#ue4-general

1 messages · Page 166 of 1

cursive dirge
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no I meant, I don't remember if I scaled down the emissive on night earth texture 😃

plush yew
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Ah

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@cursive dirge So I'm going to have to not do this?

wild glacier
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Top-right corner

plush yew
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@wild glacier Dont see anything but world outliner there

wild glacier
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And btw, if you want make screenshot

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Use the screenshot internal of the UE4

plush yew
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How?

wild glacier
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Press the arrow

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It should be "screenshot"

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There is also "immersive Mode" (full screen) for the viewport

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Found it? @plush yew

plush yew
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No sadly

tranquil osprey
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press F11 for fullscreen

plush yew
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I meant I dont see screenshot

wild glacier
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Try with F9

plush yew
wild glacier
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Here

plush yew
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the one with add pin

cinder iron
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Multiply

plush yew
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ah thanks

cinder iron
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Or just look for "*"

plush yew
cursive dirge
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float * float in your image

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green = float

plush yew
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Thanks!

cursive dirge
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these are all color coded

plush yew
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u know

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the flow of knowledge sometimes

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really devalues the worth of that knowledge

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(Thinking aboubt the number of marketplace assets)

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Unity fps assets

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lel

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really devalues my job as a coder i feel

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Value is created from scarcity

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Not from abundance

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So selling stuff on marketplace is bad?

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i didn't say that

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im saying that it devalues the worth of a programmer => Why hire someone when you can just buy something for $10?

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it only benefits the seller of the asset

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no one else benefits

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Also creates lost job opportunities

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Also, if you coded something in your own game, and a marketplace asset comes out doing what you spent 2 months on... Someone else can now copy your idea with no effort needed

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Further devaluing your time spent

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That seems like it can be said about anything and be used as an anti-open source argument

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Idc about open source

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I just care about the fact that if I spent 5 months on something and you come out with a marketplace asset for $20

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im gonna be a bit annoyed

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With 1 tweak of what you said it can be used as an open source argument
Also, if you coded something in your own game, and an open source game comes out doing what you spent 2 months on... Someone else can now copy your idea with no effort needed

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yeah

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and u support that?

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Yeah I support open source anything

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You support the devaluation of someone's hard work and time

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All software, should be free and open sourced.

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Sounds silly.

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Never said free, I meant anything that had a source code you could buy without thousands of dollars

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But yeah it sounds silly but thats not exactly what I meant

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The company I work for made $450,000 last quarter by "selling" software

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Imagine if they went open source

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All of us would lose jobs

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Open Source = Communism

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Open source doesn't mean no license by the way

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You can have source licensed to no commercial products and for private use only

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Yeah

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that's different

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That... I support

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But I don't support just giving shit out to people for free

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Imagine if it was made by a team of 100 people

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i doubt they would agree

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to just go full commie

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Remember Doom going open source?

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They all agreed to open source it (Or atleast a majority)

grim sinew
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What year was this?

plush yew
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1997

grim sinew
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So 4 years after it came out

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After it made all the sales it would have

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Not much of an argument

plush yew
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That's not @plush yew's point

grim sinew
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It kinda is. If they released it for free intially, id as we know it would not exist today.

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All the subsequent games would have no money to make them.

plush yew
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Never said it had to be free

grim sinew
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If you release source code publicly, it may as well be since the first someone does with source code is compile it.

plush yew
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Yes but for Doom you still needed the assets

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The none-code files, textures that stuff

grim sinew
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Oh, so it's worthless to anyone except their competition then looking to rip them off.

plush yew
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Nope

grim sinew
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Nope isnt an argument, you going to elaborate at all?

plush yew
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Not worthless to anyone except for competion, people study source code to learn programming too

grim sinew
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Isn't that what GDC talks, whitepapers, etc are for? Anyone that can't really understand those anyway won't understand the raw source code, it's not like someone that hasn't coded before can look at it and then magically understand it from reading the source.

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Isn't there already an abundance of information on the subject where anyone could learn anything without needing to release giant investments for free?

cloud cobalt
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@plush yew We released the full source code for our 4-year project ourselves.

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No one is going to steal a massive undocumented piece of code for a game. Because games aren't just code - they're code, art, design, and players.

