#ue4-general

1 messages ยท Page 163 of 1

cursive dirge
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like, with 4.15 when I last used UE4

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I think it got better once I wipd the build and rebuild batch file form NMake setup on VS project settings

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but why they even put those there in the first place?

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nobody would want to wait half a minute extra every time when you launch the project after code changing, I mean, for no good reason that is

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it's literally doing nothing

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just spamming and checking every ue4 tool with git

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I guess someone thought it was a good idea ๐Ÿ˜ƒ

wary wave
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might be a git related issue, I don't have that locally using SVN

cursive dirge
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yeah, it's clearly git related

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as my custom repo is on git

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there's no reason not to have it that way either as I need to maintain the changes

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I guess I could symlink it so that I leave the .git folder out

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so VS wouldn't see it as git repo

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or, maybe there's some way to manually disable git detection on VS side

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but, it sometimes is handy to use file history thing on VS

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as you can quickly peek into any file version with it

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it actually would be super handy if Epic used git properly ๐Ÿ˜ƒ

cloud cobalt
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@cursive dirge I think this is part of an adaptative build system

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Like, make only builds files based on date, and UAT does it with the version control status

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So you might be able to disable it

cursive dirge
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well, whatever it's doing is not really useful for my use case scenario ๐Ÿ˜„

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I'm guessing someone underestimated the time spent on git commands

foggy pebble
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hey everyone, I'm trying to make a low poly map using stuff from Asset Forge. Is there an easy way to export all the assets from Asset Forge without manually converting every single one into FBX format? They seem to all be bundled into a file with an .assets extension

hard glen
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hey guys

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could you help me with a place to learn more about the programming in the engine

cursive dirge
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heh, and now I got engine recompile just by opening up one engine header file (even VS didn't mark the line changed)

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custom built engine โค

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wonder if those batch files would have prevented this ๐Ÿ˜„

rocky portal
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any reason why my ActorComponent would only Tick once?

cursive dirge
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have you set it to have active tick?

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BP or c++ btw?

rocky portal
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should be...i can't even see the options for that for some reason

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this one is BP

cursive dirge
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there should be setting in the class settings

rocky portal
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ah yeah i just found it let me check

cursive dirge
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can't remember the specific place out of my head and my engine is now probably compiling for 30-60minutes for no good reason so can't check

rocky portal
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Start with Tick Enabled is checked

cursive dirge
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oh ok, then it should tick

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and it only does it once?

cloud cobalt
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@cursive dirge See, this is why I don't use a source build.

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It's just too much of a hassle

cursive dirge
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@cloud cobalt I can't remember it being this tedious in past

rocky portal
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oh wait...this seems to be something different in 4.18

cloud cobalt
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I think it's always been pretty buggy, maybe not to that extent

rocky portal
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looks like it is ticking

cursive dirge
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I need custom engine for many reasons, using stock is not alternative for me

rocky portal
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but "Hello" which I am printing is not spamming down the screen

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just overwriting itself

cursive dirge
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there's a time limit on print messages

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it's possible the previous gets cleared already when new one arrives

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@rocky portal

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just check the settings on print node

rocky portal
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yeah that looks like hwat is happening

cursive dirge
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@cloud cobalt I guess it would be possible to setup this in a similar way as binary engine projects, so that VS couldn't compile the UE4 parts accidentally

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it doesn't do that on binary engine setup

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even when the source files are there

rocky portal
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now i just have to figure out why my Add inventory Item function isn't working ๐Ÿ˜ฆ

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and that's bunch of C++ code that i pulled over and modified from another project

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this is gonna be fun....

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switched it from UObject to stricts and replicated actors

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and broke things out into EquipmentActor, InventoryItemActor, PickupActor

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so it has to swap these classes out

cursive dirge
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just wow

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this really is doing full engine recompile

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so, 1h wait it is

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altho, few days ago this took 2.5h , so ๐Ÿ˜„

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people really can't work like this, it's absurd

rocky portal
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thats kind of stupid

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why do you have to do that?

cursive dirge
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use custom engine?

rocky portal
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ohh

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cool

cursive dirge
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I do all kinds of physics engine modifications which are not possible with the binary version, not cleanly anyway

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and will also experiment with nvidia gameworks stuff, which require custom build too

cloud cobalt
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@cursive dirge I suspect not everyone needs extensive engine changes, and that large teams have the programmer redistribute binary builds to the rest of the team

cursive dirge
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yeah, I'll see if I can somehow isolate this

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as I never make engine changes while working on a project

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I do the engine changes on separate UE4 solution

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which could be reason why it's messed up as well I guess

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altho, for this project, I haven't changed the UE4 side at all after generating the solution files from uproject

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and it's still doing same shit

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I guess I could just wipe the whole UE4 project from this solution

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but it's kinda handy to have it there as I often navigate the engine files when I work on my own project's code

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to see how the implementation goes or what headers to include etc

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I'd still love to know if VAX could make those header inclusions automatically

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there should be option for it but it doesn't show up for me on the menu entry it is supposed to be in

rocky portal
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rebuild over night

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ez

cursive dirge
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yeah

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only if I could control it myself

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like, now, I just opened one header with VS

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and it somehow triggered full rebuild

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it shouldn't do that

rocky portal
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just unreal things

cursive dirge
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in fact, it has never done this before

rocky portal
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will it let you cancel?

cursive dirge
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I even double checked the files I've opened and VS doesn't put any green on the lines (which indicates you've modified the lines, which could trigger recompile)

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sure, but it will screw up the files

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it will remember this state next time I start with debugger anyway

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so nothing I can do about it but wait

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I guess I have to experiment manually with these solution files

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check if I could generate similar setup myself for custom engine than what binary engine projects get, it's all text files after all

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it's just, I'd rather work on the project than fixing epic's tooling

rocky portal
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I cant figure out why these Structs are not setting

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inventory is returning true for add item

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passing the structs by reference

cursive dirge
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need to paste some code if you want some answers

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bp structs have always been bit bugged

rocky portal
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nah this is in c++

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yeah cant paste it in here code is too long

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oh wait i might have found it

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TArray<FItemSlot*> ValidItemSlots should be a pointer to an ItemSlot in memory right?

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array of pointers

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    for (FItemSlot ItemSlot : ValidItemSlots) {
        
        ItemSlot->Item = InventoryItem;
    }```
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this seems to be the problem

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ValidItemSlots.Add(SubCompartment.Contents[index]); probably adding this incorrectly since this would add a copy right?

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Contents[index] is an FItemSlot

cursive dirge
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@rocky portal your for each doesn't have pointer for the type

rocky portal
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would it be TArray<FItemSlot&> or TArray<FItemSlot>

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err

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TArray<FItemSlot*>

cursive dirge
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I mean, for(FItemSlot* ItemSlot : or for (auto* ItemSlot :

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and ValidItemSlots.Add(&SubCompartment.Contents[index]); I think

rocky portal
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yeah still not setting...could be some of my other struct params

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i have FCompartment FSubCompartment FItemSlot

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multi compartment bags with multi sub compartments with ItemSlots

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pain in the ass

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i can PM you the code if you're bored enough to take a peek

cursive dirge
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I'm not that bored, sorry ๐Ÿ˜ƒ

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my UE4 compiled already so I'm back to work

rocky portal
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haha np

wary wave
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@silver crown - for whatever reason lounge has shat itself and I can neither send nor edit messages in there currently

rocky portal
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@cursive dirge it turns out that nothing is being added to ValidItemSlots for whatever reason

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so it's never setting the items

idle thunder
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guys how can i enable to see box of lightmassportance volume ??

