#ue4-general

1 messages ยท Page 160 of 1

quasi lake
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True

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This capsule collision sometimes really annoying

chrome ivy
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I know

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If I were you, I wouldn't use a character class for this type of character.

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I only use it for small, humanoid characters.

quasi lake
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But I needs the character movement functions

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My character needs a lot of movement controls

chrome ivy
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Yeah

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This is why is harder to start from a pawn

quasi lake
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Yeah

chrome ivy
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You need to make custom movement

quasi lake
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I thought of this too before

chrome ivy
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Another little trick would be to use root motion animations.

quasi lake
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My dragon needs to fly jump something etc

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Yeah I use that

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a lot

chrome ivy
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Root motion is helpful and makes the movement realistic.

quasi lake
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Thanks for your help bro,supper time

chrome ivy
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No problem! Merry Christmas! ๐Ÿ˜‰

quasi lake
polar elm
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anyone knows where the editor is located? I have to put a custom parameter on it before launching. is it the epic games launcher?

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I mean, is that UnrealEngineLauncher.exe at \Epic Games\Launcher\Engine\Binaries\Win64?

quasi lake
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Nope

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There should be a UE_4.X folder

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Launcher is just a unreal environment menu

hot ledge
rocky portal
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how much work do you guys put into BP prototyping before you push stuff to C++

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BP just seems faster to me to quickly add pieces and iterate over simple things...but once it gets more complicated I prefer C++

frosty bloom
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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

tender lance
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Annyone familiar with addin Gameworks into ue4 ?

fair violet
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@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.

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Then rewrite any heavy and core logic in C++ and expose whatever is necessary to BP

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Thatโ€™s basically the standard many people use, and it works out to be very productive!

simple flare
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Uhm

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Anyone experienced in C++?

keen birch
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And now the actual question @simple flare

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And fix your name so people can actually tag you ;-;

quasi lake
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Anyone else bought this poplar terrian pack?

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I have some problem using its terrian material

opal ocean
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I have a direction vector, and I want to get the closest cardinal direction (up,left,right,down) how do I do it?

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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

quasi lake
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depends on what plane you want it on

opal ocean
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top down rpg, so just X,Y

quasi lake
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So if your direction vector is forward,which do you want,left or right?

opal ocean
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if the direction is southeast, is it closer to south, or east?

quasi lake
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OK,so you want your direction to be south or east right?

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Simple

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Dot product

opal ocean
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then compare which direction is closest?

quasi lake
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no,compare the result of the dot product between your direction and south/east

opal ocean
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yeah, dot product between direction and south, compare to dot between direction and east. ...and north and west.. whichever is larger

quasi lake
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yeah

opal ocean
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ok

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Thanks

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it works!

zenith lily
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Only happens on blueprints even new ones

opal ocean
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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?

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ok, I did an earlier fix wrong :p

rigid mountain
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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

polar elm
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I'm experiencing a lot of crashes. is it nornal or it should be something about my specs?

old sonnet
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Same problem with specs

polar elm
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thought so. probably a lot of memory usage or processing :P

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or both

old sonnet
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What would be a simple kind of game to make now? To gain some experience

wary wave
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What kind of experience do you have?

old sonnet
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Time dilation

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Walk speed

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I just know the basics

polar elm
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what do you want to really? mechanics designing? graphics? functional UI? AI?

old sonnet
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Mechanic designing

polar elm
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I think it's easier to focus on something, if it's for learning purposes

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hmmm. try to do a RPGesque. no need to do the writing, but the system

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it has a lot of stuff to be done

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a lot of variable controlling, items, equipments, interactables, animations, etc

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or you can just follow a tutorial series like I'm doing

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and skip whatever you don't want to learn right now or what you already know

rocky portal
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What is easier to replicate? UObject, AActor, or Structs

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Structs seem easy since ur basically just passing value to server/client struct

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UObject doesn't have replication built in

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can also use ActorComponent which has replication built in

wild kestrel
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AActor is UObject, but if im not mistaken movment component has special replication code form ovment

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Struct is sequance of varables stored in memory in similar fasion as array one by one

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so it should not be diffrent from ints and such

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UE4 can replicate any object :> you just need to add specifiers to be replicable

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hmmm maybe only AActor i never played with replication

rocky portal
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AActor is first UObject based class that has replication implemented

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Struct is just easy to "replicate" because you can pass it around no different from an "int" i guess

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so a Struct based inventory would be as easy to replicate as an int

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UObject...not so much unless I'm missing something

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AActor based Inventory should be easy to replicate, but there's a lot of bloat on all your Actors then

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and Spawning loads of actors is slower than copying values from structs

wary wave
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the struct itself would be a member of an actor or actorcomponent though, this is a requirement

wild kestrel
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struct should be treated as normal varbale

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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

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without functions etc

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you can see that in blueprints ;p

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xlar8or 1225

rocky portal
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Yeah so in case of an inventory, you could have a struct with a TArray of something

wild kestrel
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what the hell is this xd

rocky portal
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Struct itemdata

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Or a uobject itemslot

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That references a UObject/AActor/struct itemdata

wild kestrel
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if you want, UT just use objects

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as i know

rocky portal
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Packing all Itemdata into a struct means you have a ton of unnecessary properties ... like having healing value on a weapon

wild kestrel
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You tlaking about database and such as last time?

rocky portal
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Nah.. storing items in an inventory in different ways

wild kestrel
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because i remeber oyu nickname :p

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then just use store item actors in array,

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what you need struct for?