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What's the point then ? Well, plenty of people have used it as a learning resource

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People can see what we're working on, we can be transparent about what's happening

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Sometimes people give us advice too

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Overall it's just a small gain with zero cost

upper heart
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what project is this?

frank escarp
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i would release my code

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if it wasnt a fucking disaster

cloud cobalt
frank escarp
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and useless without all the assets due to blueprints

cloud cobalt
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Our code is kind of a disaster sometimes too, tbh

frank escarp
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and the assets are marketplace...

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so nah, cant do it

digital anchor
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xd

plush yew
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@cloud cobalt Oh wow I've heard of that!

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helium-rain

cloud cobalt
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We didn't release assets though - some of them are marketplace, some of them are kind of ours and kind of not, and overall we consider the art to be tied to our commercial project.

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So basically a dual license : open code, proprietary art

plush yew
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So is the code in the game once you buy it or what?

upper heart
cloud cobalt
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The code is free for everyone incl commercial purpose, we just ship a compiled version with art on top.

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The content being the real part

plush yew
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My problem with giving out source code for free

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is it feels communist lol

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Why is it payed on steam if its open source?

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Like, I like what Epic Did... They made a fuck ton of money FIRST, then released source. It's not even open source it's just "source available" but epic owns it still

cloud cobalt
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@plush yew It's a commercial game. We just don't care if people use the code for their own work.

plush yew
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I think what Epic did was the right way to do it

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@cloud cobalt Ah, do you plan on allowing people to pair it with the game to actually edit it?

cloud cobalt
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People can rebuild it themselves and replace the executable if they care to (they don't, but we'd be okay with that)

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@plush yew Roads are communism too, if you look closely

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If you need something and others can benefit from it, why not share ?

plush yew
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Yeah if you look closely on an atomic scale they print Communist flags every mile or so

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@cloud cobalt Ah, makes more sense now with them being able to replace exec, how will they be able to share the modified program without running into legal issues though?

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Yeah but a road doesn't devalue the hard work that the construction workers prut in to make it

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For me, it's all about not devaluing the work of others.

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Games devalue other games since it's already been made then

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Like all these shitty FPS tool sets on marketplace, unity asset store... Really devalues the entire "FPS" genre because you have a bunch of idiots doing it

cloud cobalt
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@plush yew They can release the executable if they want, it's open source. Content isn't open-source and needs to be bought on Steam.

plush yew
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@cloud cobalt Ah, so you can just release the executable and they can overwrite the steam exec and it will work fine?

cloud cobalt
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Yes

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@plush yew FPS are devaluated because every fucking game on the planet is a damned FPS. Not because of asset stores

plush yew
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Ah very smart and awesome

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You don't think assets on asset stores may have greatly increased this though?

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Does Helium rain have orbital dynamics?

cloud cobalt
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If your game is just from the asset store, your game is shit

plush yew
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Mhm

digital anchor
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no one gonna buy it anyway so it has no value in the first place

cloud cobalt
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If your game is just an open-source game with your own art, your game is kind of shit too

plush yew
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i agree

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but thats not my point lol

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Before fps toolkits were a thing, there were not so many shit tier games on steam begging for $30

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Now, we have like fuck loads of them

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These shitty, unity games

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made on like a $500 budget

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Idk I guess I blame unity more than ue marketplace tho

cursive dirge
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you can make a quality game with $500

plush yew
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And you can make $500 with a quality game

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man such a nice equalibrium

fierce tulip
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did timezone change again or is there no twitch stream now?

plush yew
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Tried to import a 16k texture to UE4, RIP save

quasi lake
plush yew
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Immediately crashed RIP

quasi lake
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Anyone knows how to make this available again?

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pilot

grim sinew
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I never lost it, I can do it right now

plush yew
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lost what?

quasi lake
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Anyone knows?

cloud cobalt
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@plush yew I do agree that low-effort asset flips with marketplace content suck, and devalue games overall. Where I disagree is that authors of marketplace content, or open-source work, are the one to devalue the work of authors.