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nevermind ๐Ÿ˜„

rocky portal
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wow...problem was I forgot to set inventory item height and width so it was adding a 0x0 item

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i should probably set some defaults lol

cursive dirge
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just.. great

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this time around, I just ran the UE4Editor.exe manually

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oh wait, I had that UE4Editor just running in the background

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and if I tried to launch another instance through my VS project, it wanted to trigger recompilation for editor components

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when I closed the editor and tried again, it started

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man, this is all messed up

rocky portal
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is it possible to pass Struct reference into a newly spawned Widget?

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like the most straight forward way I would do this would be for an FItemSlot property on ItemSlot widget to be a reference

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so when the inventory changes this, it would change automatically on the UI

grim ore
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it is in pure blueprints so it should be in C++ I would assume. You have "Expose on Spawn" as one of the options on the variable in the widget which lets it be set on create.

opal ocean
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This a*pathfinding tutorial is talking about heaps and hashsets... and is in c#/unity. Am I going to have a problem following this section of the tutorial in blueprints?

rocky portal
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yes but if you get a ref out of an Array

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andpass it into a struct property

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will it be a reference or are all properties passed in as value

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i know u can pass struct references to functions but I dont see that option for BP Properties

hard glen
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can I stop the engine from opening a visual studio instance every single time I create a new class

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pleaaase

cursive dirge
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@hard glen there's a project setting in Editor Preferences -> General-> Miscellaneous -> Hot Reload called "Automatically Compile Newly Added C++ Classes"

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I dunno if it still opens VS tho

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that setting is enabled by default

hard glen
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thanks

bitter iris
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can someone help me real quick

fierce tulip
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when you want to draw a floorplan for a level, but your huion pen is out of juice

plush yew
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Has anyone gone through getting a Steam AppID since they stopped Greenlight?

cursive dirge
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@plush yew ummm, you just pay 100 bucks and get it

upper heart
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100 bucks and tax/banking info

cursive dirge
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yeah, of course there's forms to fill up

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but so did greenlight have too

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also

plush yew
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I wasn't sure if it was a sure thing or not. Looking to use the AppID for early build development

cursive dirge
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it's not plus tax here

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it was actually less than 100 as sum contained VAT in EU

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yeah, you do the paperwork (fill the forms, obtain EIN from IRS if your company form needs one) and pay the 100 bucks to Steam

upper heart
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right

plush yew
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Thank you guys.

cursive dirge
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that link I sent will get you going

uneven zinc
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: Does anyone use the unreal-sqlite3 plugin?

plush yew
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I am already filling everything out. I just wasn't sure if I'd get an AppID since I don't have anything to list on the store page and it's just for getting matchmaking working with Google servers

cursive dirge
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btw

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have I already complained how f*cked up this new build setup is ๐Ÿ˜„

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I wanted to recompile only my project, so I right clicked my project on VS solution, and it started building the engine too

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it used to work just fine before

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like, up to 4.13 or 4.15

uneven zinc
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i need works in 4.18 and works in mac

quasi lake
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Is there an other solution to push a pawn back ,without using LaunchCharacter or rootmotion ?

plush yew
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AddActorLocalLocation

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With -x

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Or even better add movement input

safe rose
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lawbreakers flops. It's PUBG's fault. ggwp

restive eagle
bitter iris
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@safe rose hopefully lawbreakers doesnt discontinue

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Has anyone here designed a game and published it and had a bit of success? Need some help with a questionaire / interview

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using it in my university work

plush yew
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Hi everyone I'm new here but can anyone help me out, I compiled my blueprint characters in ue4.17 and got this error: Cannor order parameters self in function interaction, does anyone know how to fix it?

next ivy
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My AI seems to get stuck when I jump or walk off a ledge. This happens when there is a nav link proxy right next to him (so he should know how to follow) and when there is a staircase next to him (so he should know how to walk down the stairs). In the behavior tree you can see that he is still attempting to moveto

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My issue isnt that he is not jumping off necessarily its that he literally gets stuck and does not attempt to get to me by any means unless I get right next to him

plush yew
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Hmm

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can you send a screenshot?

idle thunder
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where the heck is autokey for sequencer in 4.18.2 ??

oak quail
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Say, if I were to ask a question about a lot of things, which chat would be the most suitable?

cinder iron
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if it's a generic question

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this one

oak quail
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That brain lag

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Alrighty

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Well for once, I would like to learn many things about the Unreal Engine, and I have the Visual Studio aswell.. just need to know how to bound VS and UE4

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That would be my first question

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How does one bound those two, for the coding to take effect in UE4?

next ivy
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what do you need a screen of @plush yew

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I could probably take a video

cinder iron
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@oak quail just create a c++ project on unreal

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if you erase accidentally the sln

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you can right click on the uproject and generate project files

oak quail
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One sec

next ivy
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I wish the starter content and blueprints were more organized to begin with

oak quail
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Alright well first..this pops up immediatly
"The project could not be compiled"
And when I try to press "Open with Visual Studio
"Failed to open selected source code accessor 'Visual Studio'

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I think I installed everything that is needed for said Visual Studio for UE4 to work with it..but I don't know what is the problem

swift spindle
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quick question.. if a light is set to non visable inside a blueprint... and is not doing anything else... does it cost me anything ?

cinder iron
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@oak quail be sure you did this, also, be sure you don't have other version of VS interfering

oak quail
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Other versions being?

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I only have the 2017 one

cinder iron
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then if you have everything on the list and you only have vs 2017 you should be good to go

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if it is still not working you can check the compiling logs under /Saved folder

oak quail
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Welp gonna work on that

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Thanks for your help :D

cinder iron
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np :)

oak quail
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Mmm, nothing I do creates any progress..

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Jeez, only me sharing my screen to people is the only answer from times to times :I

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If anyone can help me out with that..I would be greatful, I just cannot seem to figure this on my own, and I think I am doing something wrong. I can give you in the PM the hangouts to take a look if you want

next ivy
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This is my problem

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There is a nav mesh proxy so he should be able to jump down. Even if that isnt working he should at least go back down the stairs without getting confused

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I have to get right up next to him which makes him attack me to restore his normal AI

oak quail
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Can anyone help with something probably simple ? It's about VS and UE4 .. need them to bound togheter and work, I am sure I am doing something wrong and welp, if I were to give you a google hangouts on your PM, would someone help me as I would open a Share Screen?

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Also, anyone know books for games?