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You should able to replicate any actor

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the link i give shows how to replicate from any AActor class

rocky portal
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How about replicating inventories across clients

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Yeah can replicate the actors but what about the tarrays of references to picked up actors

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Ah... UPROPERTY(Replicated)

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Sorry I have done very little replication so I might ask some dumb questions

weak thunder
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Ok what the hell.
My material wont even be applied to my landscape.

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All other materials can be applied except mine.

mint scroll
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Anyone up?

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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...

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Anyone got any pointers?

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preferably i would like to get the *pointers (bad joke)

fickle path
humble sun
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Merry Christmas gents

floral heart
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A few more hours.

tame token
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Merry Christmas All

patent arch
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Marry Christmas Everyone Today Is The Day

plush yew
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hey

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how to change substance material texture position. I did texcoord on the blueprint but it only changes the scaling?

copper forge
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is it possible to create a main menu in UE4 with C++?

weary basalt
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Sure is

empty berry
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Haven't been on here in ages but MERRY CHRISTMAS UNREAL PEEPS! ๐ŸŽ„๐ŸŽ„๐ŸŽ„

surreal viper
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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?

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found it, nvm

plush yew
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Merry Christmas Boi-O's

old sonnet
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My Engine keeps crashing

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Any way to lower the qaulity in editor

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Instead of when clicking play

surreal viper
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yes there is a settings button

old sonnet
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ye ik

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But the graphics change then in test mode

surreal viper
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nope in editor as well

old sonnet
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You mean the material thingy?

old sonnet
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Mine is on lowest

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All of em

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;-;

surreal viper
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what's your hardware?

old sonnet
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Bad

surreal viper
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cpu, gpu, ram?

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how bad?

old sonnet
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Intel(R) HD Graphics 520, Intel(R) Core(TM) i3-6100U CPU @ 2.30GHz, 8.0 GB RAM, Windows 10

surreal viper
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๐Ÿ˜ข

old sonnet
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I don't have enough money to upgrade

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I just need to earn a bit of money with my game.

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So I can upgrade.

surreal viper
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tbh

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your chances for that is rather low

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also if you want to publish a game with your current hardware I would totally switch engine if I were you

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and most likely i would make a 2D game

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with unity / godot / own engine / whatever

old sonnet
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Unity sucks in my opinion

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I'll upgade soon I guess.

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I'll just build my own, that's cheaper.

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How much should I spend on used parts so I can run this? I just want to make it as cheap as possible.

surreal viper
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idk depends on the country

old sonnet
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the Netherlands

surreal viper
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but unreal isn't the best tool if you want to go on with the cheapest pc possible

old sonnet
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I like unreal

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It's easy to use, and there's a cool community.

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What should be minimum specs?

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I can spend โ‚ฌ600

plush yew
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Should be able to get a decent PC for that much although I dunno the prices for parts in your country

old sonnet
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Same as US

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Maybe a bit cheaper

plush yew
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Oh that should be plenty to run UE4 then

old sonnet
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Nice.

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Thanks.

surreal viper
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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?

frank escarp
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exactly as it would you if you are taking a bank note to your name

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or even better get a company

surreal viper
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in my own country I would use Surname Forename, everywhere else the other way around ๐Ÿ˜ฆ

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I guess the non-english letter problem is solved because it does not accept my name ๐Ÿ˜„

bitter iris
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Everywhere its surname and forename, just in general use people just do forename and surname.

trim silo
loud phoenix
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UE4 crashing on simple level re-name every time, anyone know what's up with this? Using 4.16, never encountered this problem before.

rocky portal
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wtf...why can't you have a TArray<ThisStruct> inside "ThisStruct"

quasi lake
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Hey buddies,have some problem about camera motion blur

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I want the character to be clear and the environment to be distorted

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But no matter how I change the values it doesnt do the job

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I want the effect like WipeOut

trim silo
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that's to be done with the depth of field settings in post processing i think

quasi lake
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emm sounds right

trim silo
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circle dof should work i think as it usually leaves the centre clear

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and the rest of the area disorted so give it a go there

quasi lake
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But this will limit the undistored area to be center

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If the character is at the right side of the camera

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How would it be

trim silo
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i think you can set it up to follow the character

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play with multiple volumes and priorities of the post processing effects, hard to explain sorry i cannot access my engine at the moment

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maybe have a look on youtube depth of field settings etc

quasi lake
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Yeah thanks

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It seems only to make the blur effect,no distortion

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How to block this fucker from appearing

frank escarp
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adblock

quasi lake
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thanks

frank escarp
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i really dislike how shady udemy is

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they would be in jail if they werent set in some second/third world country

quasi lake
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Why

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What did they do

rugged viper
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@frank escarp

frank escarp
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illegal sales practise, and spamming everywhere. In fact they constantly impersonate ue4 twitter

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they impersonate famous game devs, associations,and engines, and use the fake accounts to spam Udemy news

