you package shipping or dev build majik?
shipping
now i noticed the setup guide on advanced sessions page, im using it and i think thats why it doesnt work
nope still doesnt work
LogInit: Display: LogOnline: Warning: STEAM: Steam API disabled!
LogOnline: Warning: STEAM: Steam API disabled!
LogDirectoryWatcher: Warning: Failed to begin reading directory changes for ../../../../../../Users/.../Documents/Unreal Projects/MyGame/Plugins/. Error: The system cannot find the file specified. (0x00000002)
trying to package without Advanced Sessions
@dreamy quartz why is that a bad thing
@vast pine
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogModuleManager: Warning: No filename provided for module OnlineSubsystemSteam
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogModuleManager: Warning: ModuleManager: Unable to load module 'OnlineSubsystemSteam' because the file 'C:/Program Files/Epic Games/UE_4.18/Engine/Binaries/Win64/' was not found.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogLinker: Warning: Can't find file '/Script/AdvancedSessions'
@grim ore i somehow cannot get around those blueprints and I just prefer to write code (I'm C++ developer at work)
now it doesnt package at all
Advanced sessions uhg I dunno there that's a plugin
ok i enabled the advanced sessions and it packages
but steam api disabled
OMG
NOW PROJECT DOESNT EVEN OPEN
@dreamy quartz gotcha
ok tomorrow will have to move all content to new project and set that up
Damn wtf blueprints are hella easy
no
the hell they are
no
@patent arch Previous programming experience level before using UE4? Current experience level in UE4?
Unity C# for about 2 years
again, no
blueprints are walk in the park with any prior programming experience
Don't let it fool you
Been doing it for like 2 days
k
so you really haven't done much in those two days then?
What exactly have you done?
no
@safe rose you know, this is not really productive
?
dude you are being rude as fuck
I'm just asking questions
what the guy has done is not relevant, what is that he likes the workflow
blueprints ARE super easy, if you come from any computer lenguage
I guess this guy is salty because the only thing he can do is visual scripting
dude it took me 2 days since i got ue4
back in the beta days
to create a simple zombie shooter
and thats without public chats or documentation
k
only think I like about blueprints is that you can use them without docs
they just work for most parts
Using them appropiatedly is as hard as coding well in C++, a good design is usually what makes something great. Blueprints are a good tool if you know what each node does. But again imo is more about logic, design and know what to use and when.
well, I wouldn't go there
^
they are easier
sigh
you still need to use any language properly
What is this "easier"
blueprints are a great entry point into ue4 coding
but it you can't compare visual scripting and c++
Just because it's not "written code" ?
i dont recomend anyone ever to try ue4 c++ first
Because you don't have pointers?
yes?
lol
you do have pointers but at least they dont insta crash
k
also no compiles
or, because you are on your own with crappy c++ api docs
and somepeople just have an easier time with the graphical stuff
it's his initial impression
I am not saying you can't knock anything out in two days
I guess you are misunderstanding what I am trying to get at here
It's a trap
you just jelous im a programming god
he is just saying that he found them easier than expected
wich, coming from unity c#, they are
"Blueprints is easy"
I made a webbrowser tetris in 1.5 days with Java without knowing anything about Java before, only used public Java docs
or 1 day to learn basics of Unity, again with Unity API docs. UE4 only has decent BP docs
which kind of trap?? the kind where a guy has a vagina?
It's not, do not let it fool you
No, but i think this conversation is quiet redudant
I agree
People can't have good conversations on here anymore
Everyone gets triggered too easily
yeah, lets blame others will we? ๐
(never got my original questions answered ๐ญ )
uhhh.. your the one who got triggered
?