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You can use marketplace assets and not do an asset flip with 90% paid assets

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And if you build a game engine, you don't need to reinvent PNG decoding, because it's open-source.

keen birch
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^

cloud cobalt
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If open-source didn't exist, 95% of programming would be writing allocators and string classes

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Seriously, it's pretty dull

keen birch
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A rotten apple spoiling the bunch, really

loud phoenix
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Anyone know why 'FindPathToWidget' is being used without implementation? Not sure what category this falls under.

keen birch
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I personally won't be putting my source up, because I've put my time and effort into creating it, so I don't feel like giving it away for free

loud phoenix
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BP only

keen birch
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At this time

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I still fully understand where Stranger's coming from, though

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I might put source up one day, probably under some relatively restrictive license

latent moth
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Good evening everyone! I'm new here, as I'm currently doing a feasibility study for an engine choice.

I am extremely interested in having an engine able to support User Generated Content. I have found a topic in the wiki (https://wiki.unrealengine.com/Modding:_Adding_mod-support_to_your_Unreal_Engine_4_project) which seems to be a little old, and a thread that seems to contest the actual usability of such system (https://forums.unrealengine.com/unreal-engine/feedback-for-epic/114359-ue4-needs-a-more-friendly-modding-system).

Though, I have seen that games like Ark evolved and Squad have a modding system available.

Can some kind soul point me in the right direction on how to gather this information? As said I'm just doing a feasibility study for now, hence why I am asking the experts here...

keen birch
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Well, for UGC you're definitely going to want to stay away from Unity, in any case

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Never looked into UE4's systems for it, but seeing how some awful game I happen to know of already has support for custom textures etc, I'm guessing there's decent integrated support

latent moth
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The first feedback I got was that unity had good support for it, so it's interesting that you're saying that

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however given the quality of the worlds that UE4 is able to render I am relatively already "sold" with it. Terrain generation is a big interest of mine.

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Though, I need to have an understanding on how difficult / what constraints do I need to put on devs that would like to mod the game

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After this I will do a basic "proof of concept", as soon as I understand how to do it and gather feedback

safe shoal
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wheat pendant
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Ah! vblanco! I knew the guy that gave me the link was still here

frank escarp
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?

wheat pendant
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Aren't you the guy that gave me this

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About uh

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idk, 12 months ago or something

frank escarp
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might actually be

wheat pendant
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Ayy

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You still recommand it?

frank escarp
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i dont know

frank escarp
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ah, thats the one i give to everyone

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great book there

wheat pendant
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Is it possible you said that using it it takes like, 3 months to actually become competent at making games?

frank escarp
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yes

wheat pendant
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Hell yea, I knew I remembered that shit

frank escarp
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took me 3 months from starting C++ with that book

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until i was making 2d games and other stuff

wheat pendant
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ayy

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Welp I'm gonna get on it then, I guess

vale osprey
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@plush yew people and companies have different reasons to open-source their work. It's a bit naive to say that they devalue work of others.

plush yew
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Ehh...

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Let's say you have one product that you are known for. How would you feel about it when someone releases a free alternative

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Obviously... that's "free market"

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but it wouldnt feel g ood

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im not arguing whether or not it is good or bad

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lol

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im just saying it doesnt feel good

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feels like shit

glossy flame
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And? Somehow competition is "communist"?

vale osprey
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sorry but how "feelings" are relevant to anything?

plush yew
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No

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You're making an argument out of nothing

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Lol

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This isn't an argument. I'm simply expressing how I feel about it

vale osprey
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I don't know how old are you but some of us had to pay a good bucks to use something like SpeedTree

plush yew
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Exactly, and you probably don't like that it's free now

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It is right?

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I know it's implemented into a lot of engines

obsidian nimbus
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sppedtree is free now?

plush yew
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No

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its not

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just checked

vale osprey
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I'm not making an argument - I don't have to, just politely pointing out that what people do is not necessary to hurt your or someone elses feelings

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with this logic there should be no tutorials or sharing of knowledge - what if you get upset that someone shares for free something that you know?

obsidian nimbus
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microsoft hates linux and android, maya hates blender

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just the way it is 😛

glossy flame
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@vale osprey because it would make you feel like shit

vale osprey
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overall, if a free (open-source doesn't mean free btw) alternative is endagering your business, then you might need to do something else with your time/business

plush yew
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Let me restate that I never once claimed people shouldn't do it. I simply stated I don't like giving stuff out for free that devalues someone elses hard work and time.