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their website would be illegal in europe and USA becouse their sales are illegal.You cant have permanent 90% sales on eveything. รง

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that is not a sale, that is just a fake price

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they also have some fairly lower quality courses around that they promote

grim sinew
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Yeah, I have that as well and it's pretty great. That's more on the person, not the service though.

quasi lake
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Well that Udemy is evil

frank escarp
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that course was funded with 200.000 kickstarter dollars

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they still have it at 200 dollars perpetually at 90% sale

quasi lake
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emm how to modify global post process volumn in blueprints runtime?

gritty swift
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@rugged viper ive downloaded this course from torrent for free:DD
and yes, its so useful)

keen birch
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Not sure if that's something to be proud of

frosty bloom
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@gritty swift I believe you shouldn't talk about piracy here.

gritty swift
quasi lake
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kappa Piracy everywhere in my country

bitter iris
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Not like 60% of more people in here actually pay for programs

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I highly doubt it

keen birch
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Doesn't mean we should facilitate it ๐Ÿ˜›

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Some people murder others, that doesn't mean we should accept that ;3

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(Stupid example, I know, but you get the idea)

rugged viper
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@gritty swift..

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Gud for you I guess

oblique sorrel
floral heart
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"Part of a complete breakfast"

south ridge
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@oblique sorrel Looks like they are unwrapped

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Doesn't say they are unwrapped well!

floral heart
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That's the problem with modern advertising. The careful use of words that seem to mean something but do not.

distant river
floral heart
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Sure.

celest creek
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@oblique sorrel It's almost harder to unwrap something that badly than to do it properly.

floral heart
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Not with blender's cylinder unwrap. Just press a hotkey and bam.

celest creek
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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.

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Unless you're using something really poopy that is. Maybe Poser has an unwrap function now that looks like that. -_-

floral heart
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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.

celest creek
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Oh you mean Blender's unwrap is crap? Ah got it.

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I use Maya or Modo myself mainly...

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Tried Blender, maybe one day. Seems good.

floral heart
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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.

celest creek
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Does anyone here use 4.18 with a 4k screen? I doesn't register screen touches/mouse clicks properly... they broke something ๐Ÿ˜ฆ

patent arch
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Blueprints make me black

celest creek
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It seems like I have to set the widget reflector to 0.5, but that makes UE pretty tough to work with.

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It's not just Blueprints, the problem comes when launching something that uses non-UMG mouse clicks/touch from the editor.

rocky portal
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anyone know how TOctree works?

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and can I use it for non-spacial stuff

gleaming karma
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is there a way to adjust the uv components individually in material editor?

floral heart
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ComponentMask node or the BreakFloat2 material function

celest creek
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Not even sure what UV components are in UE... UVs in general you mean?

rocky portal
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anyone give any tips on how I might be able to represent a recursive type structure with Structs

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like infinitely nested inventory items

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can't be Actor or UObject

gleaming karma
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U and V are the components of UV ๐Ÿ˜›

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but already fixed it

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apparently append can create a vector from 2 floats

gleaming karma
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Is there a way to use one texture sample but output different uv mapping?

floral heart
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Combining the values of two different locations in the texture?

gleaming karma
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I want to do 3 texture lookups from the same sampler basically

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all based on different uv mapping

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eh yeah i guess the way you're putting it makes sense

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I have something working but it's using 3 texturesampler. Seems a bit redundent to have 3 slots for the same texture

south ridge
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You can with a custom node

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You can re-use same sampler with one node to do more texture lookups

gleaming karma
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ah

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nice

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going to bed will check tomorrow thanks

vale osprey
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@south ridge still need 3 separate sampler, just with one texture object attached to them

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But even if itโ€™s 3 seaparate, compiler should optimize to the same texture

south ridge
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No

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You can have one sampler and query it multiple times

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If I'm not mistaken

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But as far as I'm aware, no material nodes exist for it, so it's only can be done through HLSL

floral heart
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I wonder how that works. If it were magical, I'd sample every pixel of a texture for fun.

south ridge
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Sampler objects are not the same as sampling pixels from a texture though?

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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

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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

weak peak
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hey guys

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anyone here work with procedural terrain gen?

plush yew
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Not exactly for me @weak peak, but I have static mesh PG at hand

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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

https://github.com/ShivamMukherjee/TL6_PuzzleIO

vale osprey
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@south ridge I see what you mean. Kind of weird, i had impression that itโ€™s just a SampleTexture2d function from hlsl

weak peak
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@plush yew ok, well im a total newbie and im looking for someone who can show me the ropes

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im afraid i dont know what mesh PG is : (

south ridge
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@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

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In case of UE4, the limit is for whatever reason set to 16

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And if I understand it right, I see samplers as being a texture plus a bunch of parameters (that define how texture is sampled)

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Texture itself is just bytes of data, but there's also clamping mode, filtering mode, sRGB vs linear and so on

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Which together with byte data make for a "sampler"

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sRGB -> linear conversion is done in hardware for example - I know that much

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I grew up with OpenGL and the way it's set up there is completely different

quasi lake
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How to generate a camera shake object with runtime values?