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Anything would be lovely to read , I am just there for the knowledge

rugged viper
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Guys

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I got a real newbie question

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How do big teams put all things together? Like they do something in one place and then move it to other place or all devs can edit in the same place?

fierce tulip
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version control

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git, svn, perforce, etc

south ridge
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Version control + issue/task tracking systems

fierce tulip
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you add and make stuff, you upload it, others download it.

south ridge
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You can also do branches

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So one team works on one version of the tree, while other works on another

cursive dirge
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you can also ship external hard drives by mail

fierce tulip
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I had a client who wanted to do that <_<

cursive dirge
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heh

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yeah, I've heard these stories, hence putting it out there ๐Ÿ˜„

south ridge
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I've done that myself

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Sorta

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I carried a bunch of HD's on my person at all times

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When traveling

spring fjord
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Guys if i don't put a postprocess volume, the settings will be affected directly by project settings right?

cursive dirge
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yup

spring fjord
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Great, now, what ini file contains the motion blur setting? I want to enable motion blur in already packed game (shipped build)

silver crown
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@spring fjord Why do you want to do that?

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It's not your game?

rocky portal
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when using structs with UMG and exposed on spawn properties

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since they're always passed by value and not refernce

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is the only way to work with them to pass all the values needed to get directly to them?

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I have a structure that requires a component reference and 3 indexes to access an item....when a single UObject reference would work...but UObjects don't replicate so they're a no go

spring fjord
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@silver crown Nope. It's an older pre-alpha version of an already released game. I want to enable motion blur because it's not enabled by default Any ideas?

silver crown
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Why don't you package it again?

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No source control?

spring fjord
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I can't open the project file that is in the .pak file

silver crown
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Oh

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misread

spring fjord
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It says that the following modules are missing:
game name-WindowsNoEditor.DLL

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So is there a way to enable motion blur?

silver crown
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You could use a direct x dll injector

spring fjord
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What is that?

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Can you tell me?

silver crown
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Basically add a new directx dll next to the program exe

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So that the program use it instead of the system one

spring fjord
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Thanks you so much! I will try it ;)

sterile condor
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hi

spring fjord
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Hi!

sterile condor
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how are u

spring fjord
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fine

sterile condor
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bro can you help me

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i wanna make like a fps online that they are 6 people so one of they ramdom is like infective and he need to kill they however if he die ramdom the game select another.

spring fjord
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Sorry, not experienced enough to help you with that

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I only mod games :3

lofty edge
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Does anybody have that little cheat-sheet on the differences between gamestate, playerstate, etc - i.e. which persists accross levels, sessions, etc.

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I used to have something like that on my bookmarks but it's been misplaced

clever swallow
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Ok so im trying to install UE4 again onto my external HD, but when I download the launcher MSI file and run it, it forces me to install the launcher into my C drive and doesnt give me the option to change it... why the hell is this the case? I dont want to reinstall the launcher into the default folder as it already exists there. I want to install it again separately onto another drive and cant find literally anything about this online, even after spending hours googling. Would really appreciate any insight into this.

lofty edge
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@clever swallow Do you want another instance of the Launcher itself on your external hard drive or just the engine?

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If you just want the engine you can use your current launcher to install a version of UE4 to a location of your choosing.

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Are you using Windows 10?

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An alternative workaround is by setting your windows default installation location to your D drive. It's not really a great fix but it'll do what you need.

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It's not a recommended practice, mind you and may not work properly.

clever swallow
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I want a fresh installation of everything on the external. The launcher, the engine, vs2017, the works. Not sure why the installation wizard isn't just like every single other app ever and let's you pick the folder yourself. Seems like a big misstep to me. Either way I'll have to go e it a shot tomorrow I guess. Btw I already looked at that last resource and it only talks about moving an already existing installation to somewhere else

lofty edge
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The problem is those applications usually tie in to your operating system. Registry entries, required dependencies, etc.

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So unless you plan on only ever using that external drive on your main computer, there's no guarantee that it'll ever work on another machine.

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I personally carry a custom engine build on a seperate drive and use locally installed resources to work on stuff, and rebuild if necessary. It's a time consumer but I don't run into many issues.

clever swallow
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Well my hope was to install all of that stuff onto the external to carry around with me wherever I went and just plug it into any PC and run ue4 and visual studio from it like I would from my home PC. I don't have a laptop right now so rather than installing everything on all the machines I end up using throughout the week at different locations, i figured I'd just have the tools on an external and move them around

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Apparently that's not feasible though lol

lofty edge
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Game dev isn't a very mobile thing yet. ๐Ÿ˜›

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Well, that is to say it's not really plug and play

clever swallow
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Yea, I'm used to web dev which is my day job

lofty edge
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I ended up caving in and buying a laptop. ๐Ÿ˜›

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ยฃ700, i7 7th gen 16gb ram and a gtx950m does more than enough for ue4

clever swallow
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I want to buy one, but we're short on money after the holidays and I can't really afford more than 500 or 600 bucks

lofty edge
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Anything with a 6th or 7th gen processor, 8gb ram and a 760 will do just fine

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When I lived in paris 5 years ago I had an old laptop with those specs for about 600EUR

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must be helluva lot cheaper now

humble sun
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Just get lots o ram

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If you can

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Ue4 will gladly take it

clever swallow
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That's reasonable I guess. Everywhere I looked I was told I'd need something top of the line to run ue4 on a laptop so I was scared to buy cheaper and have it not be able to handle it.

lofty edge
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UE4 will scale down if it detects your machine is struggling

clever swallow
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Cool. It's not like I'll be deving on it as my main machine anyways so it should be fine

plush yew
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Hi all! Is it possible to load a level from project A into a level in project B? Migrating project A to B gives unwanted results, so I was wondering if loading a level into another level (as DLC or something) is possible?

cursive dirge
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@plush yew you can migrate all the assets, then open another editor instance with project B

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make a new level in project B's editor

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select all in project A's level and copy

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then paste in project B's map

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if you have all the levels assets and materials, it'll work

wary wave
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simply migrating the level should be sufficient

cursive dirge
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should

wary wave
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if that isn't working, there's something we're not being told about the two projects, and why it is failing, hehe

cursive dirge
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but what I described lets you paste level and landscape from newer engine to older engine projects too

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with migration, you can only push things into newer engine

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altho you might still have issues with the meshes and material

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but I've saved some smaller projects that way that I've had to move into older engine version for some reason

plush yew
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The problem with migrating is, is that the content folders from both projects are being merged into one content folder. This results into a mess...

wary wave
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move the assets in one project into a subfolder first, before migrating

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I always have a project-name folder as a subdirectory in all my projects

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it also helps to differentiate between project assets and marketplace assets

plush yew
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That way I'm losing all the reference, so yeah I'll end up with a black and empty scene

frank escarp
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i saw that on the linter thing, and found it was a great idea

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so im doing that (putting all the project assets below a projectname folder) becouse its a great idea

plush yew
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So is there a way to load a level into a level (during play mode) without having them in the same project?