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Keyword:s: I don't like it
The fact is, people will do whatever they want though.

polar elm
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my UE4 seems to be crashing in specific types of simulation since yesterday. is there a channel here on this discord that maybe people may know the reason? thanks

vale osprey
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you see, this is the problem - saying you don't like it its fine, but don't claim that it devalues someone elses work

obsidian nimbus
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blender is free cuz it got bought by the ppl with kickstarter

hollow ridge
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what's a good way to debug build errors

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when they're unknown

floral heart
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Without blender there'd still be sketchup.

hollow ridge
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and there are no errors

safe rose
plush yew
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It definitely does devalue others work.

safe rose
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Shut your mouths

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And pay attention

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New Bug Submission Form

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For UE4 issues

vale osprey
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how exactly it does it?

safe rose
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Make sure you pass that shit along

hoary wadi
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It seems like it's free in the same way unity/ue4 is free. They're making it available so there's a larger pool of potential employees know the software, and thus studios are more likely to license it

safe rose
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You guys are going around in circles, it's pretty funny

floral heart
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First bug: NO DYNAMIC GI

safe rose
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Without open-source, we would probably still be in the stone-ages in software....enough said

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Let's move on, this has NOTHING to do with UE4

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Even though it start wtih Helium Rain

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It's not anymore

hoary wadi
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New form looks slick

safe rose
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<@&213101288538374145> ^

vale osprey
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how so, couple of people here have open-source UE4 projects

cloud cobalt
safe rose
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Too much bickering

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Not enough substance

obsidian nimbus
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can we get stats what % of moderator pings comes from vicB? 😃

safe rose
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And it wll drown out other real issues

hoary wadi
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Lol

obsidian nimbus
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im guessin over 30% 😃

safe rose
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Anyway, use the new Bug Tracker

plush yew
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@vale osprey Because you cannot compete with "free." Did you know walmart had this rule for all suppliers that they must reduce cost by 5% every year or they would not be allowed to have their products in walmart? This literally has the exact same thing with releasing stuff for free. Walmart made fuck tons of money off of it and is still the biggest company to sell stuff (amazon, believe it or not is still smaller than walmart.) My point is, that when you lower the price of something to "free" and it's of the same quality, there is no more competition.

upper heart
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Sweet new bug tracker 😃

safe rose
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I'm probably the only one who @mod them

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¯_(ツ)_/¯

wicked tiger
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Use the form!

safe rose
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lol

hoary wadi
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VictorBurgos 2018 mod run

safe rose
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Yeah, use it, use it

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Nah

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I have been denied server moderator status a million times

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And Forum Mod too @wicked tiger , no love anywhere

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😭

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Still missing something in Unrea

tawdry quail
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any guide on how to use the cpu profiler properly? Can't seem to wrap my head around it. I know how to create a file and open it, but interpretating that data, I don't get how

safe rose
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@tawdry quail lol

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You and everyone else

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There is one on github that's nice

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I forget what it's caleld

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By those babylon battle royale decs

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devs

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That's better

tawdry quail
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I will vote for victor as mod in the next election

fierce tulip
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caleld? :p

safe rose
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lol

fierce tulip
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had the L on the brain hehe

safe rose
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I know 😉

hollow ridge
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dude can someone point me in a good direction to figure out

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why my game won't build

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there's no errors

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just unknown build error

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it's a C++/blueprint hybrid

tawdry quail
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check for other warnings

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usually it's an issue with references

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try fixing up redirectors and see if it can do it without errors

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try migrating one map to a new project and building from there

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try moving assets between folders, usually reference/blueprint errors pop up in these cases

safe rose
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@tawdry quail But yeah, I've asked for them to do a Profiling/Optimization stream for a while

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They have a few though, old ones

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But I mostly get my info from various blogs I google

tawdry quail
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thanks victor, so a babylon profiler thing in github is my best option

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or native cpu profilers from intel and stuff, or google

safe rose
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Yeah the Intel one looks good as well

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I haven't tried that one

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For those wondering

keen birch
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Ew, Intel, they're an awful company, their CPUs have issues!

