#ue4-general
1 messages ยท Page 163 of 1
I think it got better once I wipd the build and rebuild batch file form NMake setup on VS project settings
but why they even put those there in the first place?
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
it's literally doing nothing
just spamming and checking every ue4 tool with git
I guess someone thought it was a good idea ๐
might be a git related issue, I don't have that locally using SVN
yeah, it's clearly git related
as my custom repo is on git
there's no reason not to have it that way either as I need to maintain the changes
I guess I could symlink it so that I leave the .git folder out
so VS wouldn't see it as git repo
or, maybe there's some way to manually disable git detection on VS side
but, it sometimes is handy to use file history thing on VS
as you can quickly peek into any file version with it
it actually would be super handy if Epic used git properly ๐
@cursive dirge I think this is part of an adaptative build system
Like, make only builds files based on date, and UAT does it with the version control status
So you might be able to disable it
well, whatever it's doing is not really useful for my use case scenario ๐
I'm guessing someone underestimated the time spent on git commands
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
hey guys
could you help me with a place to learn more about the programming in the engine
heh, and now I got engine recompile just by opening up one engine header file (even VS didn't mark the line changed)
custom built engine โค
wonder if those batch files would have prevented this ๐
any reason why my ActorComponent would only Tick once?
there should be setting in the class settings
ah yeah i just found it let me check
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
Start with Tick Enabled is checked
@cursive dirge See, this is why I don't use a source build.
It's just too much of a hassle
@cloud cobalt I can't remember it being this tedious in past
oh wait...this seems to be something different in 4.18
I think it's always been pretty buggy, maybe not to that extent
looks like it is ticking
I need custom engine for many reasons, using stock is not alternative for me
but "Hello" which I am printing is not spamming down the screen
just overwriting itself
there's a time limit on print messages
it's possible the previous gets cleared already when new one arrives
@rocky portal
just check the settings on print node
yeah that looks like hwat is happening
@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
it doesn't do that on binary engine setup
even when the source files are there
now i just have to figure out why my Add inventory Item function isn't working ๐ฆ
and that's bunch of C++ code that i pulled over and modified from another project
this is gonna be fun....
switched it from UObject to stricts and replicated actors
and broke things out into EquipmentActor, InventoryItemActor, PickupActor
so it has to swap these classes out
just wow
this really is doing full engine recompile
so, 1h wait it is
altho, few days ago this took 2.5h , so ๐
people really can't work like this, it's absurd
use custom engine?
I do all kinds of physics engine modifications which are not possible with the binary version, not cleanly anyway
and will also experiment with nvidia gameworks stuff, which require custom build too
@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
yeah, I'll see if I can somehow isolate this
as I never make engine changes while working on a project
I do the engine changes on separate UE4 solution
which could be reason why it's messed up as well I guess
altho, for this project, I haven't changed the UE4 side at all after generating the solution files from uproject
and it's still doing same shit
I guess I could just wipe the whole UE4 project from this solution
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
to see how the implementation goes or what headers to include etc
I'd still love to know if VAX could make those header inclusions automatically
there should be option for it but it doesn't show up for me on the menu entry it is supposed to be in
yeah
only if I could control it myself
like, now, I just opened one header with VS
and it somehow triggered full rebuild
it shouldn't do that
just unreal things
in fact, it has never done this before
will it let you cancel?
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)
sure, but it will screw up the files
it will remember this state next time I start with debugger anyway
so nothing I can do about it but wait
I guess I have to experiment manually with these solution files
check if I could generate similar setup myself for custom engine than what binary engine projects get, it's all text files after all
it's just, I'd rather work on the project than fixing epic's tooling
I cant figure out why these Structs are not setting
inventory is returning true for add item
passing the structs by reference
need to paste some code if you want some answers
bp structs have always been bit bugged
nah this is in c++
yeah cant paste it in here code is too long
oh wait i might have found it
TArray<FItemSlot*> ValidItemSlots should be a pointer to an ItemSlot in memory right?
array of pointers
for (FItemSlot ItemSlot : ValidItemSlots) {
ItemSlot->Item = InventoryItem;
}```
this seems to be the problem
ValidItemSlots.Add(SubCompartment.Contents[index]); probably adding this incorrectly since this would add a copy right?