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like: project B is a store where the player can download/buy project A and load that one up?

wary wave
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move the assets before migrating

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you should not lose any references

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assets from one project cannot in any circumstances be referenced by another project, let alone something as complex as levels

wary wave
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Okay folks, here's a fun one that everyone is going to love

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I'm looking into the localisation systems at the moment, and would like to know how one can switch freely between localisations at run time - packaged builds, PIE, whatever is available

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all of this stuff is totally undocumented as far as I can tell

cursive dirge
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it's kinda odd how little effort they've put in describing the system

wary wave
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apparently there's a localization dashboard in the editor xD

cursive dirge
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that's new?

wary wave
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apparently not

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just totally undocumented

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FYI, I wrote the original system, which this is the documentation for

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but that was in 2012, lol

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looks like it hasn't progressed much since then -_-

latent terrace
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probably a dumb question, but hey, we've all been there ๐Ÿ˜„ I've loaded a lvl and now I don't know how to quit, my game used to start from the menu before, now it starts from that lvl directly ๐Ÿ˜›

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how do I make it start from menu again? xD

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hah, knew it was dumb, restarting ue solved the problem ๐Ÿ˜„

fierce tulip
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thats a convo for lounge, not unreal

toxic prairie
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oh oops i didnt see lounge

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ill remove

wary wave
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alright people - good, performance light methods for fading characters in and out of view?

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note that in this case, their shadows should still be visible as normal

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and also ideally, their default appearance shouldn't be impacted by the choice of method for making them fade in/out

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is there any way to perhaps dither them in and out?

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much like LoD transitions?

honest vale
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masked material dithering

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don't know how to handle the shadows tho

frank escarp
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@wary wave masked ditherthing as @honest vale says

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it does work with shadows and everything

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if you want it to be best, you use it with TAA

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becouse that way the dithering gets smoothed out

wary wave
#

TAA has nasty problems with artifacts mind - e.g. when moving through foliage

frank escarp
#

yup it does

wary wave
#

masked dithering would require a specific blend mode though, right? what's the performance cost like / rendering limitations with said blend mode?

frank escarp
#

nearly nothing, really

#

masked is pretty cheap

#

main different with masked is that it checks alpha to discard, but thats about it

wary wave
#

cool, cheers

frank escarp
#

i think masked also cant be occluders (for occlusion culling)

#

but characters wont occlude anything anyway

#

i have masked on all my characters

#

just so i can burn them

#

to dissolve them when dying

wary wave
#

fair

frank escarp
#

the burning effect/dissolving is super simple

#

but looks great

#

much better than just dissapearing them

honest vale
#

I think the dither fade out will look even better with TAA

wary wave
#

yeah, but TAA makes everything else look like complete shit

honest vale
#

yeah

frank escarp
#

i need to start tweaking the TAA parameters a bit

honest vale
#

but even without TAA you don't really notice the dithering fade out

frank escarp
#

there are a few things you can tweak

honest vale
#

for example Witcher 3 uses dither fade out for objects between the avatar and camera

#

no fancy transparency or anything like that

nova heath
#

I'm losing my mind lol

cursive dirge
#

4.18 TAA wasn't as crappy as it used to be

#

at least I don't see the old ghosting anymore

#

I do need to make more tests with it tho

wary wave
#

I see it all the time with foliage

#

it's really, really ugly

cursive dirge
#

what version of the engine are you using?

#

in my test, SMAA still looked kinda shitty, but for different reasons

#

didn't test on foliage heavy scene tho

wary wave
#

I'm on 4.18 and we're on console, so using third party engine modifications is a bit iffy

cursive dirge
#

yeah I suppose

#

I think that SMAA was made to work on PS4 as well

#

there were some rant in comments about PS4 not handling something properly ๐Ÿ˜„

#

it's basically just another post processing filter so it doesn't change the engine that much

bold siren
#

Hopefully that Dallar gets added to this discord channel, would be awesomee

scenic chasm
#

^^

#

Great convo, @wary wave and @storm iron ... I've got my plugin pretty much done except for the nice fading! Just looks nasty...

mint raptor
#

Anyone know where I can get more info on the import setting convert scene unit? When should I use it?

grim ore
#

so do we think 4.19 preview one will come out this week?

grim sinew
#

They probably just got off holiday, unlikely.

plush yew
#

anyway to change the arrows when i press W?

mint raptor
#

For bending a pipe under pressure does a spline mesh sounds capable of doing the job?

safe rose
#

Previews generally come out on Tuesdays

#

Or at least in the beginning part of the week to catch all that shitstorm of the bug reports

fair leaf
#

Is it possible to have UE4 to save after each file it imported? I want to bulk import files, but sometimes it crashes because of full memory and all import progress is lost

#

Or does anyone have any other tips for importing 8k+ files?

fierce tulip
#

do it in batches of whatever you feel comfortable with

harsh tiger
#

i tried to delete the both of them to see if there was 2 road pieces in the same place but theres not

loud knoll
#

I seemed to have found a nasty bug in the destructibles using 4.18.2

upper heart
#

@loud knoll what is the bug?

loud knoll
#

been debuging it for a week

#

these are the 3 I created for different issues with destructibles

#

and I never had this trouble before this version

#

same assets and bps worked for a year in another project

#

I know how to fix it but every time I load this project it is a dice roll if the I am going to get the corruption

#

and I cleared all my cache and reset all my settings yesterday and fixed again and start today off with it being totally fucked again

#

running out of options

#

I could avoid using the destructible class and switch it to a model cover it with a VFX until the bug is fixed and avoid this but it sucks. ๐Ÿ˜ƒ

plush yew
#

i have some balls and they move like very heavy boling balls. i want them to be light as marbles.

#

i changed KG to 0.01 but that doesnt help

opaque plover
#

Anybody has an idea about building a mesh from voxels which can be cubes but also slopes like in Boundless and Stellar Overload ? To grab all the visible triangles ?

fair leaf
#

@fierce tulip Just found a SVG Importer plugin on the marketplace, so I'll just directly import my vector graphics which seems to work fine on 8k at once :)

fierce tulip
#

ahh, i thought you meant you had 8k objects to import.

quasi lake
#

How to expand a map?

#

Expand a landscape

gleaming karma
#

why does unreal keep compiling shaders everytime i add a node in material?

upper heart
#

Because that changes the shader

fair leaf
#

Ah sorry, I still meant 8k objects

#

as in amount

mint raptor
#

I can't seem to set spline point location, I make sure to call update spline

#

Oh spline mesh won't update if I do it in the constructor script only

short dagger
#

anyone doing any development on a 1060 ? looking at buying a laptop for when i'm on the go and wondering if a 1060 will cut it for development needs

keen birch
#

Yup

#

Doing pretty high-end stuff on a 1060 personally

safe rose
#

@short dagger 1060s are beast imho

keen birch
#

Large open world, fully dynamic lighting, lots of foliage

safe rose
#

I have a 107ti, 1070 and a 1060 (Max-Q)

keen birch
#

Worth noting, this is also a laptop

#

Running an ultrawide 2560*1080 with it

short dagger
#

hmm might save myself the $600 and just go for one with a 1060 then, thanks guys!

keen birch
#

What's the alternative?