Nah, I was merely stating facts
And asked you questions that you never answered properly
ok sorry for got
lhh yea you got me
Didn't help Olento and Vblanco jumped in for no reason
reason I jumped in was as I felt that you tried to feel the new guy he didn't know shit, when in fact we should just be happy that guy likes the engine
bro i know your just jelous because I'm a god and you aren't
๐
he might think you are trying to piss him off
@safe rose i got in becouse you launched headfirst into attack
I wasn't even trying to be a dick here
Victor I'm rolling a joint rn wanna see it?
victor wanna see my joint im rolling
Nah
also, you could take this to DM's
Nah
this is a public chat
And then you wouldn't have been able to add your two cents
๐
lol I didn't even see a question in all that
Anyone wanna gimme some insight into how to develop a good gun combat system
Responsive design
Basically low latency inputs and fast response from weapons
Im working on a ShooterGame extension taking a bit of a different path to what looman did with survival game
I don't understand how to make the gun stay in hands... Do you really need an animation pose for each gun?
have you made a bone for the gun
Yeah I always wondered about rifles and animation like making the hands fuse to the gun ๐
Any idea why OnComponentBeginOverlap and OnComponentEndOverlap are firing simultaneously?
Two different objects?
Appears to be a mesh issue actually, works on some of them but not the stone wall mesh, maybe I borked it's settings somehow?
What's the on overlap located in and what are you using to determine the overlap?
On Overlap is located in the base BP_Placeable class and I'm using a static mesh component called StructureMesh with UCX collision to determine overlap.
The other overlapping actor is just one of the starter content mannequins
So in the peaceable object it's a mesh so on overlap mesh and on end overlap mesh?
And when it happens what determines the print like if this was in bp
On overlap mesh, other actor , cast to , player bp, print
If it's just printing on hitting anything it might be firing on multiple overlapping objects
But I need it to fire on literally anything, the collision channels are set up in such a way that it overlaps on anything it can't be placed on.
BP_Placeables has it's own "Placeables" object type and everything has it's collision set to "Overlap" except the terrain.
I think the different behavior is because some have Multi Body Overlap and some don't
Maybe I just don't understand how On Begin Overlap and On End Overlap work
It will fire once when something enters the object and fire end when it exits once
So if it's on overlap and not multi overlap first object triggers it
And then triggers the exot
So a actor can overlap multiple times in one volume or each component in the actor can overlap once and end overlap I only work one non multi overlaps so can speak for them
Take a collision box set to overlap on a custom channel.. I have that custom channel
How I implement the event can change things if it's just me as an actor on overlap. When I start my overlap it will be once as soon as any of me triggers it
What are the Component Overlap Actors/Components Nodes in Unreal Engine 4 Source Files: https://github.com/MWadstein/UnrealEngineProjects/tree/WTF-Examples N...
anyone here who can help me with troubleshooting unreal ?
I think it's something going crazy with slateUI
I'm talking just the editor itself having a problem
well.. whenever I have 2 windows or more open.. or you hover over something in the UI.. my performance tanks chronically
or there is ambient animations on objects in your content browser
basically.. anything but main window
I've reinstalled
and it shows up in both 4.17.2 and 4.18.2
Live view port?
whole thing slows down
goes from 90+ to 18 sometimes
system specs are very good...
Hmm I had a lag issue with editor it would tank if I had the unreal launcher. How much memory cpu is the unreal launcher using in your task manager
Epic launcher rather
currently using .8
Ok not same thing I had but for kicks when your project is open end the launcher task
Just to make sure it's not some logic in your project start a quick 3rd person one and see if that has same problem
It's possible if you have nvidia card with shadow play a lag thing can happen
I'll look into that now
Think that's related to desktop privacy or something
Task manager show the engine is just spiking?
