#ue4-general

1 messages · Page 161 of 1

ashen brook
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well

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for some of that

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basically using refrigerator tech on a computer component

proven ivy
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oh yeah I saw a few of this too

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but that actually make sense

ashen brook
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it has problems

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tends to be really loud for one

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and frost builds up around the cpu

proven ivy
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I will buy a dedicated freezer and put my computer in a sealed bag

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should do the trick

fierce tulip
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Icpuicle

floral pagoda
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lol

proven ivy
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or wait.... I will create a huuuuge aquarium amd use the water to cool down my computer

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I won't even need fans anymore

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just a bigger house

fierce tulip
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there was a post about that a while back, where they submerged a pc in water.

frank escarp
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SLI never worked, people

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its a driver thing nvidia/amd themselves implement for you

proven ivy
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ah no, that's mineral oil

fierce tulip
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almost the same :p

frank escarp
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you "can" make their work much easier if you dont have per-frame dependency, to do alternate rendering

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in wich case it might actually even work

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but sadly, opengl and directx dont know SLI exists at all

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so you are 100% at the mercy of the driver

proven ivy
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the thing that disturbs me the most is that opengl and Directx don't even know 64bits exists...

frank escarp
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given that deferred engines have frame dependencies everywhere, plus compute shaders, SLI is harder than ever to implement

floral pagoda
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@fierce tulip Just needs fish with that.

proven ivy
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@floral pagoda as it's mineral oil the fish won't live more than 10 sec inside lol

floral pagoda
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ah good point

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😛

ashen brook
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it's that time of day again...

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let's tax the CPU a bit

floral pagoda
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@ashen brook What CPU?

ashen brook
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my cpu

floral pagoda
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I mean is it is threadripper for example

ashen brook
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ah, no

frank escarp
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it isnt,looks like 8 cores there

floral pagoda
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ok

ashen brook
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i7 6700K @ 4.7GHz

floral pagoda
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ok

frank escarp
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tis the season of overclocks

ashen brook
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mostly I'm just sitting here waiting for world machine and lightmass to finish their shit 😉

floral pagoda
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ok

safe rose
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Between f.lux, gsync, and these windows... my FPS goes boom.

rocky portal
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does anyone know how you read the arguments sent to a php script through an HTTP Post request?

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It is sent through Response->SetContentAsString(JsonString);

safe rose
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nvm, fps reckage came back

rocky portal
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I'm not sure how I access that from my php file

safe rose
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oh wells, this editor bug is annoying to track down

rocky portal
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since POST doesn't send arguments through url

main pewter
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$inputJSON = file_get_contents('php://input');
$input = json_decode($inputJSON, TRUE);

rocky portal
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cool thanks

swift spindle
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hey.. I'm looking for some help to troubleshoot my Unreal editor

chrome ivy
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Hello

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I have a question that is totally unrelated to game development.. :)) Can I ask?

south ridge
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Sure

weary basalt
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It would be more appropriate in #lounge

swift spindle
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yes.. the world sucks for everyone 😛

rocky portal
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How do you parse json string to array of structs

oak linden
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I've accidentally hidden my light attentuation cone

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how do I get it back?

rocky portal
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What does an "array of json values" look like

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I kind of need to know how the php output should look to test it

zenith lily
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Where would it be best for this kind of ask for help ? I've tried multiple sources but noone seems to know ? This happens upon opening blueprints:

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I know that GameAnalytics messes it up but I have no idea how to fix it as it still shows like this after disabling or removing it

proven ivy
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you might need to reinstall the engine

weary basalt
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@zenith lily Does resetting the Layout work?

zenith lily
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@proven ivy its a slightly edited one and no that doesn't work DevilsD , already tried that multiple times, this really confuses me 🤔

weary basalt
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Have you tried deleting Intermediate/Saved/DDC folders?

zenith lily
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all but DDC, I'll try that now

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no, no effect either

weary basalt
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Is this an Source Build or Launcher Build?

zenith lily
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seems to be a Source one afaik, I work for someone but I can't seem to get contact with him for weeks

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otherwise I could redownload his whole build but I can't so I have to figure this out

weary basalt
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Try rebuilding the Editor?

zenith lily
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Can I without having access to the source?

weary basalt
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No? I thought you said it was an Source Build

zenith lily
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I basicly just downloaded his editor and his content and work in there, then submit to perforce

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strange thing is, it only happens upon opening blueprints, the rest works fine

rocky portal
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ahh so close to having my player Equipment generated from MySQL db....and then I forgot where I found the solution to spawning an Actor by String instead of classname

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didn't want to make a DataTable but that would work

fiery ridge
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I am trying to package my game

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there is error in packaging

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help pls

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here is the error message

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UATHelper: Packaging (Windows (64-bit)): ERROR: UBT ERROR: Failed to produce item: D:\unreal projects\topdownexp\Binaries\Win64\topdownexp-Win64-Shipping.exe

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UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): F:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe topdownexp Win64 Shipping -Project="D:\unreal projects\topdownexp\topdownexp.uproject" "D:\unreal projects\topdownexp\topdownexp.uproject" -NoUBTMakefiles -remoteini="D:\unreal projects\topdownexp" -skipd
eploy -noxge -NoHotReload -ignorejunk. See logfile for details: 'UnrealBuildTool-2017.12.28-06.06.06.txt'

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PackagingResults: Error: Unknown Error

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i am super stuck here! 15hours and no big improvements

weary basalt
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@fiery ridge The actual error(s) will be further up in the log, this is just telling you that Packaging failed. Could you paste the entire Packaging Log into something like PasteBin and then link it here so we can take an look please.

rocky portal
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hey DevilsD do you remember if it was possible to spawn an Actor from a string instead of UClass*

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without using a DataTable

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@weary basalt forgot to mention

fiery ridge
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Here is the full log

weary basalt
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@rocky portal Take a look at the FindObject, LoadObject, and LoadClass functions in UObjectGlobals.h. They can be used to load stuff from string paths at runtime.

rocky portal
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thanks...and is this more costly than a DataTable or less

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I always thought FindObject was an expensive thing to do but maybe I was wrong

weary basalt
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@fiery ridge UATHelper: Packaging (Windows (64-bit)): LINK : fatal error LNK1181: cannot open input file 'delayimp.lib'

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Missing an file?

fiery ridge
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If the file is missing, where would it be

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i did not delete or remove anything

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sorry if i sound noobish

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okey, it seems the file is from visual studio

weary basalt
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You might not have the most up to date version of windows required or you VS Install is outdated or some other library isnt up to date.

fiery ridge
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yes, That very much makes sense

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is is fine if i remove older visual studio 2015,2013 etc...

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and install only visual studio community 2017

weary basalt
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Yes

fiery ridge
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oh ye!

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Thanks man!

weary basalt
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No worries, good luck!

fiery ridge
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fyi - you aint devil

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better make it angel

weary basalt
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@rocky portal It can be expensive, but as long as your not doing it on Tick or something silly then it will be fine.

fiery ridge
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Thanks a lot

weary basalt
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Doesnt have the same ring to it 😛

rocky portal
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just have to get info from my DB in a form usable by Unreal

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then I need to figure out how often I want to do validations against the DB bc that's the only way it could become too frequent

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heh well this compiled....