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All values seem unable to be got by blueprint

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If we have to make couple static patterns of camera shake,this is ultra dumb design

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Even a unity camera shake plugin can do this

plush yew
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@quasi lake What do you want to do? Create a camera shake effect?

quasi lake
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Of course

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Create a camera shake and set its values runtime

mystic jasper
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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?

quasi lake
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@plush yew

plush yew
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@quasi lake And what have you tried so far?

quasi lake
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Tried?So far I can see we can not modify values of camera shake in runtime

mystic jasper
quasi lake
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I dont think this video uses dynamic values

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Yeah his camera shake is static

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Not dynamic

mystic jasper
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So you want to change the value of your shake on runtime? while it is playing?

quasi lake
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Yeah no change,just set dynamic values when I generate a camera shake

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Instead of preparing couple static ones

mystic jasper
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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?

quasi lake
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But you cannot get those values in BP

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They are not visible in blueprint

mystic jasper
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where would the values originate? ๐Ÿ˜ฎ

quasi lake
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In blueprint default value panel

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This is the problem

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We can only set values here,dead values

mystic jasper
quasi lake
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This is where you select your cameraShake class

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You can only select your CameraShake class,but unable to set its values

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Values are these ones

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I'm trying getting these in c++

mystic jasper
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ah. icic

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@quasi lake

quasi lake
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Nani

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Where's this function

mystic jasper
quasi lake
mystic jasper
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I actually don't know if I am helping ><

quasi lake
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Why do I only have these

mystic jasper
#

right click POV to split pins

plush yew
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Doesn't seem like you can set the oscillation settings though

mystic jasper
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yeah

quasi lake
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Seems only pov stuff

plush yew
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If you can't set the variables through C++, you'll probably have to implement your own camera shake

mystic jasper
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Yeah. I'm sorry i'm not being helpful ><

quasi lake
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You are helpful

mystic jasper
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Does anyone know how to change mobile orientation on run time? E.g. Map 1 = Portrait, Map 2 = Landscape?

quasi lake
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I found we can access to those parameter with c++

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But still another problem remains

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The playcamerashake function only receives class type

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So I'm guessing maybe I need to construct my own playcamerashake function

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I checked code,it seems the parameters are not quite complexed

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Maybe possible

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Em supper time first

plush yew
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guys i need a map system with pictures like in pubg not a camera i can give a reward

fierce tulip
#
  1. We arent your personal "create something for me" team.
  2. the marketplace currently has a sale, and there are some map/minimap packages for sale as well.
  3. Google
cloud cobalt
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Also please ask questions about how to do it, that we'll answer ๐Ÿ˜ƒ

sacred crater
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I like how you can't update 4.18 when you have 4.15 open

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which are also both on another disk

quasi lake
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Emm seems I need to create my own CameraModifier as well

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Luckily codes seem not quite much,about 200 line

quasi lake
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Then add it with

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I think I can do it

quasi lake
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I fucking made it

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Now I can have my own dynamic camera shake

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This is the raw class static data

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And I changed ampitude to 120

gleaming karma
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I thought texture samplers in the material stats meant how many texture units are used, but it actually means how many samples are taken?

fierce tulip
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sorta, using tangent space also adds one sampler afaik.

vast pine
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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

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There was an interesting talk in a gdc on this basically you shake closer to the player and maintain a level horizon.

plush yew
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guys need help)

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@plush yew same here mate xD

plush yew
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In packaged project the steam is disabled, maybe because the app ID 480?

dreamy quartz
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worst part of UE is that most tutorials are for Blueprints only :/

vast pine
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Did you package shipping or dev build majik?

plush yew
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shipping

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now i noticed the setup guide on advanced sessions page, im using it and i think thats why it doesnt work

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nope still doesnt work

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LogInit: Display: LogOnline: Warning: STEAM: Steam API disabled!
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LogOnline: Warning: STEAM: Steam API disabled!
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LogDirectoryWatcher: Warning: Failed to begin reading directory changes for ../../../../../../Users/.../Documents/Unreal Projects/MyGame/Plugins/. Error: The system cannot find the file specified. (0x00000002)
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trying to package without Advanced Sessions

grim ore
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@dreamy quartz why is that a bad thing

plush yew
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@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'
dreamy quartz
#

@grim ore i somehow cannot get around those blueprints and I just prefer to write code (I'm C++ developer at work)

plush yew
#

now it doesnt package at all

vast pine
#

Advanced sessions uhg I dunno there that's a plugin

plush yew
#

ok i enabled the advanced sessions and it packages

#

but steam api disabled

#

OMG

#

NOW PROJECT DOESNT EVEN OPEN

grim ore
#

@dreamy quartz gotcha

plush yew
#

ok tomorrow will have to move all content to new project and set that up

patent arch
#

Damn wtf blueprints are hella easy

safe rose
#

no

patent arch
#

the hell they are

safe rose
#

no

#

@patent arch Previous programming experience level before using UE4? Current experience level in UE4?

patent arch
#

Unity C# for about 2 years

safe rose
#

again, no

cursive dirge
#

blueprints are walk in the park with any prior programming experience

safe rose
#

Don't let it fool you

patent arch
#

Been doing it for like 2 days

safe rose
#

k

#

so you really haven't done much in those two days then?