safe rose
#

Yeah, 1060 is definitely the best GPU buy atm

keen birch
#

1080? ๐Ÿ˜›

short dagger
#

1070

safe rose
#

Hmm

#

If you can grab one cheap the 1070 is pretty sexy

keen birch
#

There's not a $600 gap between 1070 and 1060 in laptops

safe rose
#

But if all you're doing is 1080p 60FPS, 1060 is fine

short dagger
#

in canadian dollars there is

keen birch
#

(Depends what you're looking at, obviously, but yeah)

#

Ah

#

Yup

#

There you go

safe rose
#

1070 is for 1440p gaming and 1080p 120 FPS+

keen birch
#

That makes sense then

safe rose
#

1060+ for VR

keen birch
#

Was considering asking "Is it CAD", but I assumed you'd have said ;3

#

Oh yeah right

#

I do VR UE4 on my 1060 laptop

#

With dynamic lighting

safe rose
#

Trying to think of more

short dagger
#

right, i might do some VR on the go with it but my main project i work on is pretty low spec

keen birch
#

It's not perfect

#

But it does the job

safe rose
#

Yeah, so 1060 will do you good

keen birch
#

(It gets laggy because of the awful slate performance in VR)

safe rose
#

I would just make sure you get a decent CPU

keen birch
#

^

safe rose
#

it's a crapshoot

#

on laptops

keen birch
#

Skimped on getting an i5

#

Regret that

safe rose
#

get an i7

#

don't even bother with i5

keen birch
#

Make sure you have a 256GB SSD and an i7

short dagger
#

yeah i was looking at a 7700hq with 16gb of ram

#

with at least a 256gb ssd

safe rose
#

yeah, that's what I have on one of my laptop

keen birch
#

That's what my brother got soon after I got my laptop

#

His laptop didn't exist yet when I got mine

#

๐Ÿ˜ฆ

safe rose
#

If you can get a Max-Q

#

laptop, get it

#

Thing is so sexy and light

keen birch
#

Why?

safe rose
#

So thin

keen birch
#

Afaik they were worse ๐Ÿ˜›

safe rose
#

Nah

keen birch
#

Yeah well, that's a personal consideration

safe rose
#

They are barely cutdown at all

#

like a 3-5% difference on avg

keen birch
#

15% GPU performance > appearance

safe rose
#

And the weight alone

keen birch
#

Thought it was 10-20

safe rose
#

is worth

#

Hmm, I don't know, I might have it wrong

#

But I doubt anyone would really notice

keen birch
#

Ah right

#

I remember wanting one of those

safe rose
#

Like my first VR laptop... was a 1070 titan fucker from MSI

keen birch
#

But they only sold it in the US

safe rose
#

That shit is HUGE

#

and heavy

keen birch
#

Yeah, I know

safe rose
#

But then I got this Max-Q 1060...

#

and holy crap

keen birch
#

But that's MSI and their high-end stuff

safe rose
#

it's literally 1/4th the weight

#

and half the depth

keen birch
#

My standard 1060 is basically the same size and weight as your average office laptop

safe rose
#

I mean, I can carry it with one hand

short dagger
#

main complaint i've heard from some of these reviews with 1060's/1070's is they can be loud, i'd be more worried about that personally

keen birch
#

It's an Acer Asprive V Nitro, it's off the market now

safe rose
#

And they have Max-Q 1070/1080s also

keen birch
#

Carry it in one hand, too

safe rose
#

Loud?

#

Man..

#

mine's so quiet

#

And 90% of the time I have headphones anyway

keen birch
#

My brother's is like a goddamn helicopter

safe rose
#

so who cares

keen birch
#

So if you need to be in an office space, look at some reviews mentioning noise levels

#

But generally, meh

#

Make sure to keep an eye on your screen specs if you plan to actually use it for art stuff on the go

safe rose
#

Yeah, I got a good deal on mine, it was like $800 for this 6GB Max-Q 1060

keen birch
#

;-;

#

That's less than I'd pay for a 1050 TI here

#

Heck, maybe even less than a laptop with standard 1050

#

Paid 1400 euros excluding VAT for this 1060 one

#

With i5

short dagger
#

thats nuts, where did you get it from?

keen birch
#

.>

safe rose
#

Dell

#

actually

#

they are still on sale

#

a bit more but still cheap

#

and IPS

#

oh wait,. those are the 1050ti versions, let me find the 1060s

#

damn

#

yeah they are up in price

short dagger
#

๐Ÿ˜ฆ

safe rose
#

Oh, also to note

keen birch
#

Oh yeah

safe rose
#

A lot of reduction in weight/size was due to me going from 17" 1070 Titan Laptop to 15"

keen birch
#

But they revamped those earlier

safe rose
#

Yeah these are the new ones

#

also bout new SSDs

keen birch
#

That's the 'justification' for the price-hitch

safe rose
#

took out what it came with

keen birch
#

Still unwarranted, but hey

safe rose
#

nah

#

think about it

#

Remember the old days

#

and the fad for those $1000 ultrabooks?

#

which...never WERE under $1k

#

everyone kept making these super light/thin ones for $1500+

#

But yueah

keen birch
#

$300 for 0.3Ghz extra on these CPUs

#

.>

safe rose
#

it's dope I can hook up all three rift sensors

#

i used an adapter for the usb-c port

keen birch
#

Ah yeah

safe rose
#

I was stoked when I figured that out

keen birch
#

I'm currently looking into that as well

safe rose
#

that's the man issue with thin laptops

keen birch
#

Using lightingbolt for a USB hub

safe rose
#

ports get less and less

#

But tbh... if everyone goes USB-Cs

#

They could potentially have easily the same amount as larger laptops with regular usb ports

keen birch
#

Damn

#

These laptops dropped in price since I got this one three months ago

#

I mean

#

That Dell Inspiron 15 7577 was at least 200 euros more a few months back

#

Oh

#

Well

#

Because it's listed without VAT now

#

;3

#

Yeah I sort of regert my laptop choise?

#

But hey

#

It works

safe rose
#

$850

short dagger
#

curious you use a 15 or 17" laptop? been going back and forth on that. 17" seems bit bulky to be taking places, but would be nice for when i want to game on it

safe rose
#

TBH, I don't see much a difference anymore and I use both plus my main dev machine for dev/gaming

#

My main dev rig has 3x 27" Rogswifts

#

Obviously more real estate on my main dev, but for single screen 15"/17" it's actually 15.6 vs 17.1 only 1.5 diff

short dagger
#

yeah i use 3x 24" on my main pc so feel like going down to 15" would be quite the downgrade

safe rose
#

I rather have that portability though

short dagger
#

that's the thing, i imagine a 17" on an airplane would be awkward

safe rose
#

But most 17" are not Titan laptops anyway

#

it is

#

I just travelled with it to Cali and back recently

#

It was awful

#

Hence the new laptop purchase

short dagger
#

heh, i see

lavish garden
#

what is the latest 3d modeling program?

safe rose
lavish garden
#

derp, i will, thank you!

fierce tulip
#

where can i find the textrenderactor. cannot find it for the life of me.