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doesn't mean it will work lol

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void UEquipmentManagerHTTPSync::OnGetEquipmentResponseReceived(FHttpRequestPtr Request, FHttpResponsePtr Response, bool bWasSuccessful)
{
    if (!ResponseIsValid(Response, bWasSuccessful)) return;

    //GetStructFromJsonString<FGetEquipmentResponse>(Response, EquipmentResponse);
    FString JsonString = Response->GetContentAsString();
    FJsonObjectConverter::JsonArrayStringToUStruct<FGetEquipmentResponse>(JsonString, &EquipmentResponse, 0, 0);

    const TCHAR* ClassName = *EquipmentResponse[0].classname;
    UClass* ActorToSpawn = FindObject<UClass>(GetOwner(), ClassName, false);

}```
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bottom part is sent FString "BP_Backpack"

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if that works...i should be able to use that to spawn the Actor?

weary basalt
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You could use it to find an Class Object sure

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Which you would use to then spawn the Actor

rocky portal
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awesome

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dont have to worry about pulling "defaults" or anything then bc they're all on the Blueprinted assets

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will just have to get dynamic data from database like Durability

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yeah that didnt work

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damn

fiery ridge
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so, basically if the package did not go well, we have to look the log

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i am currently searching for key word error in it to find what went wrong

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do i need to look for other keywords in general, to find out why it did not finish

weary basalt
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No, i did the exact same, searched for error and thats the only error message

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@fiery ridge

fiery ridge
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ye, now i get a different one

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LINK : fatal error LNK1181: cannot open input file 'ws2_32.lib'

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removed the older versions and installed 2017 community one

weary basalt
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Do an Windows Update as well

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You may need to repair your VS install, it may have missed some stuff.

fiery ridge
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oh ye, doing the same

fiery ridge
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@weary basalt AutomationTool exiting with ExitCode=0 (Success)

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finally! after 18hours of efforts

weary basalt
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Awesome

fiery ridge
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it was looking for something

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i had 2015 version before

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but it wanted 2017

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after installing 2017, it wanted more

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guess what i did

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went into 2017 modules

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checked the boxes whatever said it had c++ in it

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hehe

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update was 30gb total i guess

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may be more

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but it worked

weary basalt
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Probably missed some toolkit or somehting

fiery ridge
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ya, but i checked the unreal documentation and checked whaever it mentioned

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now my ssd is full

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Thanks to you, now i know how to look for build errors

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this is my first ever multiplayer build!

weary basalt
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Congratz

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Cant help you with the full SSD though 😛

fiery ridge
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will purchase Fxxxing m.2

weary basalt
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Worth it, ive got 2 of them

fiery ridge
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raid?

weary basalt
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Nar

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Raid sux

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😃

fiery ridge
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the nvme one's?

weary basalt
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Yeah

fiery ridge
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dats cool

weary basalt
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Samsung Pro 870 or whatever they are

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1TB

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512GB

fiery ridge
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i got evo 850 256gb

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hehe

nova heath
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Everytime the Unreal Editor crashes an orphan is eaten by a wildebeast

charred raptor
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can someone help me

south ridge
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@charred raptor What is the problem

floral pagoda
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has anyone seen that?

nova heath
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@floral pagoda it's either going to be extremely expensive or it's going to die and not have support

floral pagoda
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Both are plausable

south ridge
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Took me a while to figure out what it was

oblique sorrel
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Are there really no tutorials on 3D platformers?

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There's some level design, sure, but nothing that goes into camera, animation, or AI...

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The only results I'm getting are basically my exact question, always left unanswered

warm mountain
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this might seem to be a dumb question but

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I always wondered why do we use TGA files as a standard in the gaming industry?

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when it comes to textures

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Google tells me its the best format when it comes to packing textures in a way that preserves its intended use by modern game engines

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is there any truth in that?

south ridge
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Cause TGA is easy to write

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It takes 5 minutes to write a TGA exporter/importer in C

floral heart
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It looks more professional than using .bmps, too.

south ridge
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BMP's are dumb

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They are device-dependent and have obscure variants

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And even the normal BMP stores data backwards for whatever reason

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TGA is a simple header with data that can be directly fed into any graphics API (opengl or directx) with no postprocessing

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No scanline reversing junk

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In short, the mathematicians won. Everything in PM was saddled with a bottom-left origin, including window coordinates. And that's how DIBs came to be this way.```
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And on the other hand, you have TGA which just stores pixels and none of this weirdness. So TGA became defacto standard for storing intermediate graphical data

warm mountain
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gotcha

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thats good to know haha!

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thx!

nova heath
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Are overlapping objects considerably bad for performance?

Also is it possible to fix the flickering caused by the overlapping meshes?

south ridge
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Overlapping how

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Visually or physics?

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You can fix flickering caused by overlapping meshes by adding a small offset to the vertices of one of the objects along camera vector

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Shifting object closer on depth axis does not change visuals, but changes Z values just enough to remove flickering

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(this is what decals etc do)

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Overlapping objects can increase overdraw and stuff like that

nova heath
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It's a top down game and we have a build system but when we place walls we have a problem: corners.

We can either add posts the user can place to fill the gap which isn't ideal or we can allow the walls to overlap which also isn't ideal as it causes flickering that's really noticeable from above.

south ridge
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Is it possible to design art assets that never overlap like that?

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For example, fences with posts, where posts are part of the mesh and conceal presence of overlap

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It should be fine rendering-wise

short dagger
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any idea why i'm getting poopy fps while using PIE?

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utilizing like 4% of my gpu

south ridge
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CPU-bottlenecked

nova heath
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@south ridge Not sure how different meshes would work with a simple polygon like our walls (just a rectangle with a material)

south ridge
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Ask the artist

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Who defines art style

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😛

nova heath
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There is no artist it's just me and my nephews.

short dagger
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CPU bottlenecked at 3% cpu usage? lol

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don't think so

south ridge
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In that case, you might be I/O bottlenecked

surreal viper
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memory/disc usage? 🤔

south ridge
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Or otherwise waiting in a sleep on some thread due to incorrectly set up multithreading or just some other reason

short dagger
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UE4 is being dumb and not properly taking over my GPU

south ridge
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Have you considered trying to profile it

short dagger
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because it worked 3/4 of the time

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but sometimes PIE just doesn't use my GPU properly

south ridge
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It may be a user error

short dagger
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lol

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nope

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UE4 is just being a piece of shit

south ridge
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Or it's a user error

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In any case, run profiler

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If it's sitting in a lock of some sort, it'll come up

short dagger
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it's not

surreal viper
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idk why do you use a piece of shit tho

south ridge
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If you're running a custom version of the engine/can debug it, you can also press F12 when your FPS is low

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By chance it will most likely break inside the place where there's a bottleneck

short dagger
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i guess after being 2 years into development i'm stuck with it 😄 lol

south ridge
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Did you do the profiling?

short dagger
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i've done it plenty of times, but not for this issue

south ridge
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stat startprofile?

short dagger
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only started happening recently

south ridge
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Are you running Win2012?

short dagger
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nope

nova heath
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Is there a way to get the nearest axis to a point?

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or do I just need to do a distance calculation to each?

surreal viper
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do you mean the global axis like {1,0,0} {0,1,0} {0,0,1}?

nova heath
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Yeah

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X,Y,Z

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I want them to be constricted to one direction at a time

surreal viper
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can't you just check the max value and go with that?

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e.g. you have a point (100, 1, 1) -> you go with (1, 0, 0)

nova heath
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The max works, but I don't know how to associate "Max" with the axis without indvidually comparing each axis using > and branching the result

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i.e. "Max" will get you the max value, but it doesn't tell you which axis that is

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The Vector "Get Max Element" for example tells me the max value, but I don't know which axis it is without doing additional compares

surreal viper
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i can think of math tricks to do this but idk how it would handle same values

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like you could subtract the max from all coordinates, then a sign function, then +1

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but it would produce (1, 1, 0)

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if X and Y are the same

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I don't think you can handle this properly without doing the compares manually

nova heath
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I see

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Thank you that answers my question

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Can I have Visual Studio and the Editor open simultaneously? Or do I have to reboot the editor to see the changes?

south ridge
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What changes?

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Code changes?