#

What exactly have you done?

patent arch
#

I guess not if your such a pro

#

LHH

safe rose
#

turned on a light?

#

toggled it on and off?

#

Made a door open up?

patent arch
#

no

cursive dirge
#

@safe rose you know, this is not really productive

safe rose
#

?

frank escarp
#

dude you are being rude as fuck

safe rose
#

I'm just asking questions

cursive dirge
#

what the guy has done is not relevant, what is that he likes the workflow

frank escarp
#

blueprints ARE super easy, if you come from any computer lenguage

patent arch
#

I guess this guy is salty because the only thing he can do is visual scripting

frank escarp
#

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

safe rose
#

k

cursive dirge
#

only think I like about blueprints is that you can use them without docs

#

they just work for most parts

cinder iron
#

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.

cursive dirge
#

well, I wouldn't go there

safe rose
#

^

cursive dirge
#

they are easier

safe rose
#

sigh

cursive dirge
#

you still need to use any language properly

safe rose
#

What is this "easier"

frank escarp
#

blueprints are a great entry point into ue4 coding

cursive dirge
#

but it you can't compare visual scripting and c++

safe rose
#

Just because it's not "written code" ?

frank escarp
#

i dont recomend anyone ever to try ue4 c++ first

safe rose
#

Because you don't have pointers?

frank escarp
#

yes?

safe rose
#

lol

frank escarp
#

you do have pointers but at least they dont insta crash

safe rose
#

k

frank escarp
#

also no compiles

cursive dirge
#

or, because you are on your own with crappy c++ api docs

frank escarp
#

and the autocomplete works fairly well

#

debugger is easy to use

safe rose
#

I'm not saying BP isn't easier than C++

#

that's not even the topic here

frank escarp
#

and somepeople just have an easier time with the graphical stuff

safe rose
#

Someone comes in and says BP is easy

#

with only two days experience

#

I am sure it is

cursive dirge
#

it's his initial impression

safe rose
#

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

patent arch
#

you just jelous im a programming god

safe rose
#

Yes I am

#

That's exactly right

frank escarp
#

he is just saying that he found them easier than expected

safe rose
#

No

#

That's not what he said though

#

He said

frank escarp
#

wich, coming from unity c#, they are

safe rose
#

"Blueprints is easy"

cursive dirge
#

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

safe rose
#

But that's such a trap

#

That's all I was saying

patent arch
#

which kind of trap?? the kind where a guy has a vagina?

safe rose
#

It's not, do not let it fool you

cinder iron
#

No, but i think this conversation is quiet redudant

safe rose
#

I agree

#

People can't have good conversations on here anymore

#

Everyone gets triggered too easily

cursive dirge
#

yeah, lets blame others will we? ๐Ÿ˜„

safe rose
#

(never got my original questions answered ๐Ÿ˜ญ )

patent arch
#

uhhh.. your the one who got triggered

safe rose
#

?

#

Nah, I was merely stating facts

#

And asked you questions that you never answered properly

patent arch
#

ok sorry for got

safe rose
#

Only got defensive and retorted with childish remarks

#

ยฏ_(ใƒ„)_/ยฏ

patent arch
#

lhh yea you got me

safe rose
#

Didn't help Olento and Vblanco jumped in for no reason

cursive dirge
#

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

patent arch
#

bro i know your just jelous because I'm a god and you aren't

safe rose
#

@cursive dirge you aren't even using UE4 though

#

soooo

#

k

cursive dirge
#

๐Ÿ˜„

safe rose
#

wtf man lol

#

get off my nuts

#

I know you

cursive dirge
#

I know you too

#

but the new guy doesn't

safe rose
#

I love you

#

But seriously

cursive dirge
#

he might think you are trying to piss him off

frank escarp
#

@safe rose i got in becouse you launched headfirst into attack

safe rose
#

I wasn't even trying to be a dick here

patent arch
#

Victor I'm rolling a joint rn wanna see it?

safe rose
#

It was an honest "interview"

#

or whatever the word is

#

It wasn't even an attack

patent arch
#

victor wanna see my joint im rolling

safe rose
#

Nah

patent arch
#

?

#

WOW ok salty

#

victor your funny af to mess with

cursive dirge
#

also, you could take this to DM's

safe rose
#

Nah

#

this is a public chat

#

And then you wouldn't have been able to add your two cents

#

๐Ÿ˜ƒ

cursive dirge
#

it's not a place for UE4 chat tho

safe rose
#

It was UE4 chat though?

#

well maybe not the joint

#

thing

vast pine
#

lol I didn't even see a question in all that

plush yew
#

Anyone wanna gimme some insight into how to develop a good gun combat system

cinder iron
#

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

plush yew
#

I don't understand how to make the gun stay in hands... Do you really need an animation pose for each gun?

bitter iris
#

have you made a bone for the gun

vast pine
#

Yeah I always wondered about rifles and animation like making the hands fuse to the gun ๐Ÿ˜ƒ

nova heath
#

Any idea why OnComponentBeginOverlap and OnComponentEndOverlap are firing simultaneously?

vast pine
#

Two different objects?

nova heath
#

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?

vast pine
#

What's the on overlap located in and what are you using to determine the overlap?

nova heath
#

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

vast pine
#

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

nova heath
#

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

nova heath
#

Maybe I just don't understand how On Begin Overlap and On End Overlap work

vast pine
#

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

swift spindle
#

anyone here who can help me with troubleshooting unreal ?