#

thanks for being rubber ducky, got it XD

uneven fractal
bitter iris
keen birch
#

@safe rose That deal has an i5 tho

#

That's basically exactly the specs I have

fierce tulip
#

my ocd senses tingle @uneven fractal clean it up :p

#

effect looks nice though

uneven fractal
#

not mine fam

#

it's made by a proffessional dev

fierce tulip
#

oh god <_<

uneven fractal
#

these guys

fierce tulip
#

ah

#

then no wonder

keen birch
#

Ah

#

^^

#

No-one's even surprised by them anymore

fierce tulip
#

^

keen birch
#

They're a pretty incompetent bunch, judging by pretty much everything

#

Just happened to get a shitload of money and backing from Sony

bitter iris
#

dont forget to add no idea how to optimize

#

ark is so unstable

fierce tulip
#

understatement of the year :p

safe rose
#

@keen birch ah missed that. mine had an i7

plush yew
#

why my debris dont disappear?

uneven fractal
#

Tbf that describes Pubg too

gentle ivy
#

Tbf I wouldn't be surprised if I saw a material like that in any number of professional studios

lavish garden
#

anyone here ever played both MWO and PubG?

gentle ivy
#

yes

lavish garden
#

you think it might be possible to put pubg INSIDE mwo?

#

cause that idea facinateds me

#

facinates

gentle ivy
#

ah then you want one the first games that I worked on

#

heavy gear assault

#

yeah but you need a strong competent team with lots of money.

#

and even then you can fail

#

but that game in it's peak before they lost all their money, their servers went offline and now I think they are just DOA

#

but anyways in it's peak they let you eject from gears and run around.

#

We never had pilots shooting each other cause "that doesn't make sense, its a sports game"

lavish garden
#

yeah, it's also not what i am talking about

gentle ivy
#

well then how do you put "pubg in MWO"

#

basically sounds like titan fall to me

lavish garden
#

i mean, players in mechs, doing mech warrior stuff, while TINY humans run around and do their pubg stuff.. the difference is in scale.

#

and you can't get out of your mech in mwo

#

so no getting out of the mech?

gentle ivy
#

so you can't get out of your mech?

#

whats the point of combining the two games?

#

like sure, it's possible.

#

it's silly to do unless you have a good reason ๐Ÿ˜„

lavish garden
#

the environmental changes of a static playfield, vs having a playfield where you have giant mechs trying to kill each other.

#

thats what i don't like about pubg is it's so static.

gentle ivy
#

I mean you can do that without the entire overhead of other players

#

just have some dynamic fighting AI

lavish garden
#

doesn't that take the fun out of it tho?

#

put in more AI overhead?

#

i am sure there are tons of ways to acomplish it, i am just talking about something that made me giggle.not super serious dev talk, ya know?

gentle ivy
#

its possible but really really really difficult specially for a gimmick feature.

#

But yeah scale wise its easy

#

the harder part is replication

#

the mech game of course doesn't need to be effected by the pubg game just they need to effect the pubg game map

lavish garden
#

wonder if the engine would handle 24 mechs and 40 players plus the environment and fx and such

gentle ivy
#

it could probably do 100 players + vehicles like mechs and etc...

#

specially with the 4.19 update

lavish garden
#

that's slightly inspiring.

gentle ivy
#

so are you going to time both matches to start at the same time?

#

or will pubg players drop into already destroyed maps?

#

the biggest system here is actually not UE4 but the backend database and crap you will need to support it

lavish garden
#

it would be all one match.

#

yeah, now there is a side of the engine i know NOTHING about, the back end databases..

gentle ivy
#

sure but then you have mech people or pubg people waiting for someone to play the other

#

That's not included in UE4

#

the engine has nothing to do with backend servers and databases. Just game servers.

lavish garden
#

i see, that would explain why, huh?

gentle ivy
#

probably

lavish garden
#

8D

gentle ivy
#

the closest you can get is like some SP games have SQL-lite plugins for local DB access

#

but that doesn't help as you need your game servers to talk to a backend persistance

uneven fractal
#

huh

#

wildcard has these positions open

#

LEAD PROGRAMMER
SENIOR ENGINE PROGRAMMER
SENIOR GAMEPLAY PROGRAMMER (x2)
VFX ARTIST
TECHNICAL ARTIST
SENIOR ANIMATOR
PRODUCER
QA MANAGER
MARKETING DIRECTOR

#

I feel like a game that's lacking some of the roles shouldn't be running tbh

lavish garden
#

man it's hard to not get overwhelmed sometimes..

uneven fractal
#

by what?

lavish garden
#

all that's changed since the last time i poked my head into the unreal engine with any depth.

uneven fractal
#

Still using an ancient version of unreal rn and can't update

lavish garden
#

i dunno if our versions of "acient" would be comparible.

#

like the last time i tried really fiddeling with unreal engine was like 2001-3 that area?

sage stag
#

what does it mean to be a "child of" in the get child of bone blueprint function. is that the immediate child or any below it in the hierarchy?

charred raptor
#

Need help
I download the TrueSky free trial and when i install it i don't see it anywhere in Unreal Engine 4

#

did i do something wrong when installing

mild copper
#

Quick Question. I am using the ARK Dev Kit. I am being forced to make an array for a node that when I do, it destroys

#

the beacon I am working on. Is there anyway to leave these 2 arrays empty?

floral pagoda
#

Robots now have guns

lavish garden
#

i don't know where i want to start

#

not where to start, but what part of the engine i want to study first.

#

blueprints then

gaunt raptor
#

i recommend just doing r andom tutorials to get use to AI

lavish garden
#

that doesn't sound bad

gaunt raptor
#

i meant to the ui

#

but you get the point

#

just keep doing random stuff until you feel comortable with everything

warped topaz
#

๐Ÿ˜‚

tame bluff
#

Hey folks, I'm running 4.18.2 and was curious how I could enable flex

#

Is there a user option I'm missing or something? I could have recalled it was built in before

#

If not, is there a way to merge my UE4 with Gameworks?

wary wave
#

you need to download one of the Nvidia branches from Github and compile it yourself

#

UE4 does not have flex

tame bluff
#

Oh, okay.

#

Is there any soft-body physics options built in?

#

I only need some barebones elasticity

devout gulch
#

Wildcard doesn't need more employeess, but to upgrade engine to some reasonable version

#

4.5 is ancient

#

ARK still run like crap and I don't see it changing right now /

wary wave
#

there are no soft body physics built in

#

also, Wildcard's problem is that everything is implemented incredibly poorly

#

it's less the engine and more the fact that the entire codebase is utterly fucked

devout gulch
#

that I can't say, but new engine versions have quite a bit of optimizations either for Paragon or Fortnite BR, which should benefit ARK

#

though idk how much ark modified engine

wary wave
#

things like materials with layers of master materials and hundreds of redundant nodes, blueprints that have shit loads of code that executes and does literally nothing

#

Ark's engine will be very heavily modified

devout gulch
#

;o

#

it doesn't looks like on the outside ;o

wary wave
#

they use a lot of fucked techniques as well, Ark's weather system is a horrible convoluted matinee controlled by reams of spaghetti

#

a fucking matinee

devout gulch
#

I must ask, how you can even think of such solution, when you can either use server time or worst case scenario Tick and some curives evaluted every few seconds to check what should happe..

wary wave
#

ยฏ_(ใƒ„)_/ยฏ

#

the whole thing is a trainwreck in terms of implementation

tame bluff
#

Is this the link for 4.18's VR Works stuff?