Contents[index] is an FItemSlot
@rocky portal your for each doesn't have pointer for the type
I mean, for(FItemSlot* ItemSlot : or for (auto* ItemSlot :
and ValidItemSlots.Add(&SubCompartment.Contents[index]); I think
yeah still not setting...could be some of my other struct params
i have FCompartment FSubCompartment FItemSlot
multi compartment bags with multi sub compartments with ItemSlots
pain in the ass
i can PM you the code if you're bored enough to take a peek
haha np
@silver crown - for whatever reason lounge has shat itself and I can neither send nor edit messages in there currently
@cursive dirge it turns out that nothing is being added to ValidItemSlots for whatever reason
so it's never setting the items
wow...problem was I forgot to set inventory item height and width so it was adding a 0x0 item
i should probably set some defaults lol
just.. great
this time around, I just ran the UE4Editor.exe manually
oh wait, I had that UE4Editor just running in the background
and if I tried to launch another instance through my VS project, it wanted to trigger recompilation for editor components
when I closed the editor and tried again, it started
man, this is all messed up
is it possible to pass Struct reference into a newly spawned Widget?
like the most straight forward way I would do this would be for an FItemSlot property on ItemSlot widget to be a reference
so when the inventory changes this, it would change automatically on the UI
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.
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?
yes but if you get a ref out of an Array
andpass it into a struct property
will it be a reference or are all properties passed in as value
i know u can pass struct references to functions but I dont see that option for BP Properties
can I stop the engine from opening a visual studio instance every single time I create a new class
pleaaase
@hard glen there's a project setting in Editor Preferences -> General-> Miscellaneous -> Hot Reload called "Automatically Compile Newly Added C++ Classes"
I dunno if it still opens VS tho
that setting is enabled by default
thanks
when you want to draw a floorplan for a level, but your huion pen is out of juice
Has anyone gone through getting a Steam AppID since they stopped Greenlight?
@plush yew ummm, you just pay 100 bucks and get it
100 bucks and tax/banking info
I wasn't sure if it was a sure thing or not. Looking to use the AppID for early build development
it's not plus tax here
it was actually less than 100 as sum contained VAT in EU
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
right
Thank you guys.
that link I sent will get you going
: Does anyone use the unreal-sqlite3 plugin?
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
btw
have I already complained how f*cked up this new build setup is ๐
I wanted to recompile only my project, so I right clicked my project on VS solution, and it started building the engine too
it used to work just fine before
like, up to 4.13 or 4.15
i need works in 4.18 and works in mac
Is there an other solution to push a pawn back ,without using LaunchCharacter or rootmotion ?
lawbreakers flops. It's PUBG's fault. ggwp
cant even read it lol
http://prntscr.com/hvoxo5
@safe rose hopefully lawbreakers doesnt discontinue
Has anyone here designed a game and published it and had a bit of success? Need some help with a questionaire / interview
using it in my university work
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?
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
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
where the heck is autokey for sequencer in 4.18.2 ??
Say, if I were to ask a question about a lot of things, which chat would be the most suitable?
That brain lag
Alrighty
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
That would be my first question
How does one bound those two, for the coding to take effect in UE4?
@oak quail just create a c++ project on unreal
if you erase accidentally the sln
you can right click on the uproject and generate project files
One sec
I wish the starter content and blueprints were more organized to begin with
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'
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
quick question.. if a light is set to non visable inside a blueprint... and is not doing anything else... does it cost me anything ?
@oak quail be sure you did this, also, be sure you don't have other version of VS interfering
then if you have everything on the list and you only have vs 2017 you should be good to go
if it is still not working you can check the compiling logs under /Saved folder
np :)
Mmm, nothing I do creates any progress..
Jeez, only me sharing my screen to people is the only answer from times to times :I
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
This is my problem
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
I have to get right up next to him which makes him attack me to restore his normal AI
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?
Also, anyone know books for games?
Anything would be lovely to read , I am just there for the knowledge
Guys
I got a real newbie question
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?
Version control + issue/task tracking systems
you add and make stuff, you upload it, others download it.
You can also do branches
So one team works on one version of the tree, while other works on another
you can also ship external hard drives by mail
I had a client who wanted to do that <_<
I've done that myself
Sorta
I carried a bunch of HD's on my person at all times
When traveling
Guys if i don't put a postprocess volume, the settings will be affected directly by project settings right?
yup
Great, now, what ini file contains the motion blur setting? I want to enable motion blur in already packed game (shipped build)
when using structs with UMG and exposed on spawn properties
since they're always passed by value and not refernce
is the only way to work with them to pass all the values needed to get directly to them?
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
@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?
I can't open the project file that is in the .pak file
It says that the following modules are missing:
game name-WindowsNoEditor.DLL
So is there a way to enable motion blur?