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It's best to re-load the editor

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Hot reload is a thing, but it's nearly useless

nova heath
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Code changes yes

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That's unfortunate -.-

nova heath
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I don't suppose unreal engine has any capacity to terminate the play test in the event of an infinite loop?

main pewter
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@zenith lily I have exactly the same problem with vanilla installed 4.18.2 and all plugins removed! Did you find any solution? But my problem is not every blueprint, only levelBP and function/macro libraries the editor gets completely useless!
any help would be really welcome - I've tried in a new clean project and reinstalled the engine multiple times- I'm really fu...d if I don't get it to work.
looks also like yours https://cdn.discordapp.com/attachments/225448446956404738/395720819709444106/unknown.png

zenith lily
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Yeah its really anoying, nothing seems to work.. ive seen a couple more people having this issue but theres not much support for this it seems

grim juniper
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Something I thought I'd share since I had been messing around with DoF today. I found hidden in the release notes for 4.11 that you can increase the sample count for CircleDoF using r.DepthOfFieldQuality 4. Perfect for cutscenes and screenshots. I'm surprised this isn't mentioned anywhere in the DoF page of the docs.

main pewter
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I'm just trying to build the 4.18 from source. maybe I get something from there...

oak linden
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I cannot see my light cones

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Does anyone know how to turn them on again?

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Because I seem to have disabled them somehow by accident

main pewter
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@oak linden G - Key?

main pewter
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@zenith lily removing my %localappdata%\UnrealEngine\4.18 fixed it for me !!! If not try removing the Common folder in the mentioned path as well. Something in UEs internal DataCache was not amused about the 4.17->4.18 update, me too 😄 That was an expensive bug for me.... hope it helps you and others

rocky portal
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What are some best practices when dealin gwith web requests from a game?

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should there exist essentially an HttpActor that handles and throttles requests?

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like an HttpRequestQueue

plush yew
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You could read the documentation on the Networking module.

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And that probably won't be an HttpActor, since it doesn't need to be exist in the level per se

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Hey so I was working with the First Person Template, and couldn't help but notice Blueprint properties on the FP Character such as "Can Crouch", "Crouch Half Height", as if pointing to an in-built crouch feature. How do you use it?
It's not fairly obvious to me, anyone got any ideas?

rocky portal
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This isn't for networking. I use http requests to pull data from MySQL server

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To do thinks like generate inventories and validate loot

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Although I don't need any loot validation yet because it's all done server side I suppose

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But events like equipping something must post to db

rocky portal
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lol bro

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i already have this working

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im asking if this stuff should route through 1 actor which queues these requests

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in terms of performance

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and not hitting web server with too many requests

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because there would be many requests potentially

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Logins

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Generating equipment and inventories

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Generating container contents

plush yew
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Can you code that behaviour on your own?

rocky portal
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I have it in Actorcomponents right now

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and yes it works

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but that would mean every Actor handles their own responses and sends them immediately when they need to

plush yew
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That's probably not something you'd want every actor to do right?

rocky portal
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versus some HttpRequestHandlerActor that might queue things up and only allow X number of requests to send per frame

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nah not every actor

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just players really

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so i might be over optimizing too early

plush yew
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It'd be more lightweight to code such a component but only be used as a reference

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there'd not be much of a point spawning this into a level

rocky portal
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Yeah now that i think of it

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if there's only 6-20ish players

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it's not many requests

plush yew
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well the closest thing that enters my puny mind is something similar to an ObjectPool

rocky portal
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these components only need to exist on the server as well

plush yew
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yeah

rocky portal
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only way I know of to do that would be to spawn the players from the server, then call function on all clients to destroy the component

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but only purpose that would server is to save memory

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since component wont do anything on client to begin with

plush yew
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or simply a property that isn't replicated in the clients

rocky portal
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well I have an EquipmentManager on all things that can equip stuff

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so AI and players use same one

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but AI would have an EquipmentGenerator

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while players need to get their equipment from Server on load

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so different components

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right now im only working on Generating equipment for players so they can persist equipment and inventories between levels

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but certain events do indeed need to read/write to the DB through requests

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like when player unequips something...it needs to remove the record from playerequipment

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or I just rewrite it all on load/unload of level....this is something i have to figure out

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if game were to crash, player would lose all their equipment if it's not sync'd in realtime to db

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server side

plush yew
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you could trigger events for fetching/posting changes to the DB

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but this could be queued for smaller transactions

rocky portal
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i think most games don't sync every action actually

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so if server crashes...you end up with a roll-back

plush yew
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say, the number of exachanged/consumed items crosses 20, you'd trigger an event to sync that state

rocky portal
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player has whatever they started with...nothing they acquired in the level

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when they leave and want to keep loot from the level...then loot is validated and database updated

plush yew
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also, clients don't really need to know the state of another client's inventory unless they're dead or being pickpocketed

rocky portal
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yeah i still have to figure out how i'll handle that part

plush yew
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however a transaction between players must be immediately updated

glacial totem
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I'm having some problems with my dedicated servers to show up in-game servre browser. My friend can see server in steam browser. Anyone got idea whats wrong?

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Using own app id for game and toolappid for dedicated server

rocky portal
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hmm that's true Vivraan

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because then you could dupe stuff

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if u didn't update this immediately

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though..as long as you hold a "validloot" table

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if you gave player B an item and player B left the map to keep that item

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it would have to update the db to reflect that

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because if server crashed..you wouldn't want Player B to still have that item

cursive dirge
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ummmm

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why does UE4 try to run iPhonePackager certificate thing when you package for windows 64bit ? 😄

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hmmm, it's probably due to some apple ar kit etc plugin that's enabled by default on those templates

zenith lily
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Clearing the localappdata UnrealEngine folder + deleting the Intermediate and Saved and DDC folders in both the project and the custom engine doesnt seem to work

rocky portal
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well that sucks..just killed my anydesk connection to my home pc...now I'll have to find something else to kill holiday downtime at work

fair violet
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@cursive dirge also curious about that error- thought I had disabled all mobile / vr / ar plug-ins.

cursive dirge
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you get that same?

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@fair violet

fair violet
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Yep! It doesn’t affect the build but always pops up as an error

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I probably have to go through the plugins again after upgrading the project

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Would be nice to not run anything more than what is needed when packaging.

fiery ridge
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2nd player not able to control the character

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steam multiplayer

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help

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The host works fine, the people who join cant control the player

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any help is welcome

fair violet
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@fiery ridge try setting the controllers input mode to GameOnly

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It might be in UIOnly if in the menu

long garnet
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Is it good idea to use UPROPERTY on everything or it will slow my game down?

rocky portal
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You need uproperty if u want it to work with reflection...which handles garbage collection, visibility in editor, and replication among other things

long garnet
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does it have a big impact on performance?

rocky portal
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perhaps it affects build time but I don't see where it would greatly impact performance

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it basically allows the engine to know about the property

tawdry quail
#

how to post a job offering again?

weary remnant
#

Using UE4.18, can someone tell me how to turn on the scalability window for a shipped build? I've seen it in a previous version, disabled it, but now trying to enable it again. Unfortunately I haven't found the setting. Just to clarify, it is the settings window presented to the user at startup.

upper heart
#

You have seen an ootb scalability window for packaged games? I'm pretty sure that has never been a thing.

weary remnant
#

IIRC, it allowed the user to set the resolution and quality. Possibly fullscreen vs. windowed too. At least I think I have. . .

grim ore
#

Unity allows that, UE4 out of the box doesn't

upper heart
#

No, you might be thinking of unity

weary remnant
#

Ouch, okay, yes I have used Unity since 2014.

#

Correction, last time was in 2014.

#

I do see two widgets in the Marketplace. Thanks 😃

upper heart
#

yep plenty of Marketplace content for that

plush yew
#

Would anyone know how to create a stationary player where you can only pitch , yaw/ look up down left right?

weary remnant
fringe olive
grim ore
#

@plush yew Create a new project and just remove the code that lets them move. should be easy enough.