obsidian nimbus
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the intel is decent, the robo recall optimization stream was good too

safe rose
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@obsidian nimbus yeah, I think that's the one I was talking about

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I think there was another one

tawdry quail
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I used gpa, it is awesome

safe rose
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But it had old info

tawdry quail
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but it's gpu only

tender dome
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hi people, ive been thinking of installing win 10 now but im afraid that after i install 10 ive to redownload ue. is there any way so that i dont have to download ue again?

keen birch
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There is, but you won't want to do that

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You'll want to backup important data and completely clear your harddrive when you re-install W10 - the upgrade system is batshit broken

tender dome
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what about ue4

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do i have to re-download it?

rocky portal
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just backup your projects and re-download it like you would anything else

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whats the problem

keen birch
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^

obsidian nimbus
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no broadband perhaps

compact compass
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i have a question but you have to be very advenced at blueprints to tell me so i have 3 abilities and i need to accseesss them by money so if i have 100 money i can buy the move can you tell me what to do (im using blueprints )

safe rose
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@compact compass lol

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Dude, don't just PM people

obsidian veldt
safe rose
compact compass
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ok

obsidian veldt
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I can still access my blueprints, and other content browser windows, but I can't open any animation related windows now.

karmic igloo
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@obsidian veldt Have you tried restarting the editor?

obsidian veldt
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Yep. And even tried restarting my entire computer.

karmic igloo
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Okay, well it looks like the window is open but not drawing properly. Are you using a source build or from the launcher?

obsidian veldt
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Cause that's what I've been using to open my project this whole time.

karmic igloo
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Yeah. Try verifying the engine, and if that doesn't work, then I don't know what the problem is.

cursive dirge
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@obsidian veldt how can you only have 4 projects but to have ancient swing ninja as one of them? 😄

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also, missing the most useful one, content examples

obsidian veldt
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Well, two of those are example projects I just downloaded. 😛

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The other two is my main project, and a back-up of the same project.

obsidian nimbus
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never downloaded swing ninja

cursive dirge
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yeah but you need to go through a lot of trouble to get swing ninja

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it's not in the launchers learn tab

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still sad to see tappy go

obsidian nimbus
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i still have that1

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is it collectable now?

tender dome
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@rocky portal @keen birch i meant that do i have too download the engine again or scan for missing files that were deleted from C drive just like se can do for games on steam

worthy steppe
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Can someone show me a tutorial for volume sliders please ?

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I can't find nothing that works

obsidian nimbus
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can u do umg?

restive eagle
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its not smth you can do from 10min tutorial

obsidian nimbus
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depends on previous skills

restive eagle
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ye if hes able to get all relevant refferences then its easy

obsidian nimbus
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first u need to make a slider, than make it set a float , feed that into whatever u use for audio

obsidian veldt
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Verifying it didn't fix it.

tawdry quail
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is hierarchical instanced static mesh not working with translucent materials on 4.18 normal?

quasi lake
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Anyone knows how to make rootmotion for animation in level sequence?

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It seems in level sequence/matinee ,animations with root offset can not be played with rootmotion

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Solution in official tutorial video is quite dumb,which is to set the character's position at the first frame of the next animation

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It needs you to scale the time bar very very much to hit a precise time,and still not accurate,which is very very not elegant and time costing and stupid and inaccurate.

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Hope there's one dude knowing level sequence a little bit here

safe rose
quasi lake
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Copied and pasted there

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I'm suprised there are so many apparent but important problems left in this engine but nobody gives a fuck

obsidian nimbus
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99 problems but the bugs aint one 😛

quasi lake
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I encountered a lot of crashes (not memory overflow),but I can tolerate that

obsidian nimbus
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ive used seq, not with root anims tho

quasi lake
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So how do you solve it when you use some animations with offsets

obsidian nimbus
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but sequencer demo from epic does use root motion tho

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with the 2 guys fighting

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and playing tappy bird

quasi lake
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Are you sure there's rootmotion in that demo?