You could use a direct x dll injector
Basically add a new directx dll next to the program exe
So that the program use it instead of the system one
Thanks you so much! I will try it ;)
hi
Hi!
how are u
fine
bro can you help me
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.
Does anybody have that little cheat-sheet on the differences between gamestate, playerstate, etc - i.e. which persists accross levels, sessions, etc.
I used to have something like that on my bookmarks but it's been misplaced
Found it. It's http://shootertutorial.com/2015/05/30/configuring-new-project-ue4-main-classes-explanation/ if anyone wants to reference it.
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.
@clever swallow Do you want another instance of the Launcher itself on your external hard drive or just the engine?
If you just want the engine you can use your current launcher to install a version of UE4 to a location of your choosing.
Are you using Windows 10?
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.
Additional sources to help you if the above doesn't work: https://wiki.unrealengine.com/Installing_UE4_To_A_Different_Hard_Drive
It's not a recommended practice, mind you and may not work properly.
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
The problem is those applications usually tie in to your operating system. Registry entries, required dependencies, etc.
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.
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.
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
Apparently that's not feasible though lol
Game dev isn't a very mobile thing yet. ๐
Well, that is to say it's not really plug and play
Yea, I'm used to web dev which is my day job
I ended up caving in and buying a laptop. ๐
ยฃ700, i7 7th gen 16gb ram and a gtx950m does more than enough for ue4
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
Anything with a 6th or 7th gen processor, 8gb ram and a 760 will do just fine
When I lived in paris 5 years ago I had an old laptop with those specs for about 600EUR
must be helluva lot cheaper now
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.
UE4 will scale down if it detects your machine is struggling
Cool. It's not like I'll be deving on it as my main machine anyways so it should be fine
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?
@plush yew you can migrate all the assets, then open another editor instance with project B
make a new level in project B's editor
select all in project A's level and copy
then paste in project B's map
if you have all the levels assets and materials, it'll work
simply migrating the level should be sufficient
should
if that isn't working, there's something we're not being told about the two projects, and why it is failing, hehe
but what I described lets you paste level and landscape from newer engine to older engine projects too
with migration, you can only push things into newer engine
altho you might still have issues with the meshes and material
but I've saved some smaller projects that way that I've had to move into older engine version for some reason
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...
move the assets in one project into a subfolder first, before migrating
I always have a project-name folder as a subdirectory in all my projects
it also helps to differentiate between project assets and marketplace assets
That way I'm losing all the reference, so yeah I'll end up with a black and empty scene
i saw that on the linter thing, and found it was a great idea
so im doing that (putting all the project assets below a projectname folder) becouse its a great idea
So is there a way to load a level into a level (during play mode) without having them in the same project?
like: project B is a store where the player can download/buy project A and load that one up?
move the assets before migrating
you should not lose any references
assets from one project cannot in any circumstances be referenced by another project, let alone something as complex as levels
Okay folks, here's a fun one that everyone is going to love
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
all of this stuff is totally undocumented as far as I can tell
there's https://docs.unrealengine.com/latest/INT/Gameplay/Localization/ but it doesn't really tell much
Information about how to localize your project.
it's kinda odd how little effort they've put in describing the system
apparently there's a localization dashboard in the editor xD
that's new?
apparently not
just totally undocumented
FYI, I wrote the original system, which this is the documentation for
but that was in 2012, lol
looks like it hasn't progressed much since then -_-
probably a dumb question, but hey, we've all been there ๐ 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 ๐
how do I make it start from menu again? xD
hah, knew it was dumb, restarting ue solved the problem ๐
thats a convo for lounge, not unreal
alright people - good, performance light methods for fading characters in and out of view?
note that in this case, their shadows should still be visible as normal
and also ideally, their default appearance shouldn't be impacted by the choice of method for making them fade in/out
is there any way to perhaps dither them in and out?
much like LoD transitions?
@wary wave masked ditherthing as @honest vale says
it does work with shadows and everything
if you want it to be best, you use it with TAA
becouse that way the dithering gets smoothed out
TAA has nasty problems with artifacts mind - e.g. when moving through foliage
yup it does
masked dithering would require a specific blend mode though, right? what's the performance cost like / rendering limitations with said blend mode?
nearly nothing, really
masked is pretty cheap
main different with masked is that it checks alpha to discard, but thats about it
cool, cheers
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
fair
the burning effect/dissolving is super simple
but looks great
much better than just dissapearing them
I think the dither fade out will look even better with TAA
yeah, but TAA makes everything else look like complete shit
yeah
i need to start tweaking the TAA parameters a bit
but even without TAA you don't really notice the dithering fade out
there are a few things you can tweak
for example Witcher 3 uses dither fade out for objects between the avatar and camera
no fancy transparency or anything like that
I'm losing my mind lol
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
what version of the engine are you using?