#

I'm asuming I just clone this repo and build it like I did my official repo

#

But I'm hearing people complain there's no flex in 4.18.2

#

or something

#

Fun house is on 4.11

wary wave
#

there are multiple different branches, one or two of them may have flex, but as to what engine versions they support, I don't know

cursive dirge
#

@tame bluff there is no flex released for 4.18 on nvidia repo

tame bluff
#

Anything close? Like 4.17?

cursive dirge
#

I have manually upgraded it from 4.17

tame bluff
#

I'd love to learn how to do that haha

cursive dirge
#

There are few gameworks repos there

tame bluff
#

Blast, flex flow, or gameworks?

#

I see you have 2

#

:p

#

Do you think metaballs would be cheaper than flex water?

#

using mesh distance fields

wary wave
#

metaballs is only rendering?

cursive dirge
#

Both have flex but pick the first one, Gameworks one has same plus hbao+ vxgi and hairworks, but there are issues with vxgi and hairworks atm

tame bluff
#

Yeah I was reading there were issues with vxgi

#

on their issue tracker

#

Flex is relatively functional you think?

cursive dirge
#

VXGI has been throwing errors since 4.17

#

Yeah, all examples worked just fine on my merged repos

tame bluff
#

Ah, sweet.

cursive dirge
#

And everything packages properly on the repo that has blast in the name

tame bluff
#

I appreciate it, I'll download it in a few minutes.

#

Sorry, packages?

#

Oh, you mean like ships

cursive dirge
#

Packaging = how you build game package with ue4 that has paks and exes

#

You must be new to ue4 :)

#

Always test package your stuff often

tame bluff
#

Makes sense, and yeah I should definitely.

cursive dirge
#

If packaged build has issues, they are lot harder to solve later on if you have many issues

tame bluff
#

Yup, relatively new, for about 5 monthsish now

cursive dirge
#

5 months and you never wanted to try a project outside of the editor?

tame bluff
#

I had a decent VR demo at one point, implemented mordentral's VR Expansion, got lost and couldn't figure out how to rip his HMD stuff only

#

and then gave up

#

and now I'm back

#

Naw, I've packaged it outside the editor for testing VR

#

I just forgot what it meant for some reason

#

Only on windows though

cursive dirge
#

Ah ok

tame bluff
#

I'm more artsy these days than codey

keen birch
#

Like I said when the wildcard convo started yesterday

#

God knows what they're doing

#

Least of all they themselves

wary wave
#

they certainly don't

#

heh

keen birch
#

๐Ÿ˜›

quasi lake
#

Who are you talking about

fierce tulip
#

Ark

frank escarp
#

and their multimillion dollar game known as ShooterGame.exe ๐Ÿ˜ƒ

#

at least they changed that

wary wave
#

it's still shooter game in most places

frank escarp
#

i know shootergame is a good example

#

but using it as the starting point...

#

i dont see a reason

#

you will fight against shootergame stuff a lot

regal mulch
#

what did Ark do now?`

nova heath
#

I have a UE4 logic issue but it's kind of hard to explain -.-

nova heath
#

I want to place objects (Variety A and Variety B) in a row along a series of points created from an initial click and the current mouse position. I want the placement to update on mouse move.

I have the series of points, I have the spawning working, I have the placement updating on mouse move.

I want Variety A (green) to be placed if there is no Overlap, I want Variety B (red) to be placed if there is Overlap.

The problem: It updates very quickly, so first time through it draws all the Variety A objects, then the second time through it spawns Variety B objects.

In the image below I want to place variety B instances in the overlapping areas:

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Overlap is being trigged on the valid elements.

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It also continuously spawns ontop of itself - thus the darker hue.

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I suppose I could mess with Collision channels and put valid\invalid placement objects into seperate channels?

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I'm losing my mind on this been at it for days.

cyan gazelle
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so i moved all my of unreal engine contents to another drive, but didnt know i was supposed to do it in cmd so now i cant run anything but all the files are there

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why cant i just change the path in epic launcher to the new path so everything will work again

keen birch
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4.19 doesn't seem to be shaping us as being particularly spectacular

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We're finally getting physical light units

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Not for directional lights though

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They're still mysterious

devout gulch
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probabaly all steam is going to GDC build

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which about 3-4 mothns away

keen birch
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Maybe finally some half-decent auto-exposure

cyan gazelle
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just gonna save projects and reinstall engine

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seems like best bet

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bet my projects wont work though

cyan gazelle
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they work still

keen birch
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Uh

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You can just open the .uproject files in explorer

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If that doesn't work you broke something else

azure shore
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hey guys can anyone tell me if you can open an old project on a newer version of ue

karmic igloo
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@azure shore There are 2 ways to do that. One is to right-click on the .uproject file and select Change engine version. The other is to open the newer engine and loading it in the project browser. This will make a copy of the project.

azure shore
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thanks!

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basically I made some cool stuff before and I've not even recreated it fully yet so I don't wanna have to do it all again

lavish creek
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hello, how do i make consecutive keypress do different thing, ex: 1st press set value to X, 2nd keypress set value to XX?

karmic igloo
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@lavish creek Maybe a bool called firstPress and when you press the button, it detects what firstPress is and if it's true, it does the initial behavior and sets firstPress to false.

lavish creek
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thats what im doing right now, i have two branches, but i wonder if there is 1 node than can do it?

karmic igloo
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Switch on int?

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So have a value for the number of presses and plug that into a switch on int node.

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I assume you're using Blueprints, right?

lavish creek
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@karmic igloo yes

karmic igloo
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Okay, so just do a switch on int node and it should work.

lavish creek
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thanks gonna try it right now

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@karmic igloo thank you, so much cleaner

karmic igloo
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@lavish creek You're welcome.

fierce tulip
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yes

azure shore
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wow my wifi dropped out for about an hour and it suddenly came on without me realising and I heard "your drawings would look great, in 3d." lol

urban mango
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Hey

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I am a new guy

azure shore
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hi

mild jewel
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Hello there \o I have a quick question for anyone that has perforce successfully setup with UE4.18.2 if someone has a few minutes

glossy flame
mild jewel
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my apologies ill jump in there

uneven fractal
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Where would I find a program that can extract editable files from cooked files?

urban mango
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How do i make a project

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When i try get one i get an error, and when i do what it tells me to do about the error, i then gain a 2nd error.

karmic igloo
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@urban mango Open ue4. New->Blueprint->Empty Project should work.

urban mango
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I want to create a C++ one

spring fjord
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You have to install visual studio

urban mango
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I have visual studio

spring fjord
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Oh

karmic igloo
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Well what error are you getting?

urban mango
spring fjord
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Btw, is there any way to enable motion blur via configuration files? The game is a shipped build

karmic igloo
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It says you need the Windows 8.1 sdk. Do you have that?

cursive dirge
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nah it's not that

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@urban mango you are missing c++ build tools from VS

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the error message is misleading

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it doesn't install those by default

urban mango
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I often have used C++ projects in VS

cursive dirge
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with this VS installation?