#

and if you want to limit it you can modify the settings in the player camera manager to limit your view to certain angles

plush yew
#

Thanks @grim ore im guessing i would just migrate this to an existing scene/ main project?

rocky portal
grim ore
#

@plush yew you could use the migrate assets or just import the third or first person package into your existing project

rocky portal
#

ah u need a literal type

#

cant use DataTable variable

#

for this node

plush yew
#

Alright that worked thanks @grim ore

zenith lily
#

Blueprint window has been fixed, I had to get back the original config, delete the localappdata, delete saved and intermediate and it worked 😄 @main pewter

rocky portal
#

is GameInstance the best place to add persistent data such as a Unique PlayerID?

#

Universally Unique Player ID i should say

#

or for Actors should I just set their Name on spawn to my UUID?

#

385675dfebe811e7a19c1c1b0d0a4ed6 instead

#

that could instead be the Actor name right?

fiery ridge
#

HELP

#

quick doubt
steam multiplayer build using advanced sessions
using listen server
host can move, people who join cant move
where would be the problem, any idea!
all movement is set under player controller
input mode set to both ui and level

nova heath
#

Anyone here familiar with Instanced Static Meshes?

silver crown
#

Used it a little bit for the grass in my Voxel Plugin

nova heath
#

Hey @silver crown fancy seeing you outside Voxel Plugin chat 😮

silver crown
#

😉

nova heath
#

I'm using InstancedStaticMeshComponents in my actors but my Statitic list draw calls still increase linearly with every instance of the Add Instance call.

#

The problem I'm having is I'm trying to place wall segments using a brush, but even 100 or so brings the game to it's knees despite GPU being at very low utilization

#

i.e. Place Actor and Static List Draw Calls increases by 2.

#

Leads me to believe that shouldn't happen.

silver crown
#

Indeed

nova heath
#

My setup is really straight forward.

I have a blueprint with an Instanced StaticMesh Component and I set the mesh, in game I spawn it, then the counter ticks up by 2 even though I don't think it should after the first instance is spawned.

#

Does the instancing only apply to additional "Add Instance" calls on that actor?

silver crown
#

Didn't used instanced mesh this way, not able to help here 😐

nova heath
#

Ah gotcha

#

It appears I'm correct however -.-

#

Get Instance Count always returns 1 which means it's instancing per Actor which isn't what I want.

fiery ridge
#

steam multiplayer - host moves, people who join cant move? where would be the problem

nova heath
#

"If you want it to be one static mesh container, what you can do is create an actor that has the instanced static mesh component that acts as a global container, and pass a reference to that to your other actors, who then add instances to this global container. "

#

That also won't work for me though because I need each segment to have it's own Health

nova heath
#

Given that Instanced Static Meshes don't work with Skeletal Meshes I don't understand how people make games with large numbers of actors?

rocky portal
#

because having a large number of actors is not a big deal

#

you have to optmize animations, AI processing, and such

fierce tulip
#

lod into animated meshes can also help. think thats what they do in fortnite

rocky portal
#

and ifyou had REALLY large number of moving actors

#

you could do some crazy stuff with an Actor pool of sorts

#

and load/unload actors

#

and do some gimmicky pathing simulation on less relevant actors

#

ie just moving some point around

#

and load/unload the actual actors that matter

#

so there are only x number of these expensive actors out at one time

#

and they move in and out with the cheap "things"

#

IN THEORY

bright shoal
#

music doesnt fit the mood to good

obsidian nimbus
#

AI usually doesnt need to run locations on tick

nova heath
#

I did notice that the animations actually are consuming the majority of the game time.

#

Forget the exact name of the thread in the Session but it was Animation Pre something

obsidian nimbus
#

@nova heath That also won't work for me though because I need each segment to have it's own Health .... you can make a health array?

nova heath
#

@obsidian nimbus That's essentially how I fixed it, I made an array associating actors to instances

#

Then I noticed my new major performance issue was AI

obsidian nimbus
#

humanoid AI?

#

if i make a skeletal mesh in blender and forget to turn off subsurf on or B4 export vert count goes up and animations get verry heavy

tall sage
#

Hey there~
If there is someone who used the UnrealEnginePython plugin, I could have few questions (more likely after importing fbx assets how to set some settings to this asset from python)
Have a lovely coding day~

nova heath
#

@obsidian nimbus It's actual the default RTS Character from the demo, haven't gotten around to importing the character yet as it gets imported all inside-out (it's a pretty horrifying sight)

light thunder
#

How do I jump to/teleport to a location in the editor?

nova heath
#

You can press f to focus a selected object

obsidian nimbus
#

that guy shouldt be too heavy on animations

nova heath
#

Let me load up the stat file and see what the actual name was

obsidian nimbus
#

do a screen of stat unit

nova heath
obsidian nimbus
#

how many are there?

nova heath
#

~600

#

It begins around 300 though

#

I just took it high enough that it was always terrible so I could get a less intermittent trace.

obsidian nimbus
#

hmm 600 is a lot of em

nova heath
#

At 300 I get 27 FPS

obsidian nimbus
#

iver done over 1000 but had to remove lots of logic

nova heath
#

150 I'm at ~45 FPS

#

I have a powerful machine too, this doesn't bode well 😐

#

Speaking of, my machine only shows ~4% GPU usage and an extremely low amount of CPU usage though I'm sure the number of cores I have skews the latter.

obsidian nimbus
#

yea i hit gpu limit way B4 i hit cpu

nova heath
#

I've had the opposite problem, GPU is almost idle.

#

I'm not sure how to get accurate CPU readings

obsidian nimbus
#

what if u turn of shaddows on the skel meshes?

nova heath
#

You mean like setting r.Shadow.PerObject to 0?

I get a slight boost but it's not nearly enough.

obsidian nimbus
#

hmm, i dunno

nova heath
#

Is there some way to find out what the various threads mean? i.e. AnimGameThreadTime

#

Evidently the fact that I set Mesh Collision was a major part of the problem

plush yew
#

anyone experienced any issues with ue4 4.18.2?

#

ever since updating to it my project runs at 9-10 fps

tall sage
#

I got issue with some mesh that were packaged into Blueprints.

#

It was making a huge fps drop.

#

(The occlusion culling was not working well)

nova heath
#

Well now it's just freaking weird -.-

plush yew
#

just wish it was back to how it was

#

game was running built at 50 fps, so many regrets updating

nova heath
#

You got source control?

tall sage
#

Yup, any backup kept before updating ?

plush yew
#

i do yeah but its missing a few changes

nova heath
#

If not then it's time to join me in the magic land of profiling

plush yew
#

oh

#

i wanna profile

#

CAN I JOIN

#

PLEEEEASE

pallid compass
#

These are the reasons im still on 4.16.3

nova heath
#

You done a stat unit yet?

obsidian nimbus
#

what time freq are those red lines?

#

u can click em and check whats goin on at that exact time

plush yew
#

tbh i've never done any profiling i was told to leave it at the end when im optimizing everything

#

@nova heath

obsidian nimbus
#

who told u that?

#

did u punch him in the face when he said that?

#

if not ur both wrong 😛

nova heath
#

I clicked the line lol

plush yew
#

no, see he's the guy who convinced me to switch to ue4 from unity

tall sage
#

oh hoho hoho

obsidian nimbus
#

ok, but if u profile at the end you might find out u been doin wrong all this time

plush yew
#

well shit

#

any guide or hints to profiling?

nova heath
#

I've found this helpful

tall sage
#

(Unity is quite interesting too, I use both engines for different purposes, it is good to know how work both imo)

nova heath
#

Gotta find out if you're CPU\GPU bound first though

plush yew
#

oh god

#

even i know thats bad

obsidian nimbus
#

well ur code is doin good 😃

nova heath
#

GPU bottleneck?