I'd be curious if people with TAA issues could try https://github.com/0lento/UnrealEngine/tree/4.18-SMAA
in my test, SMAA still looked kinda shitty, but for different reasons
didn't test on foliage heavy scene tho
I'm on 4.18 and we're on console, so using third party engine modifications is a bit iffy
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 ๐
it's basically just another post processing filter so it doesn't change the engine that much
Hopefully that Dallar gets added to this discord channel, would be awesomee
^^
Great convo, @wary wave and @storm iron ... I've got my plugin pretty much done except for the nice fading! Just looks nasty...
Anyone know where I can get more info on the import setting convert scene unit? When should I use it?
so do we think 4.19 preview one will come out this week?
They probably just got off holiday, unlikely.
anyway to change the arrows when i press W?
For bending a pipe under pressure does a spline mesh sounds capable of doing the job?
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
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?
do it in batches of whatever you feel comfortable with
i'm messing around with levels and i've come across a strange problem, does anyone know whats causing this? https://gyazo.com/ca0402e8fd0f662e4191778b19f570fa
i tried to delete the both of them to see if there was 2 road pieces in the same place but theres not
I seemed to have found a nasty bug in the destructibles using 4.18.2
@loud knoll what is the bug?
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. ๐
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
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 ?
@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 :)
ahh, i thought you meant you had 8k objects to import.
why does unreal keep compiling shaders everytime i add a node in material?
Because that changes the shader
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
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
@short dagger 1060s are beast imho
Large open world, fully dynamic lighting, lots of foliage
I have a 107ti, 1070 and a 1060 (Max-Q)
hmm might save myself the $600 and just go for one with a 1060 then, thanks guys!
What's the alternative?
Yeah, 1060 is definitely the best GPU buy atm
1080? ๐
1070
There's not a $600 gap between 1070 and 1060 in laptops
But if all you're doing is 1080p 60FPS, 1060 is fine
in canadian dollars there is
1070 is for 1440p gaming and 1080p 120 FPS+
That makes sense then
1060+ for VR
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
Trying to think of more
right, i might do some VR on the go with it but my main project i work on is pretty low spec
Yeah, so 1060 will do you good
(It gets laggy because of the awful slate performance in VR)
I would just make sure you get a decent CPU
^
Make sure you have a 256GB SSD and an i7
yeah, that's what I have on one of my laptop
That's what my brother got soon after I got my laptop
His laptop didn't exist yet when I got mine
๐ฆ
Why?
So thin
Afaik they were worse ๐
Nah
Yeah well, that's a personal consideration
15% GPU performance > appearance
And the weight alone
Thought it was 10-20
is worth
Hmm, I don't know, I might have it wrong
But I doubt anyone would really notice
Like my first VR laptop... was a 1070 titan fucker from MSI
But they only sold it in the US
Yeah, I know
But that's MSI and their high-end stuff
My standard 1060 is basically the same size and weight as your average office laptop
I mean, I can carry it with one hand
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
It's an Acer Asprive V Nitro, it's off the market now
And they have Max-Q 1070/1080s also
Carry it in one hand, too
My brother's is like a goddamn helicopter
so who cares
So if you need to be in an office space, look at some reviews mentioning noise levels
But generally, meh
(notebookcheck.com is amazing!)
Make sure to keep an eye on your screen specs if you plan to actually use it for art stuff on the go
Yeah, I got a good deal on mine, it was like $800 for this 6GB Max-Q 1060
;-;
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
thats nuts, where did you get it from?
.>
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
๐ฆ
Oh, also to note
Oh yeah
A lot of reduction in weight/size was due to me going from 17" 1070 Titan Laptop to 15"
But they revamped those earlier
That's the 'justification' for the price-hitch
took out what it came with
Still unwarranted, but hey
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
Ah yeah
I was stoked when I figured that out
I'm currently looking into that as well
that's the man issue with thin laptops
Using lightingbolt for a USB hub
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
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
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
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
yeah i use 3x 24" on my main pc so feel like going down to 15" would be quite the downgrade
I rather have that portability though
that's the thing, i imagine a 17" on an airplane would be awkward
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
heh, i see
what is the latest 3d modeling program?
derp, i will, thank you!
where can i find the textrenderactor. cannot find it for the life of me.
thanks for being rubber ducky, got it XD
hey could anyone help #source-control
oh god <_<
The definitive online dinosaur survival experience! http://www.playark.com http://www.survivetheark.com As a man or woman stranded naked, freezing & starving on a mysterious island, you must hunt, harvest, craft items, grow crops, & build shelters to survive. Use skill & cunning to kill,
these guys
^
They're a pretty incompetent bunch, judging by pretty much everything
Just happened to get a shitload of money and backing from Sony
understatement of the year :p
@keen birch ah missed that. mine had an i7
why my debris dont disappear?