#

I think it's something going crazy with slateUI

vast pine
swift spindle
#

I'm talking just the editor itself having a problem

vast pine
#

Oh

#

How so?

swift spindle
#

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

vast pine
#

Live view port?

swift spindle
#

whole thing slows down

#

goes from 90+ to 18 sometimes

#

system specs are very good...

vast pine
#

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

swift spindle
#

currently using .8

vast pine
#

Ok not same thing I had but for kicks when your project is open end the launcher task

swift spindle
#

killed it

#

no difference

vast pine
#

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

swift spindle
#

already tested with a new project

#

no difference

vast pine
#

It's possible if you have nvidia card with shadow play a lag thing can happen

swift spindle
#

I'll look into that now

vast pine
#

Think that's related to desktop privacy or something

swift spindle
#

or in game overlay

#

sadly no difference

#

was a good idea

vast pine
#

Task manager show the engine is just spiking?

swift spindle
#

will check

#

this is odd

#

it actually drops my cpu useage massivly

vast pine
#

๐Ÿ˜จ

swift spindle
#

goes from an average of 28 useage to 16

#

for each window / slate UI call.. my fps drops and so does my CPU useage

vast pine
#

Sounds backwards

swift spindle
#

so.. from 28%... down to 9% cpu useage with 2 windows open ๐Ÿ˜›

vast pine
#

Windows 10?

swift spindle
#

yup

#

I'm not changing

#

I've been using unreal on it since it came out ๐Ÿ˜›

#

all my co-workers are

#

and similar systems as me

#

they don't have this issue heh

vast pine
#

Well I only ask because of the whole dpi scalling has caused me problems on my wife's comp for graphics programs

safe rose
#

Dont worr

#

you aren't alone

vast pine
#

Like Maya I had to disable it on the exe for t to run ok

swift spindle
#

odd

safe rose
#

My beefy system has gotten rekt

swift spindle
#

never had any issues with it

safe rose
#

In Editor lately

#

I am on 4.18.2 tho

swift spindle
#

but I don't have that enabled anyways

safe rose
#

I heard that it could be a recent Windows update

#

Microsoft vs Tim

swift spindle
#

I've actually had the issue for 3 months now

vast pine
#

The Windows 10 experience ba

#

Bs

safe rose
#

Dont know

swift spindle
#

co-workers... about 14 systems... all pretty similar

safe rose
#

But it's ruining my VR experience in UE4

swift spindle
#

all uptodate

#

it's entirely useless now

safe rose
#

It's just strange

#

Going to refresh my PC soon to see if anything is up

swift spindle
#

I've a 1080ti =/

safe rose
#

Because it's not my 1070ti

#

Right, I mean, could be a driver issue also

vast pine
#

That's what I just got too vic

swift spindle
#

once again.. same equiptment

safe rose
#

I havent' posted anything on AH, because I have no real repro steps

swift spindle
#

for the most part

safe rose
#

But I might throw something out there and see if anyone bites

swift spindle
#

please do and link me

safe rose
#

Aye, no worries. I just need to get through these deadlines before I do a refresh

swift spindle
#

I can't afford to refresh atm

#

will take days to reinstall

safe rose
#

I rather it be broke than nonexistent ๐Ÿ˜‰

vast pine
#

Altermind. Find your editor exec and right click it goto properties and check for the dpi scaling check box

swift spindle
#

what's this fullscreen optimisations crap ?

#

thats new to me

swift spindle
#

no dice ๐Ÿ˜ฆ

vast pine
#

Ah boo outa ideas here

swift spindle
#

I aprecaite the looksee anyways

#

I'm normally good at this kinda stuff.. but.. these days I just need to work

plush yew
#

ooo

swift spindle
#

and I'm old sauce now ๐Ÿ˜›

vast pine
#

Same here

swift spindle
#

I first used maya on SGI systems!

vast pine
#

:0 not sure what that even is

#

Maybe your older skool haha

swift spindle
#

very old school man

vast pine
#

38 nearly 39

swift spindle
#

๐Ÿ˜› your older.. but I started earlier

vast pine
#

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

swift spindle
#

2002 ๐Ÿ˜›

vast pine
#

Maps not maples haha

swift spindle
#

3D ... 1998

vast pine
#

I miss the days of simple geometry

swift spindle
#

it's made a comeback as an art style man... all good

vast pine
#

"Kinda looks like a building... "

#

True enough low poly looks good if the lighting and such sell it as hirez so to speak

plush yew
#

hi

#

@vast pine You have any experience creating combat systems

#

like Shooter stuff

vast pine
#

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 ๐Ÿ˜‰

tawdry hedge
#

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 ๐Ÿ˜ฆ

ashen brook
#

@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

gleaming karma
#

can't retarget animations, unreal crashes =[

plush yew
#

hemm

#

unreal engine install has been at 64% for couple hours now

#

is this fine?

ashen brook
#

Via the launcher?