#

stat GPU

plush yew
#

i took a stat startfile

#

also did this @nova heath

nova heath
#

Did you view your statfile yet?

plush yew
#

not yet

#

looking for frontend

nova heath
#

Windows -> Developer Tools -> Session Frontend

#

Then go to profile (top right tab) and click Load

plush yew
#

oh got it 😃

nova heath
#

Looks like you need to look at the Game Thread in the bottom right panel

#

Odd how you have those dips

obsidian nimbus
#

there is a tree in one of those free nature packs (not epic) and it tanks fps like hell

plush yew
#

im not using any nature packs

#

@obsidian nimbus @nova heath there ya go

nova heath
#

What does your render thread show in that same view Greggy?

plush yew
#

this?

nova heath
#

Yeah, in the graph right above that can you click on the left where that blue line spikes?

#

You can highlight a portion of that graph as well, just remove the portion where it recovered

robust turtle
#

PM me if you're interested in early access.

floral pagoda
#

You want access to that BTW

#

Great stuff when you are working on large or small worlds with a team

swift spindle
#

sounds useful man

tall sage
#

Interesting for a jam I guess haha

#

It reminds me the SuperPower engine

covert socket
#

What's a good place to find a UE4 dev team to work with as a 3D modeler?

#

Was looking at the forum, but doesnt seem all that active

final tree
#

Hi, does anyone know of any professional environment artists who record their process? I just watch a bunch of random video tutorials and they often have different workflows

digital anchor
south ridge
#

@elfin dock so probably better to move the questions here

#

Are you the lead dev for those?

robust turtle
#

@floral pagoda HI! 👋

abstract trail
#

Hey guys I have a rather stupid question of which I can't seem to find the answer on google. I've been using all sorts of variables in unreal for a while now, but I have a question. I know a boolean value is either true or false, but what exactly is a float value? I can't seem to find it anywhere. Thanks,

fallen urchin
#

I'm not able to package the modules i have in my server

abstract trail
#

I'd help if I could, sorry :/

#

Im a complete noob

fallen urchin
#

however everything works fine when I start server from uproject file

abstract trail
#

Are you using the newest Unreal version?

#

Some people seem to have nasty bugs with it

fallen urchin
#

I'm using unreal engien 4.14.3

vale osprey
#

So it’s a signed number with a fractional part, pretty much the same across all programming languages

plush yew
#

HEY WHAT THE FUCK REALLY

#

guy should be killed who made the bsp edit mode

fierce tulip
#

bit harsh.
also, bsp shouldnt be used if possible. use meshes. (personal opinion)

cursive dirge
#

it's pretty useless feat atm tho

#

I hope they get the new geometry editor done

plush yew
#

i like bsp

#

u can turn it to mesh

cursive dirge
#

bsp itself would be useful if the editor was better

#

now it's just super slow and tedious to use

#

which kinda beats the very purpose of it existing

#

also, if you tweak the UV's of the BSP

#

those changes get lost the moment you convert BSP to mesh

#

unless they've fixed it since I've used it last time

plush yew
#

u mean convert to mesh?

cursive dirge
#

yes

#

oops

plush yew
#

yes i learned it the hard way 😄

#

had a quite complex bsp imported to another program... hehe

cursive dirge
#

I actually haven't tested if that still happens on export thing

#

it kinda does different things

#

I mean, File->Export Selected

plush yew
#

i export bsp as a fbx

#

maps are really weird after that

#

also this bsp editing is just buggy as hell

fierce tulip
#

havent used bsp since UT3, never want to anymore either.

cursive dirge
#

just use any 3D modeling app

#

it's WAY faster

#

I'm all for in-editor tools like BSP

#

but they'd have to work to be useful

#

and not be such half-baked solution

fierce tulip
#

what about those tools they showed off making that lighthouse etc?

cursive dirge
#

landscape editor for example still baffles me

#

there's a lot of power in it

#

but the UX is text book example how to not make a user interface

#

it wouldn't even require huge changes to make it usable

#

just fix the very basic things

#

like get rid of drop down menus

#

have hotkeys for common actions

#

etc

fierce tulip
#

I think if someone made a plugin which mostly redid the ux/ui, it could be quite a seller

cursive dirge
#

yeah I guess

#

it's just, editor extensions are so painful in UE4

#

in unity, you do that in few minutes

#

in UE4 you get sent straight to slate-hell

fierce tulip
#

hehe

cursive dirge
#

I've done small extensions on both

#

it took me a day to get anything running on UE4 front

#

and the thing broke when next UE4 released 😄

#

my first extension in Unity took few hours, including the actual functionality, not just the UI aspect

#

and it works even today

plush yew
#

landscape editor ❤

cursive dirge
#

you actually like it?

#

I mean, features are there

#

it's just tedious to use

#

at least, to anyone who's done sculpting on proper tools

#

or used other engines landscaping tools

plush yew
#

hmm

#

it does lack shortcuts

#

but its the only thing what makes sense in ue

cursive dirge
#

you can put custom keybinds to it from editor settings

plush yew
#

oh nice

cursive dirge
#

but in past at least you couldn't change the tool while having viewport active

#

which kinda beats the purpose

plush yew
#

but can u change like the strtenghts and stuff with hotkeys

cursive dirge
#

you need to click on the menu, then hit the key to change the tool and then use it on viewport

#

instead of just hitting the keys while sculpting

#

I can't remember what was tweakable or not

plush yew
#

I love stuff where u can just right click everything and then there is a menu that insert shortcut key

#

why cant people do that on all software 😄

cursive dirge
#

I'd just want sane workflow out of the box

#

customization is a plus

#

but if they defaults are well thought out, you don't need to (customize)

fringe olive
#

Hello guys, can you give me an example 'bout how to add pushback on character when projectiles hit me? I tried to understand from internet but no chance 😦 ! Thank you!

plush yew
#

wow

#

just cliecked make a mesh from bsp and everything just disappeared

#

XD

#

and i crashed ue

#

I promise to everyone that I will not touch bsp anymore in my life until they have fixed it

#

also

#

can someone explain why i have a subtractive bsp brush floating in the air but i cant find it in the list

#

if i put anything bsp there it just gets subtracted XD

fiery ridge
#

help

#

creating custom event inside game instance(steam multiplayer)

#

create session is set to run on server

#

find and join session = where to set? server, multicast, on client

#

confused! help!

light thunder
#

What happens if you try to package without cooking content?

fiery ridge
#

@light thunder was that for me?

copper forge
#

Can someone tell me why changing these 2 variables doesn't affect my character's crouch height & view?

#

like the crouching works fine but when I change the variables it doesn't apply the change I made

fiery ridge
#

Check if the camera is the active camera in the scene

copper forge
#

nvm it was my mistake

#

so it seems the character won't crouch further than the radius of himself

#

so like if the character's radius is 55 then the character will only crouch until half height 55

#

fixed it by making character radius 22

fiery ridge
#

👍

surreal viper
#

yeah that's how capsulecomponent work

copper forge
#

didn't know that, just started using UE4 4 days ago 😋

surreal viper
#

well yeah, it's easier to understand if you face the problem when you try to modify a capsule in editor 😦

#

not indirectly... but at least you managed to find out the reason 😄

#

it could log a warning or something 🤔

light thunder
#

WIN, no, it was a general question and you have a really hard name to tag when I'm on mobile lol

copper forge
#

is it possible to create a simultaneous tick in ACharacter? Because I made one tick function overrided from AActor class but it only updates whenever the game receives inputs (eg. Mouse movements, Keyboard pressed)

#

Am I doing something wrong?

nova heath
#

Anyone here know if it's possible to use UCX collision with Instanced Static Meshes?

fringe olive
#

Guys can anyone tell me how to shoot more projectiles in the same time?

muted minnow
#

Hello, something is wrong with collision on my terrain... my character can run onto it, but every time I drag a mesh from the content browser onto it, it places it on the water plane below the terrain. My projectile isn't spawning explosions on the terrain, and right click > play from here plays from the water plane below, not the terrain. The landscape collision is set to block all.... any ideas on what else might be missing?

dark flax
#

Anyone know where the input mappins are located out of the editor? Like the config file

muted minnow
#

@dark flax Settings > Project Settings > Input ?