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I'll check it out later

obsidian nimbus
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animations that dont play in place

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he walks down the stairs too the middle with 1 anim and than goes to the fighting anim, something like that

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so his location isnt keyframed

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not 100% sure this is what u mean, but might wunna check it out

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perhaps u need to make an anim montage from it first?

quasi lake
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Level sequences cannot play montage

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And rootmotion can be used on raw animation as well

obsidian nimbus
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ok, havent used it in a while

quasi lake
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Anyway,at least I can delete root offsets in 3dmax and export a new animation

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Then make translation in level sequence's curve editor

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Yet translation of the animation itself which is created by the artist wont be possible to be used in this way

obsidian nimbus
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@quasi lake Rclick the anim u wunna use and create animcomposite

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no thats prolly not it, its somewhere in the settings i think

plush yew
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Do you have price information with the battley anti hacking system?

high oar
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Any idea how to solve this warning error? Im getting a weird camera snap when i try to toggle between 1st and third person

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Also noticed, my movement once toggled is very locked. I can't look up up nor down, and when using A or D its sort of snaps to the right or left.

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Additonally, When pressing tab to swap POV's. I just noticed they're 3 different POV's even though I only have 2 cameras set up?

ashen brook
timid yarrow
#

Hey guys I am 100% new to unreal and was wondering if there are any online courses you guys could recomend to start learning

heavy ether
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I'm sure there are plenty, but I have no recommendations. Are you new to games, or just Unreal ?

timid yarrow
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Just Unreal. I am wanting to transition from Unity for Unreal's better rendering.

silver crown
timid yarrow
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Thank you 😃

shut jay
#

ay there

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i was wondering if using this model as a character with animations would be difficult to do so with ue4?

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it's just a model from the looks of it, but I am guessing I can convert it into an actual character with animations such as crouching, walking, etc

grim ore
#

well it's not rigged so you would have to pull it into a DCC program to rig it then you can animate it or apply animations. It's not super hard to do in blender but it does take some work.

flat pilot
#

hey guys, I'm doing the tutorial here and the helping panel is sitting over the thing that it asks me to do and it seems like I can't move it, can someone help me ?

grim ore
#

well thats a bummer. can you drag it onto the base then move it down?

flat pilot
#

that's fine, it's sticked to some part of the "details" panel and moved along when I scaled the said panel

grim ore
#

yeah im checking it out on mine and its not supposed to be there, its supposed to be to the left so I wonder why its not on yours

flat pilot
#

there must be a way to move it and I did it accidently

#

maybe that's because I have a 1440p screen
photoshop goes nuts with high scaling displays

amber shuttle
#

what causes the need for this "photon emittion"?

#

never had this red bar taking so long

#

is it the amount of particles in the level?

cloud cobalt
#

No, it's just the lighting

#

"Emitting photons" is the phase where the renderer sends ray

#

If it's that long, the overall baking will be pretty long

amber shuttle
#

and how do i reduse it?

#

i never had emiiting photons phase b4

#

idk what i added

cloud cobalt
#

@amber shuttle Less lights, smaller light radius, less objects...

#

Don't forget the light importance volume either

amber shuttle
#

ok ty

hollow crescent
#

So, I guess it's safe to say that this tutorial is outdated...😩

wary wave
#

Okay, I have some blueprints that have spontaneously stopped compiling without having been modified for quite some time

#

the issue is that 'PLACEHOLDER-CLASS is not compatible with Self Object Reference'

#

appears in Answerhub a lot but no solution has been offered

#

any ideas?

#

the node and function do correctly refer to the right types

#

recompiling the blueprint / refreshing the nodes and recompiling 'fixes' the issue

#

but on restarting the editor it's a problem again

wary wave
#

oof, this is a real problem :/

fierce tulip
#

that sounds ffed up

wary wave
#

looks like it's a problem with the ULinker

#

this is exactly how I like to spend my mornings 😠

faint cedar
#

This damn Asset Manager is driving me insane

#

Has anyone actually gotten secondary assets to load properly together with a primary asset?

wary wave
#

@fierce tulip - what's happening is that the blueprint cannot refer to itself (e.g. get a self reference), it's just getting that placeholder class, which isn't the correct type, ergo compilation is failing

fierce tulip
#

its cases like that where I wish things on the computer could feel pain so you could kick them around a bit untill they are behaving

#

then again, 3dsmax would probably start tweeting about how much i'd kick his arse

paper kernel
#

question: how does one make curve spline during runtime

#

all I'm getting is linear

#

oop hold on

#

LogOutputDevice: Error: Ensure condition failed: Position.Points[Index - 1].InVal < Position.Points[Index].InVal [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Engine\Private\Components\SplineComponent.cpp] [Line: 145]

#

ok it decided to start working on it's own, but still throwing a nice callstack of errors

frank escarp
#

@paper kernel what i do is to have a blueprint function that receives an array of points and creates the spline from there

#

mostly due to asset reference stuff, so set the spline meshes and stuff

paper kernel
#

as I am doing, on loop

#

or should I use the AddPoints function on spline?