๐จ
goes from an average of 28 useage to 16
for each window / slate UI call.. my fps drops and so does my CPU useage
Sounds backwards
so.. from 28%... down to 9% cpu useage with 2 windows open ๐
Windows 10?
yup
I'm not changing
I've been using unreal on it since it came out ๐
all my co-workers are
and similar systems as me
they don't have this issue heh
Well I only ask because of the whole dpi scalling has caused me problems on my wife's comp for graphics programs
Like Maya I had to disable it on the exe for t to run ok
odd
My beefy system has gotten rekt
never had any issues with it
but I don't have that enabled anyways
I've actually had the issue for 3 months now
Dont know
co-workers... about 14 systems... all pretty similar
But it's ruining my VR experience in UE4
I've a 1080ti =/
That's what I just got too vic
once again.. same equiptment
I havent' posted anything on AH, because I have no real repro steps
for the most part
But I might throw something out there and see if anyone bites
please do and link me
Aye, no worries. I just need to get through these deadlines before I do a refresh
I rather it be broke than nonexistent ๐
Altermind. Find your editor exec and right click it goto properties and check for the dpi scaling check box
no dice ๐ฆ
Ah boo outa ideas here
I aprecaite the looksee anyways
I'm normally good at this kinda stuff.. but.. these days I just need to work
ooo
and I'm old sauce now ๐
Same here
I first used maya on SGI systems!
very old school man
38 nearly 39
๐ your older.. but I started earlier
Then again I only got jnto game dev 2 years ago haha
Was a doom maps to quake maples to ut2k3 brush only and done
Haha
2002 ๐
Maps not maples haha
3D ... 1998
I miss the days of simple geometry
it's made a comeback as an art style man... all good
"Kinda looks like a building... "
True enough low poly looks good if the lighting and such sell it as hirez so to speak
I can make a gun fire and hit stuff and damage it but it's not something I specialize in. Just line trace or bullet bp casting to cause damage ๐
Hey, guys. Do you know if it's possible to convert a BP into a static mesh. I have a gun that's divided into several parts in a BP but I'd like to convert it as a single mesh
I found a plugin that does this but it's outdated ๐ฆ
@tawdry hedge yep, there's an actor merge tool
Not sure if it's out of experimental yet... Look in window -> dev tools -> actor merging
If it's not there, search editor settings for actor merging
can't retarget animations, unreal crashes =[
Via the launcher?
Seems broken
Restart the launcher?
Is it still in the downloading phase it already verifying?
Hi everyone, starting ue4 as a 3ds max user and I'm curious if I'm just incorrectly using vertex snapping. I have a bad habit of keeping brushes perfectly aligned. I have been struggling to get vertex snapping to work consistently https://gfycat.com/DecimalThatIncatern
shouldnt middle mouse + V snap pivot to the corner vertex in this example?
vertex snap is bugged like hell imo
When attaching an Actor to a Socket with AttachToActor
why would my Actor attach...say it is attached to parent socket "MySocketName"
but actually be attached to a completely different point
Any particular reason my model is being placed in the ground rather than on it? I adjusted the pivot but every time I import it the pivot is in a different location.
Never mind I'm an idiot, was using the wrong model a model with the same name exists in Starter Content
Hello!
Hi
I'm new
Welcome ๐
Huh?
Do we need a tree?
Hes an bit off the rails i think lol ๐
@weary basalt u do need tree?
Please stop asking me that
What? Can you stop tagging me thanks.
I'm learning C++, even if I will just use BP at the end. Holy Moly.
This will make BP easier.
Currently i am on "More on Vectors" on Pluralsight. ^^ push_back()
:(
hello can someone help me with something
why my custom console command is not available in packaged build ?
Does Unreal suddenly take so long just to open a project, sometiems you end up pressing open more then once, it opens several times, and it lags?
Is there a way to append vectors but choosing in which order the components are appended?
@vivid nimbus I had that at the start. Not sure what is causing it
Could be the content of your project?
Oh my project that I was loading is the default no gamemode, with only the platform on it.
yeah it's weird, honestly i dont know what is causing it. I've started adding more stuff to my project and for some reason it boots up faster
I really wonder if the ue4 answerhub should be something where fortnite people should post their crashes and complaints.
Hmm
I am currently following the quickstart guide where you create a basic room on an empy world
Umm I accidently got rid of my uh
The bottom taskbar and the left side task bar
How do I bring those back?
Thank you!