#

Oh, out of the editor

#

Yes, one sec

dark flax
#

thanks!

muted minnow
#

It's like default config something

#

config/DefaultInput.ini

dark flax
#

Nice!

rocky portal
#

I'm juggling interaction systems around in my head for first person shooter

#

which do you guys think is better

#
  1. standard center of screen interaction
#
  1. mouse cursor interaction....ie push some button to bring cursor up allowing you to do mouseover events
muted minnow
#
  1. has the benefit of being a standard that just about all gamers are familiar with and therefore would be the most intuitive.
#
  1. Has the benefit of providing probably easier more precise interactions... at a cost of immersion and breaking out of the normal game mode.
#

I'd say 1) should be your default, and 2) only if your game can make a strong argument for it (required, it's one of many such 'mouse' interactions, etc, etc)

#

My 2 cents

rocky portal
#

yeah 1) is also faster and more responsive

#

I could also implement both as an option

#

thanks

plush yew
#

Has anyone experienced there engine performing really bad since the latest 4.18.2

sacred crater
#

Anyone know if global time dilation affects timers?

obsidian nimbus
#

it does

#

timelines

nova heath
#

Any reason why Add Instance would work when playing in the editor but not work when launching the game?

#

When it's launched Add Instance just returns 0 every time, in the editor via Play it works perfectly

obsidian nimbus
#

how do u add em?

#

most my PIE/standalone inconsistencies are widget related 😛

keen birch
#

Does anyone understand why, despite my Agent Max Slope being set to 89 everywhere, slopes such as this one aren't being generated?

grim ore
#

did you check the cell height and max step height as well?

nova heath
#

@obsidian nimbus I have an actor which I spawn on Event Init in my Game Instance and store as a variable called Placeables, that actor has a Hierarchical Instanced Mesh Component.

I get the reference from the Game Instance and call Add Instance on it.

keen birch
#

@grim ore Why would step height be relevant here? Isn't step height only used for non-connected parts of the navmesh?

#

Like

#

It worked

#

Now I just don't get what it means anymore

#

😛

obsidian nimbus
#

im like 2 min in and im soo confused

restive eagle
#

is it possible to set keyboard focus for both parent widget and its childs?

frank escarp
#

@obsidian nimbus its a hilarious video

muted minnow
#

@keen birch What's generating that?

keen birch
#

A navmesh bounds volume...? Don't think I get the question

obsidian nimbus
#

how does one let players add skel meshes to a MP game like this?

muted minnow
#

@keen birch Sorry, I'm new to Unreal, I misunderstood your issue.

#

The navmesh isn't generating up that slope because , even though you've got nav mesh generating for any slope up to 89 degrees, did I get it now?

final tree
#

Hi, can someone clear up where I'd plug in my AO/Rough/Metallic map for 3ds max for the FBX workflow? I can't for the life of me find any output maps for them in the standard material. 😦 I guess I can just import these textures seperately and plug them in manually in ue4?

fierce tulip
#

I'd always suggest manual import. less fbx bloat, easier updating textures

keen birch
#

^

#

And half the time it stuffs up anyway, making it more work to get it all working nicely in the end

final tree
#

good to know. thanks

final tree
#

just learn it if you want to learn it?

#

I started learning it this week

#

I dont think learning any software package is easy but then again im a doofus

#

i'm not even touching the coding. Focusing on the art and level design

fair violet
#

@tiny dagger work hard, spend time and you’ll know pretty much anything you need to know. There’s info everywhere from the forums to YouTube etc

#

I recommend getting a strong grasp on blueprints first, it’ll help a lot

vale osprey
#

Blueprints help you to learn UE4 API, which is most of what you will be doing when you work with engine

fair violet
#

You’ll understand a lot of same concepts behind c++, but it’s much faster to iterate on and make mistakes. If you want to sit and let c++ compile for hours while learning, go for it, but the things you learn with Blueprint (how the engine works, the relationships with classes, communication, replication etc) is all completely relevant when moving to c++. If you learn better visually then I don’t see BP as a waste at all. C++ is much harder to grasp for me personally, but thanks to Blueprint, I could get into it much more easily and understand what’s going on.

#

If you are more comfortable with code then by all means just use c++

#

But I wouldn’t worry about optimization at all yet

#

You’ve a lot to learn first

#

Depends on the game you want to make

#

Will the end user jump up and say “this wasn’t made with c++! Terrible game”

#

If it works in the end, it works

#

The performance difference is often a lot smaller than people make it out to be

#

But of course the best option would be a mix of C++ and BP

#

Good choice

#

It’ll make c++ MUCH easier to get into imo.

#

You’ll already know what you need to do in your head, and it’s more a matter of translating the same nodes you’d use in BP to c++

#

And it’s often much simpler and cleaner in c++

frank escarp
#

i would kick it but only <@&213101288538374145> have the power

sacred crater
#

Bye

fair violet
#

Thank you

fierce tulip
#

hey i wanted to swing it

sacred crater
frank escarp
#

insert banhammer.gif

fair violet
#

Is jumper still in? He was the main person starting stuff

final tree
#

is there really no way to import meshes with origins intact? I'd imagine there are people like me who like to build the environment's assets all inside 3ds max then import them over.

fierce tulip
#

jumper has jumped

#

there was a tool for something like that @final tree but iunno what it was called

fair hornet
#

I just started the un4 editor up and I am going threw the tutorials anything else I should be doing?

fierce tulip
#

keep having fun!

rustic sandal
#

Hey everybody, that's some freaking insane number of people on this channel, nice to see something like that.
Hi, @fierce tulip , I do really enjoy your stuff on youtube 😃

fierce tulip
#

thanks!

obsidian nimbus
#

some1 got banned? what did i miss? 😛

fair hornet
fair hornet
#

I need some help

restive eagle
#

whats the file format you are trying to import? @fair hornet

fair hornet
#

?

#

I do not understand

restive eagle
#

you are looking for the specific assets shown in tutorial?

#

cause they are just examples, you cant download them

fair hornet
#

Yes I am

#

ah ok

#

thank you

restive eagle
#

np, it just shows how to add files to your project, it doesnt have to be the exact ones

#

@lavish glacier you are not alone my friend

lavish glacier
#

@restive eagle I figured its a wide issue. Very inconsistent.

restive eagle
#

i get low fps even working with blueprints

lavish glacier
#

Mine is super drastic difference too, I get 120fps sometimes but most of the time its super slow.

restive eagle
#

trying to run game in PIE is even worse than viewport

lavish glacier
#

Does your packaged game run well?

restive eagle
#

yup

lavish glacier
#

what version are you on?

restive eagle
#

4.16.2 , i had noe issues for a long time

#

if i had to guess nvidia driver update did smth

lavish glacier
#

hmm, i can't recall but I also think it just started to deteriorate gradually

restive eagle
#

i read there are even more problems with 4.17 and 4.18 just waiting for 4.19 first hotfix and hoping that it will be fixed

lavish glacier
#

I see. I'll wait till its completely resolved.

restive eagle
#

reopening the editor fixes this issue for a short while atleast for me, but its really irretating to do that

lavish glacier
#

doesn't do it for me

#

it seems completely random

fringe olive
fair hornet
#

I made a campfire yay

restive eagle
#

@lavish glacier someone responded to your problem, i currently dont get the fps drop, but curious to know if it solved your issue

flat shell
#

Hey guys, does anyone know a good sollution for distant trees casting static lighting? Using distance fields is not a possibility for me.
I'm ok with using cascaded shadow maps near the camera, but when those eventually fade at a distance would be great if they could blend to a static shadow cast by the foliage.
So basicaly i'm looking for a solution where at a distance you get static shadow and as you get close to the tree, it blends to shadow maps.

lavish glacier
#

@restive eagle It did not. But I'll try rebooting later to test it out.