#

I'm currently adding one by one

#

not that it should make a difference in theory

#

hmm, I think the function is just broken

#

AddSplinePointAtIndex does not throw an error

gleaming thistle
#

Ok I need Visual Studio to package my project, and I have downloaded the 2015 and the 2017 version but it's still not working

cursive dirge
#

@gleaming thistle make sure you installed c++ build tools along with VS

gleaming thistle
#

😮

#

How tho

#

Is that in Visual Studio or on the internets? @cursive dirge

cursive dirge
#

@gleaming thistle in the VS installer

#

you have to separately select that, at least on VS2015

#

VS2017 installer is all messed up anyway, anything could happen 😄

gleaming thistle
#

aaaaah crap

cursive dirge
#

if you just do "express install" in VS2015, it doesn't install the build tools required to build c++ projects in UE4

gleaming thistle
#

Yeah, well apperently you can't uninstall vs2015

#

Is it just the Visual C++ ?

cloud cobalt
#

You definitely can uninstall 2015

#

And yes, you need to tick Visual C++

#

But you should really just use 2017, it's much cleaner and leaner, it's way faster to install

#

And Epic will drop 2015 at some point just like they dropped 2013

gleaming thistle
#

UE told me it needed 2015

cloud cobalt
#

It doesn't

gleaming thistle
#

:Y

cloud cobalt
#

At least not any recent version

#

I haven't had 2015 on my computer for 6 months

gleaming thistle
cloud cobalt
#

Which version of UE4 are you using ?

gleaming thistle
#

4.18

#

Meh wth now I know the reason so when it drops 2015 I do the same with 2017

#

I don't use VS but if I one day will it'll def be 2017

cloud cobalt
#

All I can say is that 2015 is definitely not required, nor the ideal version to use today

#

Where did you get that message ?

gleaming thistle
#

When I tried to package the game

#

I apperently use a plugin that's made in C++

cloud cobalt
#

Take a look at your project settings

#

There is a 2015 vs 2017 option

gleaming thistle
#

where?

cloud cobalt
#

Somewhere in the project settings, probably Windows platform

gleaming thistle
#

searching for visual showed nothing

#

I really just want it to work for now and if it does I'll leave it

cloud cobalt
#

It should be in project settings, really

#

In Config/defaultEngine.ini, i have this myself

#
Compiler=VisualStudio2017```
#

So in project settings / platforms / windows you should have "Compiler" (deleted previous answer that wasn't correct)

gleaming thistle
#

lemnme try

#

Btw the C++ thing didn't make a difference

cloud cobalt
#

Which one ? In 2015 ? You don't need 2015.

gleaming thistle
#

it saids I do

#

Even when I switch to 2017

wary wave
#

salutations clever Unreal people

#

I'm thinking of having an effect a bit like a dust storm that is directional in nature

gleaming thistle
#

@cloud cobalt I'm getting the C++ things for 2017 now

wary wave
#

i.e. it is encroaching from a given direction, and in that direction you'd have an effect (likely fog) - best / cheap approaches?