#

Seems broken

#

Restart the launcher?

#

Is it still in the downloading phase it already verifying?

vast pine
#

Is there a lil blinking shield at the bottom on task bar

#

๐Ÿ˜‰

final tree
#

shouldnt middle mouse + V snap pivot to the corner vertex in this example?

next badger
#

vertex snap is bugged like hell imo

rocky portal
#

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

nova heath
#

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

vivid nimbus
#

Hello!

south ridge
#

Hi

vivid nimbus
#

I'm new

weary basalt
#

Welcome ๐Ÿ˜ƒ

patent arch
#

who need tree?

#

@weary basalt need tree?

weary basalt
#

Huh?

plush yew
#

Do we need a tree?

weary basalt
#

Hes an bit off the rails i think lol ๐Ÿ˜ƒ

patent arch
#

@weary basalt u do need tree?

weary basalt
#

Please stop asking me that

patent arch
#

why

#

whats wrong with a little bit of bud ๐Ÿ˜›

#

@weary basalt

weary basalt
#

What? Can you stop tagging me thanks.

plush yew
#

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()

dim whale
#

ive been trying to learn C++

#

but god i cant remember jack shit

final owl
#

:(

plush yew
#

thatswhy you need to write cpp... then you will remember

#

๐Ÿต

#

makes sense

charred raptor
#

hello can someone help me with something

devout gulch
#

why my custom console command is not available in packaged build ?

vivid nimbus
#

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?

gleaming karma
#

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?

vivid nimbus
#

Oh my project that I was loading is the default no gamemode, with only the platform on it.

gleaming karma
#

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

fierce tulip
#

I really wonder if the ue4 answerhub should be something where fortnite people should post their crashes and complaints.

vivid nimbus
#

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?

gleaming karma
#

taskbar?

#

you mean Content browser?

#

check under window ( top menu )

vivid nimbus
#

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.

fierce tulip
#

modes tab

#

also content browser can be opened with ctrl + b

vivid nimbus
#

Thank you

#

That will be useful

gleaming karma
#

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 )

fierce tulip
#

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

vivid nimbus
#

I use a laptop :3

fierce tulip
gleaming karma
#

but your art screen is blocking the middle screen =[

fierce tulip
#

yea resorted it since :p

plush yew
#

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!
main pewter
#

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?

silver crown
#

.uasset aren't backward compatible

main pewter
#

doh....best thing to read 2 weeks before release.....

fair violet
#

You can export the meshes to disk and reimport

#

Then recreate the materials

main pewter
#

yes, but there is exactly ONE BP I need also ๐Ÿ˜ƒ 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 ๐Ÿ˜„

fierce tulip
#

so, does grouping work without crashing nowadays?

#

hmm seems so

final owl
#

Np

rocky portal
#

network coding is quite fun

#

really introduces some extra complexities into simple things

frank escarp
#

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"

copper forge
harsh tiger
rocky portal
#

holy hell....tried AnyDesking into my home PC from work to work with UE during holiday downtime

#

it's so laggy lmao

harsh tiger
rocky portal
#

@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

short onyx
#

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)

vale osprey
#

@harsh tiger it needs an actor with camera component to work

#

can be a pawn too

#

as pawn is an actor as well

harsh tiger
#

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

vale osprey
#

yeah, that won't work, it's not made to switch between cameras but between actors with cameras

harsh tiger
#

@vale osprey it works now

vale osprey
#

click on event node and see settings on the right

rocky portal
#

@vale osprey I had to re-design my whole inventory around Structs for easier network replication and generation from MySQL ๐Ÿ˜ฆ lessong learned I guess. Don't use Actor based inventories unless it's just some simple single level type game i guess....

harsh tiger
#

execute when paused

#

thanks!

vale osprey
#

@rocky portal might work better in other situation

rocky portal
#

The Struct based inventory is way more "light weight"

vale osprey
#

There is hardly ever a single โ€œproperโ€ way to solve something

rocky portal
#

yeah i agree

#

Actors were easier to work with

#

because it's very direct

#

but it's easier to just Replicate a UPROPERTY() Struct

short onyx
rocky portal
#

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

short onyx
#

Someone can help?

rocky portal
#

holy hell

#

what are the errors?

#

start from the top lol

#

oh theres one

#

on "Destructable Mesh"

#

change those pins

short onyx
rocky portal
#

Destructible Asset*

short onyx
rocky portal
#

just drag wife off the top one on that node

#

the other one will go away

#

wife = wire

vale osprey
#

The issue is with spawn node I think, no class is selected to spawn

rocky portal
#

yeah that'll error u too

short onyx
#

I don't know what it should be, i just bought it like 5min ago

frank escarp
#

@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

rocky portal
#

oh god

#

ok then lol

frank escarp
#

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

rocky portal
#

what if you're doing stuff with json and http requests

frank escarp
#

and spawn/delete can be minimized with pooling

rocky portal
#

and a MySQL db

frank escarp
#

then sure, you can keep a DB thread

rocky portal
#

like server spawns loot and then makes a ton of requests to web server

#

to update lootmaster table

frank escarp
#

but essentially you would have a queue, and on Tick you have an actor/object that checks if a result arrived

rocky portal
#

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

frank escarp
#

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

rocky portal
#

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

harsh tiger
#

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

rocky portal
#

take particle system off of the character

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and on key press

#

you spawn particle emitter or w/e it's called

harsh tiger
#

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!