#

I disabled overlay, same issue

restive eagle
#

ahh thats a shame, cause i have overlay on all the time, would have been a perfect solution :<

lavish glacier
#

yeah 😛 would have made me very happy

fair hornet
#

I am having the same issue

light thunder
#

Can someone recommend a good learning resource for packaging a game? I've read through the official docs and watched some of the Youtube videos but none of them really deal with diagnosing packaging errors. UE answerhubs helps some however, it is very fragmented and I'd like to have a firmer foundation to learn from if possible.

worn granite
#

I highly doubt a suitable single source exists

light thunder
#

@flat shell check the graphics section you might have more specific help...my knowledge is fragement so anything I might suggest is probably a bad idea ...you could try something where you have two sets of trees...one that are from a distance with static shadows and they get culled/replaced with identical trees that have their own shadow/lighting system

#

@worn granite that's either a good thing because it's so rare to have problems and they are simple fixes, or it's bad ....not sure yet

worn granite
#

Hate to be the bearer of bad news, but if you're having to ask...

#

Depending on the nature of the errors it could be highly project specific and like I said knowing how to diagnose these things isn't really going to be a single source tutorial/series kinda deal

flat shell
#

@light thunder Like a LOD for shadows, interesting. That could work, tkx.

weary basalt
#

@light thunder Theres no resource that has solutions to every error you may encounter. Its just one of those things that you learn through experience. Google is your friend and so is this Discord 😃

hazy lynx
#

hey everyone!

#

does anyone know what "Build UAT" option in project launcher -build - advanced options means?

zealous spade
#

user acceptance testing

plush yew
#

hey guys thinking of using unreal but i am torn between unity

#

anything unreal does better than unity?

weary basalt
#

What type of game do you want to make should be the question you need to ask

safe rose
#

Use GameMaker Studio 2.0

weary basalt
#

You choose the tools for the job not the other way around lol

safe rose
#

Well

weary basalt
#

Unity does 2D better than UE4.

safe rose
#

More importantly, you choose the tool that you know the best

weary basalt
#

Tools can be learnt

hazy lynx
#

@Snugglebash#5265 isn't UAT Unreal Automation Tool?

weary basalt
#

Yes UAT is the Automation Tool

tacit kelp
#

Can someone please help me out with a minor problem

plush yew
#

i want to make 3d games

tacit kelp
plush yew
#

or muliltiplayer fps to be exact

tacit kelp
#

4.17.2 worked just fine and now that Im on 4.18.2 I cannot get any multi-player stuff to work

weary basalt
#

@plush yew Thats not really what i meant, like the Genre type is important as well. You need to define exactly what game you want

#

Well in that case UE4 would be better in my opiniion

#

@tacit kelp You need to get the Plugins for that version

tacit kelp
#

I have them but where to put them

plush yew
#

alright thanks

tacit kelp
#

C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\ThirdParty\Steamworks

plush yew
#

also in blueprint am i able to edit the code later in c++

weary basalt
#

Maybe try google @tacit kelp ?

#

Simple question

tacit kelp
#

google has failed me

weary basalt
#

Really..

tacit kelp
#

everything is years old and doesn't give a more exact answer

#

Docs page says /YourUnrealEnginePath/Engine/Binaries/ThirdParty/Steamworks/Steam[Current Version]/Win64

#

which is for me C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\ThirdParty\Steamworks

#

4.18.2 came with Steamv139 which is outdated, 142 is the current

weary basalt
tacit kelp
#

My plugins are in the correct location thats not the issue

#

its the Binaries

weary basalt
#

Because you updated your engine, you need to update your plugins to that version as well....

#

I said that earlier

tacit kelp
#

I did that

#

I downloaded and put in the correct 4.18.2 advanced session plugins

#

I uninstalled 4.17.2 and deleted any trace of my old 4.17.2 advanced session plugins to prevent issues

#

so my plugins are up to date and correctly installed. I can activate them in UE4 just fine but when I activate them they require a restart and thats when I get the Binaries missing or outdated errors

#

I uninstalled UE4 completely last night and running a fresh install and it comes from epic with outdated binaries

weary basalt
#

Talk to the Author of the Plugin.

tacit kelp
#

I had a noob member of my team do a Pyrodev tutorial to make multiplayer steam setup. Took him an hour and it was working. but beats me why I had it working just fine in 4.17.2 and even on a fresh install of 4.18.2 I cannot get it to work

#

something to do maybe that my project was originally made in 4.17.2 and then cloned to 4.18.2

#

just found in my project "advancedSessions" in a plugins folder lol

#

those would be the old 4.17 stuff

#

(BANGS HEAD HARD ON DESK) why did I put the plugins into my project files. that was the issue

#

can someone who has their editor open look to see what it says your advance steam sessions and advance sessions version is

cursive dirge
#

@tacit kelp just recompile the plugin for 4.18

#

if it's BP only project, it's bit more involved

#

at least, I don't know if they've fixed the old limitation yet

#

but in past you needed a c++ project to be able to compile the plugins

#

which you can do by adding a dummy c++ file to your BP project, or just create another c++ project from template and put the plugin there so you can compile it

#

and then bring the compiled version to your BP project

#

actually nevermind, that plugin comes precompiled

tacit kelp
#

I found that since the project had for some reason a copy of the advanced session plugins in it and not just in the engine files. I deleted them, then enabled the plugins again

#

it resolved the issue along with one other thing

cursive dirge
#

ah

tacit kelp
#

I created a folder called Steamv142 and copied in the files from the current Steam SDK into that from the redist folder

#

seems to be working fine. Just need to pop in the find host since I added create server already. And few other minor features. Told my team I would have this ready by 10pm EST (3.5 hours from now) so we could do a multi-test

plush yew
#

when i downloaded unreal i did not enable the shortcut option

#

how do i make a shortcut for unreal?

weary basalt
#

You can find the EXE here Epic Games\Launcher\Portal\Binaries\Win64\EpicGamesLauncher.exe

#

@plush yew

plush yew
#

thanks

#

i ment the unreal engine itself

weary basalt
#

Just open it from the Launcher?

#

If your talking about an Shortcut for an specific project, you can navigate to that projects directory and create an shortcut of the .UPROJECT file and that opens your project in the Editor.

copper forge
#

I have a C++ gamemode and I want it to tick everyframe.

#include "GameModeBase.h"
#include "FPSCharacter.h"

AGameModeBase::AGameModeBase(const class FObjectInitializer& ObjectInitializer)
    : Super(ObjectInitializer)
{

    PrimaryActorTick.bStartWithTickEnabled = true;
    PrimaryActorTick.bCanEverTick = true;

    DefaultPawnClass = AFPSCharacter::StaticClass();

}

void AGameModeBase::StartPlay()
{
    Super::StartPlay();

    if (GEngine)
    {
        GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, TEXT("HELLO WORLD"));
    }
}

void AGameModeBase::Tick(float DeltaSeconds) {
    Super::Tick(DeltaSeconds);
    if (GEngine)
    {
        GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, TEXT("TICK"));
    }
}

but it only calls the StartPlay() function and prints "HELLO WORLD" but it doesn't print the tick one.
Am I doing something wrong?

copper forge
#

nvm fixed

final tree
#

Hi, does anyone know how to apply a material slot to multiple meshes? i.e. 100 meshes use the same material but I need a slot per mesh before I can select and apply the material to them. sorry for such a newbie question but cant find an answer online.

south ridge
#

I made a custom patch for engine for that

#

@keen ridgegambit#9364

keen ridge
#

Hmm?

south ridge
#

Discord can't highlight the other guys name

#

The script adds an extra option into the context menu of the asset browser. Selecting an asset and more assets will share materials from one asset onto all others based on material slot names

final tree
#

ooh that sounds like exactly what i need!