Do you know what the uh, on the left is called? It was the place where you could get lights, blocks, that sort of stuff.
wish UE had something similar to the create/search menu that blender has
but alas, tis whatiz
also noticed that for unreal editor you need at least 3 monitors. one for main screen, one for asset editing and one for everything else ( like internet browser )
works fine on one, better on two. best on more hehe
but that goes for any engine or when using a lot of different software
I use a laptop :3
pretty content with this: https://i.gyazo.com/0c83549bb80471592028a2a82d040225.jpg (cleaned up and resorted since)
but your art screen is blocking the middle screen =[
yea resorted it since :p
When I package my game with everything setup in plugins and DefaultEngine.ini
LogOnline: Warning: STEAM: Steam API disabled!
LogInit: Display: LogOnline: Warning: STEAM: Steam API disabled!
my assets (static meshes) migrated from 4.18 to a 4.17 project aren't visible in the contenten browser...bug or feature? any chance to get them in 4.17?
.uasset aren't backward compatible
doh....best thing to read 2 weeks before release.....
yes, but there is exactly ONE BP I need also ๐ it was a fbx scene import - so this bp holds the meshes as components and I've changed a lot of them.
thanks anyway - then I need to upgrade my project to 4.18 - it was sooo stupid - it will never happen to me again to have one dev and one artist running 2 different versions of ue ๐
Np
network coding is quite fun
really introduces some extra complexities into simple things
it reminds me of multithread programming
actually knowing ue4 networking model helped me more than you would think on my multithread programing class
wich i aced
becouse its the same kind of thinking of "i have this code being run on several different devices each with its own state"
can someone tell me what am I doing wrong?
https://gyazo.com/32df94bfdd01dddbdec67ec06e150953 does anyone know why i cant connect these cameras to the "new view target"? I get a message saying "camera component object reference is not compatible with actor object reference"
holy hell....tried AnyDesking into my home PC from work to work with UE during holiday downtime
it's so laggy lmao
never mind, fixed it: https://gyazo.com/6cf422b4d2e5ee3c4232271a0c766ecd
@frank escarp i'd like to do some multithreading stuff in Unreal if possible...any direction on how to get started with this?
like I'd like to do certain things on a separate thread, like generating inventory
because it can happen in parallel to the gameplay thread w/o really breaking anything
Hey guys, I just bought a pack on the store and when i open it i get that (the pack is in a premade project)
@harsh tiger it needs an actor with camera component to work
can be a pawn too
as pawn is an actor as well
it all in a motorbike BP with the two cameras. the first thing you can see above didnt work but the second one works perfectly
one problem im having now is, im using the "is game paused" and "set game paused" to obviously pause and unpause the game. but once its paused its ignoring what ever buttons i press so i cant unpause it haha
yeah, that won't work, it's not made to switch between cameras but between actors with cameras
click on event node and see settings on the right
@vale osprey I had to re-design my whole inventory around Structs for easier network replication and generation from MySQL ๐ฆ lessong learned I guess. Don't use Actor based inventories unless it's just some simple single level type game i guess....
@rocky portal might work better in other situation
The Struct based inventory is way more "light weight"
There is hardly ever a single โproperโ way to solve something
yeah i agree
Actors were easier to work with
because it's very direct
but it's easier to just Replicate a UPROPERTY() Struct
wtf
and for the things like my "infinitely" nestable items...you don't even need to generate those
like a backpack inside a backpack
you only need to generate the internal Backpack contents when it is opened
Someone can help?
holy hell
what are the errors?