Tbf that describes Pubg too
Tbf I wouldn't be surprised if I saw a material like that in any number of professional studios
anyone here ever played both MWO and PubG?
yes
you think it might be possible to put pubg INSIDE mwo?
cause that idea facinateds me
facinates
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"
yeah, it's also not what i am talking about
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?
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 ๐
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.
I mean you can do that without the entire overhead of other players
just have some dynamic fighting AI
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?
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
wonder if the engine would handle 24 mechs and 40 players plus the environment and fx and such
it could probably do 100 players + vehicles like mechs and etc...
specially with the 4.19 update
that's slightly inspiring.
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
it would be all one match.
yeah, now there is a side of the engine i know NOTHING about, the back end databases..
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.
i see, that would explain why, huh?
probably
8D
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
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
man it's hard to not get overwhelmed sometimes..
by what?
all that's changed since the last time i poked my head into the unreal engine with any depth.
Still using an ancient version of unreal rn and can't update
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?
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?
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
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?
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
i recommend just doing r andom tutorials to get use to AI
that doesn't sound bad
i meant to the ui
but you get the point
just keep doing random stuff until you feel comortable with everything
๐
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?
you need to download one of the Nvidia branches from Github and compile it yourself
UE4 does not have flex
Oh, okay.
Is there any soft-body physics options built in?
I only need some barebones elasticity
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 /
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
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
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
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
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..
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
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
@tame bluff there is no flex released for 4.18 on nvidia repo
Anything close? Like 4.17?
I have manually upgraded it from 4.17
I'd love to learn how to do that haha
Check http://www.github.com/0lento/unrealengine (if I remembered the url right)
There are few gameworks repos there
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
metaballs is only rendering?
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
Yeah I was reading there were issues with vxgi
on their issue tracker
Flex is relatively functional you think?
VXGI has been throwing errors since 4.17
Yeah, all examples worked just fine on my merged repos
Ah, sweet.
And everything packages properly on the repo that has blast in the name
I appreciate it, I'll download it in a few minutes.
Sorry, packages?
Oh, you mean like ships
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
Makes sense, and yeah I should definitely.
If packaged build has issues, they are lot harder to solve later on if you have many issues
Yup, relatively new, for about 5 monthsish now
5 months and you never wanted to try a project outside of the editor?
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
Ah ok
I'm more artsy these days than codey
Like I said when the wildcard convo started yesterday
God knows what they're doing
Least of all they themselves
๐
Who are you talking about
Ark
and their multimillion dollar game known as ShooterGame.exe ๐
at least they changed that
it's still shooter game in most places
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
what did Ark do now?`
I have a UE4 logic issue but it's kind of hard to explain -.-
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:
When I enable spawning of those that are overlapping the following occurs:
Overlap is being trigged on the valid elements.
It also continuously spawns ontop of itself - thus the darker hue.
I suppose I could mess with Collision channels and put valid\invalid placement objects into seperate channels?
I'm losing my mind on this been at it for days.
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
why cant i just change the path in epic launcher to the new path so everything will work again
4.19 doesn't seem to be shaping us as being particularly spectacular
We're finally getting physical light units
Not for directional lights though
They're still mysterious
Maybe finally some half-decent auto-exposure
just gonna save projects and reinstall engine
seems like best bet
bet my projects wont work though
they work still
Uh
You can just open the .uproject files in explorer
If that doesn't work you broke something else
hey guys can anyone tell me if you can open an old project on a newer version of ue
@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.
thanks!
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
hello, how do i make consecutive keypress do different thing, ex: 1st press set value to X, 2nd keypress set value to XX?
@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.
thats what im doing right now, i have two branches, but i wonder if there is 1 node than can do it?
Switch on int?
So have a value for the number of presses and plug that into a switch on int node.
I assume you're using Blueprints, right?
@karmic igloo yes
Okay, so just do a switch on int node and it should work.