#

do you happen to have a link for that patch?

south ridge
#

No link, but if you are willing to clean up the module a little, I can send the CPP module

#

It doesn't change the engine itself actually

#

Just some code you can drop into your game module even

final tree
#

I need to come clean, it's my first day on UE4 so I'll need to read up on what a cpp module is and get back to you 😳

fierce tulip
#

hehe

south ridge
#

Oh haha. Well, if your game is based on C++, you just add that code into the main module (which is like a collection of functions, objects etc, all in C++)

final tree
#

ah ok. sorry for late response. I dont want to be that newbie who constantly depends on bugging people for answers so I hope you dont mind if I go read up a bit on it.

#

Dont even know if my game level is based on c++ -_-

plush yew
#

is there any information about when is Epic going to stop spending 90% of their time on VR and other platforms and just concentrate on PC for a change?

glossy flame
#

Not sure if you've noticed, but in the last few engine versions there have been a lot of general improvements, especially to MP (albeit due to things like Paragon and Fortnite, but still)

#

One thing is for sure though: at this point, the VR market definitely isn't shrinking.

snow crown
#

90% of their time on VR? lol

#

besides

#

this is what they are working on

glossy flame
#

What, you're telling me they don't have an exact date of when they're ending work on what I ignorantly percieve they are?

snow crown
#

they just lead with VR features, most of their features aren't VR specific

glossy flame
#

😛

bitter iris
#

Could someone give me guidence on source control

glossy flame
weak peak
#

anyone here intrested in space games? like no mans sky or elite dangerous?

#

send me a PM!

#

im currently working on terrain gen and could use some help

sage stag
#

the power of what you can do is ridiculous, it really is work though. eef

storm venture
#

if someone were to release a game for sale that had non-commercial use content, that would obviously be illegal, but what if the game was free?

#

Is a free game on Steam considered commercialized?

weary basalt
#

Depends on who you ask i guess. Even if an game is free, it may still have paid content, ingame shop etc etc.

little salmon
#

Well if the content creators actually provide a public license for non-commercial use. I'd reckon legally it's fine. But what Valves stand is on that, I'm not sure.

#

If the game is one hundred percent free of course.

storm venture
#

Yeah I wouldn't bother with paid content and stuff, once revenue is made I would consider it commercialized

#

even ad revenue would probably label is commercialized, i'd assume

little salmon
#

Jepp.

#

I mean some people do this with a work around. "Check out my donation page" 🤔

storm venture
#

Ohh, very true

little salmon
#

Used to be a pretty known method a couple of years back, haven't seen it much lately. I guess the new version is patreon. But if we consider that taking your project, filling it with non-commercial content, then showing a patreon / Donation method to consumers.

#

Like a texture, fine it wont be game changing and you could probably replace it within a very short time. But if you just download everything for free that contains Non commercial licenses and slap that somewhere and get a lot of revenue from third-party websites. Not to my taste I guess.

#

Not sure how that would work legally tho. :D

proven aurora
#

Where's the best place here to look for someone to join in on a project with me? Nothing paid and just something casual and for fun, so I don't believe it would fit in #looking-for-talent.

little salmon
#

What do you have in Mind Gurbo, just some simple mini project? :)

proven aurora
#

Doing a little remake of Valve's Ricochet. It was a pretty simple game that flopped back in 2000 but I thought it had potential. Would be cool to see a modern version of it

little salmon
#

I actually played that back in the back, strange quake type game. 🤔

#

So extremely simple level design, fast upbeat movement and one weapon.

proven aurora
#

Pretty much, it sounds fairly easy to recreate imo

#

Hardest part would be multiplayer but even that shouldn't be too difficult

little salmon
#

Wasn't the combat based on One-Shotting people?

#

I forgot.

proven aurora
#

Either decapitating them or knocking them off the platforms

little salmon
#

Alright.

proven aurora
#

You get three discs, throw one individually to knock them back or throw three at once to decapitate

little salmon
#

I personally have zero clue how to do weapons / equips etc.

#

I've looked around for guides but the amount of variations for one thing in UE4 is just insane.

proven aurora
#

Lol yeah. I've done a bit of weapons and stuff, shouldn't be too difficult

little salmon
#

I mean the level design part, should not be the most difficult. Really just Neon platforms, you could probably take it further with slightly more effort. Did the game have jump pads?

proven aurora
#

Yeah, it had little arrows on the ends of platforms that would launch you

little salmon
#

Ah yeah, watching a video now.

#

That falling down sequence is just terrifying.

proven aurora
#

Ikr lol

little salmon
#

Specially with that Horror like scream effect.

#

I know exactly what this needs. 🤔

proven aurora
#

? 🤔 🤔 🤔

little salmon
#

It needs one intense looping Sci-Fi beat.

proven aurora
#

That it does

plush yew
#

i have my particle candle and id like to add light to it

#

i add but nothing happens

#

i change all parameters

#

why so hard to put one light

winter onyx
#

So; last-time that I really wanted to learn this engine there were a few things in the way. I want to give this another shot. How do I learn this engine from the perspective of a developer without the ability to provide my own graphics while still managing to learn advanced content? I've already got C++ knowledge\experience. I was just shut-out last time because I didn't know how to learn it without having to deal with "pretty" myself; and myself doesn't dev "pretty" stuff to give a purpose too.

Am I making sense there?

weary basalt
#

There are plenty of free content packs that have been released on the Marketplace by Epic, the InfinityBlades pack is completely free to use throughout any commercial project.

south ridge
#

Make a mod for Ark

weary basalt
#

You can also pay for packs on the Marketplace if you need assets.

winter onyx
#

Well; right now I am starting with the map. I do want to learn to dev from the map->the character, rather than the character->map. That is because I feel it may solve a lot of rendering bugs and it would definitely be easier achieved if done sooner than later.

#

I can achieve that in raw C++. Is it achievable in the UE4 framework? (Basically; relative placement of the user to the world rather than the relative placement of the world to the user.)

plush yew
#

hey why in the hell my particles are not selectable

#

and they are not in the list

#

they just exist there in the gameplay

#

cant do shit on them

little salmon
#

@proven aurora Have you started the remake by the way? :)

proven aurora
#

Just started working on it @little salmon

#

Got the jump pad things working, working on the discs now

fallen schooner
#

I could use some help making a decision with how to build a Beatemup.

little salmon
#

Sweet! Hey it alright if I just make a Geometry map based on Rico? I want to learn them jump pads.

#

Are you doing Jump pad Wild launch or launch from A to B?

proven aurora
#

You can set the launch velocity for each side, both X/Y and Z

#

So it's not A to B but it's pretty easy to adjust it accordingly

fallen schooner
#

I am attempting to build a more generic, modular system for attacks and spells.

#

Consider a basic "Punch" move.

little salmon
#

I'd think Free Jump would be more engaging and fun, I guess from A to B would be way too static considering the nature of the game.

fallen schooner
#

The punch will have a windup, a hit, and then a period of recovery.

little salmon
#

@fallen schooner Wish I knew, haven't touched that part of UE4 yet.

fallen schooner
#

My first thought was a series of Phases, objects laid end to end that do things when they start and then last for a period of time.

#

things like spawning a hitbox, or flagging the character to be immobile.

little salmon
#

@proven aurora For the Cubemap etc, what are your plans there?

fallen schooner
#

Once all phases are complete the spell is over.

little salmon
#

Time to open PS and just slap on some purple 🤔

fallen schooner
#

But then I saw someone else make a Timeline in Unity that behaves similarly except you could do far more at once

#

IE you can have overlapping tracks

#

I am wondering if it's worth making such a system in Unreal

#

Unity makes editor-scripts really easy.

#

Should I make one for Unreal or should I attempt to use an existing thing, like Sequencer.