start from the top lol
oh theres one
on "Destructable Mesh"
change those pins
:/
just drag wife off the top one on that node
the other one will go away
wife = wire
The issue is with spawn node I think, no class is selected to spawn
yeah that'll error u too
I don't know what it should be, i just bought it like 5min ago
@rocky portal lol, dont even try to multithread in ue4
nothing of the engine is multithreaded. The only way to do so is to build your own game layer on top of ue4 normal stuff, and that layer is the one that gets multithreaded. Then you make sure that all the "accesses" to ue4 (like to move something) are done sequentially
its not worth it unless you are doing a simulation heavy game
i tried
its not worth it becouse most of the time is that engine part wich is the slow part
traces can be done async, wich is a huge bonus
pathfinding can also be done async
what if you're doing stuff with json and http requests
and spawn/delete can be minimized with pooling
and a MySQL db
then sure, you can keep a DB thread
like server spawns loot and then makes a ton of requests to web server
to update lootmaster table
but essentially you would have a queue, and on Tick you have an actor/object that checks if a result arrived
one of the modules lets you bind a response
cant remember if it's in http, json, or jsonutilities
though it seems like it would just stay in the main thread then
because those requests would just queue up on the DB
and/or web server
you would have an FRunnable or similar thread for the DB interaction
once you receive an answer, you send it into a queue, and then you have some ticker in the world or similar wich reads from it from the game thread
I still have to add that piece, but jsonutilities lets you parse json into USTRUCT iirc
so now that i think about it...i don't even know that i'd need a separate thread for this
it all depends on how heavy of a load it creates on server
i have a particle system that i want to play when I press a certain key. that works perfect fine but the particle is played when the scene is first loaded. how do i turn that off?
google hasnt been much help and i cant seem to find a setting for it in the particle system itself
take particle system off of the character
and on key press
you spawn particle emitter or w/e it's called
never mind haha
everytime i mention something in this discord i find the fix haha
i have a motobike and i want sparks to spawn when i use nitro. i went into the bike bp and clicked the particle system. scrolled down a little and found "auto activate" ticked at the bottom haha so i unticked it and its working as intended now, thanks anyway!
yeah it was kinda hidden at the bottom ahah
that makes sense for some particle system that will continually emit while you are doing something
spawning a particle emitter is for something that happens like once in some spot
particle system attached to actor will follow actor around though
thats what i done
i got a particle system and attached it to the bike mesh and placed it near the exhaust to sort of give the effect of nitro being activated
https://i.gyazo.com/effd64256651fa490d18bab922547ad8.png
If you have to ask, chances are you probably dont have access to a ps4 devkit XD
should work...u get odd effects for some things though
can confirm @fierce tulip
like if you had smoke puff shoot out of exhaust
the smoke puff would follow the bike i believe
only if you set it to local space
when smoke puff should just stay where itpuffed out
but yeah i dont know much about that
people that "can" do ps4 dev, know that everything in ue4 is multiplat except .dll plugins
it works how i want, the effect is just a place holder atm
probably some tickbox to fix that lol
if the plugin is closed source, ur fucked
if the plugin is 100% open source, then you are 99% fine
for example, dungeon architect dev has never even tried to compile it on ps4
but its a ue4 plugin on full source, so it works
so does google analytics plugin
meanwhile IKinema doesnt, becouse IKinema puts its IK math inside a DLL
closed source
some dont have access though, but then again. they should look around and ask someone to test it eventually
everything you make, luos, works on ps4
as its just assets
and you dont use HLSL code in the material editor (wich can do weird stuff)
i know. though i wouldnt use the cave pack on ps4 as-is. id heavily cull each room and reduce some of the mat settings.
speed is a whole other thing tho
cavepack was tested on a ps4 kit anyways
custom material nodes need special love for platform compatibility because the shader code gets pasted verbatim, and not all HLSL functions also exist in Cg (PS4's shader language) etc, even though their syntax is largely identical
I assume that all custom mat nodes used in official mat functions work on all platforms though?
looks at the dither node and some others
O_o
im sure there is some reason for it, but i'd be nice to not having to worry about that hehe
reason is you usually have a tech artist on a team who knows their stuff and finds and fixes these errors ๐
for Rad Rodgers we got a switch preview engine-wide. thats gonna help me be way less frustrated :p
tech arcitech
https://gyazo.com/f9fa59aa5166faa268a3de59db1318b2 in the picture you can see the max rpm is 13500, but i want that to increase to a certain value when the nitro is active. but i cant find a way to set the engine max rotation speed, only a way to get it. anyone got any ideas?