@lavish creek You're welcome.
yes
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
hi
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
#source-control would probably be the best place for that ๐
my apologies ill jump in there
Where would I find a program that can extract editable files from cooked files?
How do i make a project
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.
@urban mango Open ue4. New->Blueprint->Empty Project should work.
I want to create a C++ one
You have to install visual studio
I have visual studio
Oh
Well what error are you getting?
Btw, is there any way to enable motion blur via configuration files? The game is a shipped build
It says you need the Windows 8.1 sdk. Do you have that?
nah it's not that
@urban mango you are missing c++ build tools from VS
the error message is misleading
it doesn't install those by default
I often have used C++ projects in VS
with this VS installation?
they changed this in VS2015 and VS2017
in VS2013 and older installed c++ build tools by default
I have VS2017, and i create C++ projects, what exactly are the tools?
build tools
you need those to be able to compile UE4's c++ files
just run the VS installer again
Not SDK?
make sure you have that
well, you can install the SDK if you don't have it but I'm pretty sure it's already in your system
of course, if you have those c++ build tools, then checking that SDK would be next step
how did you install it?
VS i installed from the website
then do the same, just get the installer and run it
if it's installed already it just lets you change the components
ok, you have it
then check the SDK
you could try with Win 10 SDK but there should be 8.1 somewhere in the list too
oh, it's there
Is checking the SDK easy? Where would i find it?
in that same installer
look at the summary on right
just tick the Windows 8.1 SDK there
Why is it Windows 8.1?
Win10 SDK might work as well
it's bit misleading
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
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
or windows gaming input api etc
So should i simply install the SDK, maybe re-run Unreal and try again making the C++ project?
yeah
btw
kinda funny that you actually missed the SDK
9 times out of 10 it's the missing c++ build tools with that same error ๐
usually you tend to have some win SDK on the system if you dev with windows
@cursive dirge Thanks a lot, seems to be working how it should be now ๐
How doesn't FHitResult have an equality (==) operator? Is such an overused struct in the engine, shouldn't it be included then by default?
Then ask yourself how would it determent that FHitResult is the same?
Probably by comparing every single attribute inside the struct, not speaking about memory address
That would agilize working with TArray and FHitResult alltogether
atleast i assume
Well since multispheres are a thing, remove operations by element is not currently supported if you dont implement the operator by yourself
Imho should be a core feature, about to suggest a PR or asking why it shouldnt be there
But what if you have 2 FHitResult with same data?
What's multispheres?
Then those should be returning true in the operator @wild kestrel
@silver crown a sphere trace that returns an array with all the overlaped elements
I'm confused. How do you even get the exact same hitresult twice?
and both be removed from array?
i don't know but iit's possible and this can be diffrent hits
but it's possible and this most likely why it missing == overload
I do use lambdas a lot they are awesome @silver crown
But thats the purpose of == operator isnt it?
Express when two elements are equal
it depends on what struct is
or else you have some kind of id you are not sure if you have data of 2 diffrent hits with same results
Well obviously just speaking about FHitResult one as its a native overused
No but the purpose is basically expressing true or false when left operator data is equal to right data
Other operations like remove or addunique do use this operator but wont interfere
== 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
Obviously would need to be manually pr' i dont expect a compilator to guess what i want to compare.
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.
Akin the sense of full equality and then the posibility to override
@safe rose got 2nd code ^^
I dont have devices :(
๐ญ
Whoever took it congratz!
We can try it when i download :>
Throw it at me!
Since Original Contagion was Non-VR
Over 1 million players
figured some would like something
@cinder iron there possiblity that Epic didnt want throw on you want you mean by equile HitResult thats why they didnt implement it
Probably
Indeed is weird using a comparator on a FHitResult
Usually you would cache out singular members
But just wondering
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
Hehe
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
ah
:)
You are aware that you can do pull request on github if you have good argumentation? ;p
Are PR often merged?
I think the 'good argumentation' was the point of this.
Are good, easy PR merged more often than bad, difficult PR?
I'm not sure but they do, i not follow so im not sure which changes are likely to be taken
Yeah i was asking if my point made sense haha
but at minimum you need to proof sense of a change
To listen more opinions
Because I'm working with FIntVector all the time, and it's missing some operators
Which is really annoying
@silver crown which ones?
Then try it ๐ you need to do them anyway right? ;p
I've implemented double types for UE4 but never PR'd them because they'd never include it
i know FVector 2D was missing some useful thigns like angle of rotation if i remeber right
you can usually tell beforehand what would get accepted and what not