rocky portal
#

oh

#

yeah u can do that too lol

harsh tiger
#

yeah it was kinda hidden at the bottom ahah

rocky portal
#

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

harsh tiger
#

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

fierce tulip
rocky portal
#

should work...u get odd effects for some things though

frank escarp
#

can confirm @fierce tulip

rocky portal
#

like if you had smoke puff shoot out of exhaust

#

the smoke puff would follow the bike i believe

fierce tulip
#

only if you set it to local space

rocky portal
#

when smoke puff should just stay where itpuffed out

#

but yeah i dont know much about that

frank escarp
#

people that "can" do ps4 dev, know that everything in ue4 is multiplat except .dll plugins

harsh tiger
#

it works how i want, the effect is just a place holder atm

rocky portal
#

probably some tickbox to fix that lol

frank escarp
#

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

fierce tulip
#

some dont have access though, but then again. they should look around and ask someone to test it eventually

frank escarp
#

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)

fierce tulip
#

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.

frank escarp
#

speed is a whole other thing tho

fierce tulip
#

cavepack was tested on a ps4 kit anyways

ashen brook
#

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

fierce tulip
#

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

ashen brook
#

not sure

#

SmoothStep is the last one that gave me trouble

#

doesn't work on PS4

fierce tulip
#

O_o

#

im sure there is some reason for it, but i'd be nice to not having to worry about that hehe

ashen brook
#

reason is you usually have a tech artist on a team who knows their stuff and finds and fixes these errors ๐Ÿ˜‰

fierce tulip
#

for Rad Rodgers we got a switch preview engine-wide. thats gonna help me be way less frustrated :p

shell jetty
#

tech arcitech

harsh tiger
plush yew
#

@fierce tulip is there a reason why it wouldnt work on ps4

#

lol

#

its just static meshes...

fierce tulip
#

iunno, people be weird yo

harsh tiger
vast pine
#

@fierce tulip I'd dm on that

fierce tulip
#

direct message?

vast pine
#

Or dungeon master, or death match, or ..

main pewter
#

@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

fierce tulip
#

ahh

#

hehe. be cool to use ue4 for AR dungeon master stuff D&D style

main pewter
#

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 ๐Ÿ˜ฆ

#

so no graph or something

harsh tiger
#

@main pewter the off road is the bike bike that im using to control the bike

ashen brook
#

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

harsh tiger
#

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

timid flame
#

Any word on 4.19?

rocky portal
#

Soon

timid flame
#

Hopefully texture arrays and/or terrain tesselation fix -cross fingers-

rocky portal
#

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

gleaming shore
#

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?

grim ore
#

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

gleaming shore
#

Thank you, will take a look

fierce tulip
#

Y U SHOWING MAH PARTICLES IN PHOTOSHOP FFS

rocky portal
#

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?

ashen brook
#

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++

frank escarp
#

just keep it as usual

#

but if its not server, disable it

#

that way you can still edit it in editor and similar

lusty pendant
#

Is there any way to get good SLI scaling in fortnite?

#

Or any UE4 game

safe rose
#

ask in fornite discord?

#

my bad, capslock op

lusty pendant
#

I heard that's impossible due to deffered rendering

floral pagoda
#

Morning everyone

fierce tulip
#

hugs @floral pagoda

floral pagoda
#

Hey @fierce tulip ๐Ÿ˜„

ashen brook
#

hey Ben!

safe rose
#

SLI is going away anyway

ashen brook
#

long time no see

safe rose
#

in almost every game

lusty pendant
#

Could enabling forward rendering help?

ashen brook
#

that probably has nothing at all to do with it, no

floral pagoda
#

So happy that they are going to do large world optimizations for UE4

charred raptor
#

i need help

#

can anyone help me with something

proven ivy
#

call 911?

fierce tulip
#

just ask the question, preferable in the right channel

charred raptor
#

ok

safe rose
lusty pendant
#

Yeah I tried that, two cards have 100% load but FPS are the same

safe rose
#

k, then ggwp

#

move on with your life ๐Ÿ˜‰

#

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

lusty pendant
#

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

proven ivy
#

SLI ;ight become quite transparent as it will most likely be supported directly by NVidia

lusty pendant
#

in Fortnite

#

on ultra

fierce tulip
#

i run it at 60fps on a 1080ti on 4k

proven ivy
#

wonders what temp the gpu is with such settings

fierce tulip
#

low, because good proper airflow :p

proven ivy
#

: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

fierce tulip
#

replace each fan with a vacuum cleaner sucking away heat XD

proven ivy
#

lmao

#

tempting

fierce tulip
#

watch out for electromag stuff it can generate though :p

#

also, disclaimer. thats on you, not my wallet if it goes wrong

#

:p

proven ivy
#

well I was thinking that with a very very long tube I could not even hear the damn thing

ashen brook
#

youtube or google keyword for that kind of stuff is "phase shift" cooling