@fierce tulip is there a reason why it wouldnt work on ps4
lol
its just static meshes...
iunno, people be weird yo
https://i.gyazo.com/b4efe30dbf1dd9759a76ec6aa2ec1edc.jpg
simple as shit, but enjoying the bleep out of just randomly placing meshes.
been ages since I did something else than pewpewpew's
https://gyazo.com/b99546b39bf010451b090441537621f7 anyone know why this isnt working
@fierce tulip I'd dm on that
direct message?
Or dungeon master, or death match, or ..
@harsh tiger as the message sais - your offroad does not inherit from a controller (or subclass) so a cast can not work. what are the parents of your offroad
is there a magic key in 4.18 to get my levelbp to work? I mean - i just created a new project and when ich try to open level bp I get an empty windows with only the menu bar showing ๐ฆ
so no graph or something
uuuuugh... when you tell unreal to import a bunch of files but accidentally included a bunch of files within zip files that were included in the explorer search results
i put different player starts down in the world and when i press R i want to respawn the player at one of them places randomly
Any word on 4.19?
Soon
Hopefully texture arrays and/or terrain tesselation fix -cross fingers-
ok can someone help me come up with a name for this component? lol
I have an EquipmentManager ... stuff happens here on the server
I want to make an HTTP Sychronizer for EquipmentManager
that isolates all the code for talking to the Web server
EquipmentManagerHTTPSynchronizer is quite long
Hey guys, I know it may be a long shot but Im just feeling creative to make a nice scene in UE4 and just wondering if there's any free model packs to use?
there are a few on the Learn tab on the Launcher as well as a few on the Marketplace if you search for Epic Games
Thank you, will take a look
https://i.gyazo.com/9faceae120dc96f14c8468fc3ebc9918.png
doubt anybody can explain this
Y U SHOWING MAH PARTICLES IN PHOTOSHOP FFS
is there a way to make an ActorComponent only exist on the Server?
Destroy the component on BeginPlay if Owner does not have authority?
or a Run on client function to destroy it?
create it at runtime only if has authority
pretty sure there are ways to set classes to be server only too, if you use C++
just keep it as usual
but if its not server, disable it
that way you can still edit it in editor and similar
I heard that's impossible due to deffered rendering
Morning everyone
hugs @floral pagoda
Hey @fierce tulip ๐
hey Ben!
SLI is going away anyway
long time no see
in almost every game
Could enabling forward rendering help?
that probably has nothing at all to do with it, no
So happy that they are going to do large world optimizations for UE4
call 911?
just ask the question, preferable in the right channel
ok
@lusty pendant https://docs.unrealengine.com/latest/INT/Engine/Rendering/Nvidia/NVIDIAAlternateFrameRendering/
Integration of NVIDIA's Alternate Frame Rendering technology that enables support for games using SLI.
Yeah I tried that, two cards have 100% load but FPS are the same
k, then ggwp
move on with your life ๐
I mean, it's not even fully supported by Epic anyway
I imagine it would take a bit of custom engine to fully get it to a point where it's actually going to work
But yeah, less and less games are supporting SLI anyway
Single cards are just too powerful nowadays
I'll try using SLI profiles people recommend, if this won't work I'll just wait for better SLI support
4K needs at least titan for 60fps
SLI ;ight become quite transparent as it will most likely be supported directly by NVidia
i run it at 60fps on a 1080ti on 4k
wonders what temp the gpu is with such settings
low, because good proper airflow :p
:p
I saw a dude setting a cpu heatsink on a gpu and getting insanely good cooling perf
I'm thinking of trying that
or a bigger water cooling system
replace each fan with a vacuum cleaner sucking away heat XD
watch out for electromag stuff it can generate though :p
also, disclaimer. thats on you, not my wallet if it goes wrong
:p
well I was thinking that with a very very long tube I could not even hear the damn thing
youtube or google keyword for that kind of stuff is "phase shift" cooling