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they changed this in VS2015 and VS2017

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in VS2013 and older installed c++ build tools by default

urban mango
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I have VS2017, and i create C++ projects, what exactly are the tools?

cursive dirge
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build tools

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you need those to be able to compile UE4's c++ files

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just run the VS installer again

urban mango
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Not SDK?

cursive dirge
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make sure you have that

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well, you can install the SDK if you don't have it but I'm pretty sure it's already in your system

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of course, if you have those c++ build tools, then checking that SDK would be next step

urban mango
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Can i find them in the VS installer?

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the tools

cursive dirge
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how did you install it?

urban mango
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VS i installed from the website

cursive dirge
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then do the same, just get the installer and run it

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if it's installed already it just lets you change the components

urban mango
cursive dirge
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ok, you have it

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then check the SDK

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you could try with Win 10 SDK but there should be 8.1 somewhere in the list too

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oh, it's there

urban mango
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Is checking the SDK easy? Where would i find it?

cursive dirge
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in that same installer

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look at the summary on right

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just tick the Windows 8.1 SDK there

urban mango
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Why is it Windows 8.1?

cursive dirge
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Win10 SDK might work as well

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it's bit misleading

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I guess it mainly means you can build with feats that were up to win 8.1, technically the featureset with that is compatible with win 7 too

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also, you can build with win 10 SDK and run those on win 7 as well if you don't force on win10 exclusive feats

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or windows gaming input api etc

urban mango
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So should i simply install the SDK, maybe re-run Unreal and try again making the C++ project?

cursive dirge
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yeah

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btw

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kinda funny that you actually missed the SDK

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9 times out of 10 it's the missing c++ build tools with that same error ๐Ÿ˜„

urban mango
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Yeah i was just looking for the tools

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So 9 out of 10 times, people have 8.1 SDK??

cursive dirge
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usually you tend to have some win SDK on the system if you dev with windows

urban mango
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@cursive dirge Thanks a lot, seems to be working how it should be now ๐Ÿ˜ƒ

cinder iron
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How doesn't FHitResult have an equality (==) operator? Is such an overused struct in the engine, shouldn't it be included then by default?

wild kestrel
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Then ask yourself how would it determent that FHitResult is the same?

cinder iron
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Probably by comparing every single attribute inside the struct, not speaking about memory address

wild kestrel
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yea and here where issue is :p

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that why you should compire attributes yourself

cinder iron
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That would agilize working with TArray and FHitResult alltogether

wild kestrel
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atleast i assume

cinder iron
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Well since multispheres are a thing, remove operations by element is not currently supported if you dont implement the operator by yourself

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Imho should be a core feature, about to suggest a PR or asking why it shouldnt be there

wild kestrel
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But what if you have 2 FHitResult with same data?

silver crown
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What's multispheres?

cinder iron
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Then those should be returning true in the operator @wild kestrel

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@silver crown a sphere trace that returns an array with all the overlaped elements

silver crown
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Ah

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In C++ you can use lambdas

floral heart
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I'm confused. How do you even get the exact same hitresult twice?

wild kestrel
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and both be removed from array?

cinder iron
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Well that depends on removesingle

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Or removeall

wild kestrel
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i don't know but iit's possible and this can be diffrent hits

cinder iron
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It is very unlikely posible

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Haha

wild kestrel
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but it's possible and this most likely why it missing == overload

cinder iron
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I do use lambdas a lot they are awesome @silver crown

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But thats the purpose of == operator isnt it?

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Express when two elements are equal

wild kestrel
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it depends on what struct is

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or else you have some kind of id you are not sure if you have data of 2 diffrent hits with same results

cinder iron
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Well obviously just speaking about FHitResult one as its a native overused

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No but the purpose is basically expressing true or false when left operator data is equal to right data

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Other operations like remove or addunique do use this operator but wont interfere

wild kestrel
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== operator on struct could be easily implemented in compiler, but it isn't for that reason, because C++ compiler can't be sure what you mean by equal struct

cinder iron
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Obviously would need to be manually pr' i dont expect a compilator to guess what i want to compare.

safe rose
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Two VR Demo Beta Keys for Contagion VR: Outbreak:

IK7KE-L05WM-3D6H0
WWAJB-CA5K3-MMBJQ

Tired of waiting for Valve to approve the Store Page. But you can play the demo before it goes live whenever it's get approved.

cinder iron
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Akin the sense of full equality and then the posibility to override

wild kestrel
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@safe rose got 2nd code ^^

safe rose
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kk

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If anyone else wants to bash Zombies on Vive/Rift

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Just PM me

cinder iron
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I dont have devices :(

safe rose
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๐Ÿ˜ญ

cinder iron
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Whoever took it congratz!

safe rose
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I'm trying to get WindowsMR support also

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But I need a device and well

wild kestrel
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We can try it when i download :>

safe rose
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I did put a little teaser

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for Non-VR users

cinder iron
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Throw it at me!

safe rose
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Since Original Contagion was Non-VR

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Over 1 million players

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figured some would like something

wild kestrel
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@cinder iron there possiblity that Epic didnt want throw on you want you mean by equile HitResult thats why they didnt implement it

cinder iron
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Probably

silver crown
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Maybe they just never needed it

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๐Ÿ˜‰

cinder iron
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Indeed is weird using a comparator on a FHitResult

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Usually you would cache out singular members

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But just wondering

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Basically i came out to this because i tried to remove a member of the FHitResult array coming out of a multisweep and i couldn't

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Hehe

wild kestrel
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well you could work around it by making extended FHitResult type

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struct i mean

cinder iron
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No, no haha I don't need anything, I just made an observation, and wondering if would be worth doing a PR for Epic to implement it on the engine

wild kestrel
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ah

cinder iron
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:)

wild kestrel
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You are aware that you can do pull request on github if you have good argumentation? ;p

silver crown
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Are PR often merged?

floral heart
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I think the 'good argumentation' was the point of this.

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Are good, easy PR merged more often than bad, difficult PR?

wild kestrel
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I'm not sure but they do, i not follow so im not sure which changes are likely to be taken

cinder iron
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Yeah i was asking if my point made sense haha

wild kestrel
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but at minimum you need to proof sense of a change

cinder iron
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To listen more opinions

silver crown
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Because I'm working with FIntVector all the time, and it's missing some operators

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Which is really annoying

cursive dirge
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@silver crown which ones?

wild kestrel
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Then try it ๐Ÿ˜ƒ you need to do them anyway right? ;p

silver crown
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Like int * FIntVector (FIntVector * int works)

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Really annoying

cursive dirge
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I've implemented double types for UE4 but never PR'd them because they'd never include it

wild kestrel
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i know FVector 2D was missing some useful thigns like angle of rotation if i remeber right

cursive dirge
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you can usually tell beforehand what would get accepted and what not