#

fog volumes seem like an option, but not sure how cheap that is nor how mobile

#

a post process effect using depth and world direction might also work?

gleaming thistle
#

Ok apperently C++ for VS2017 is like 15 gigs

cloud cobalt
#

Obviously you need C++ in 2017, else UE4 will keep telling you it can't work

gleaming thistle
#

yeah

#

Nope still the same fucking error

cloud cobalt
#

Tried rebooting ?

mellow echo
#

Hello guys! Anyone here have some experience with porting an existing game to XBOX ONE? Or in general experience with using unreal with XBOX ONE? We are currently porting our exisisting game but we have some trouble so any help will be appreciated! Thanks!

gleaming thistle
#

restarting the engine or the whole system? @cloud cobalt

cloud cobalt
#

Your computer

gleaming thistle
#

nah, I can try that

fierce tulip
#

@mellow echo isnt that what udn is for?
most console stuff cant be discussed publically

cloud cobalt
#

UDN is for high-end engine users, not even for console developers

#

But that's correct, console stuff can't be discussed here

gleaming thistle
#

Nope same error

cloud cobalt
#

The "Installing VS" error ?

#

Check that the Visual Studio Integration plugin is turned on

#

Edit -> plugins

gleaming thistle
#

It isn't.....

#

shiet

mellow echo
#

@fierce tulip @cloud cobalt I posted on unreal engine forum and to the xbox portal but I just wanted a closer support from somebody that had experience in this field. Anyway thank you. Will keep searching on dedicated forums

gleaming thistle
#

Wow that worked

#

Thx man

cloud cobalt
#

Great !

#

Feel free to remove 2015, it's not useful, and it's pretty bloated

#

Not to mention 2017 is supposed to output slightly faster code

gleaming thistle
#

Thx!

#

You don't happen to know how to update a plugin I have installed?

#

Can't figure it out

cloud cobalt
#

What kind of plugin ? I think engine plugins will be updated with the engine, and project plugins that you added to your project would need to be reinstalled, I guess ?

gleaming thistle
#

Hmm can't seem to do that, I'll figure it out some other time

upper heart
#

Anyone experienced with generating the rsa/aes keys for DefaultEncryption.ini ?

paper kernel
cloud cobalt
#

Bezier curve ?

paper kernel
#

project location on spline

#

is what I'm looking for

cloud cobalt
#

FVector::EvaluateBezier ?

#

Or are you working with a UE4 spline mesh ?

frank escarp
#

i think there is a "get close point to spline" function

paper kernel
#

there is, I just didn't find it 😓

#

thanks

ashen brook
#

Does anyone know where and how collections are stored?

wary wave
#

IIRC they're a uasset of sorts

#

but I may be wrong

upper heart
main pewter
#

hello there. what are the requirements of the end user for running a ue (4.18) game in windows? the https://www.unrealengine.com/en-US/faq doesn't really provide a answer. I think: DirectX End_User-Runtime - June 2010 and Some of the Visual C++ Redistributable - But which one? 2010/2013/2015/2017?

cloud cobalt
#

@main pewter You'll need DX 2010, and the Visual redistributable, yes.

#

If you're shipping with Steam, these are simple checkboxes

#

You want the VS redistributable for your VS version

main pewter
#

@cloud cobalt yes, but what is my VS Version in a BP Only Game? I would suggest the newest one - because I have VS 2017 installed - but Is it compatible to older windows, let's say Windows 7? Or would you simply check all the VS Redist. in Steam? (Not sure if this picks the correct one or installs all of them)

cloud cobalt
#

@main pewter UE4 should provide its own redistributable already (the root executable calls UE4Redist.exe, then your game executable)

#

So if you don't build the game yourself because it's BP only, my guess is that you don't need an additional redist

#

Redist are backward compatible with older Windows, too

main pewter
#

on a end user pc. so when he installes my shipping game with steam - which redist. do I need to deploy?

#

ah ok - thanks , then i go for 2017

cloud cobalt
#

Don't

#

Steam will check and tell you, anyway

#

We had to add DX and 2015 redist ourselves

#

Using 2017 would be just a guess, you don't know that UE4 was built with 2017

#

it might have been built against 2015

main pewter
#

yes - they told me i need VC Redidst - but they don't tell me which one - this is why I asked here. so I go with DX2010 and VC 2017. don't have any win7 (without installed UE) around at the moment to test it. when they are backward compatible then everything should be fine allready

cloud cobalt
#

They are not compatible with each other

#

They just work on older Windows

#

2017 won't work for 2015

#

nor 2015 for 2017

#

So I just looked back on UE4 and Steam and I found Steam's response

#

"the Steam installation is expected to resolve all dependencies without third-party launchers"

#

Our list was : VS 2015 redist, DX 2010

#

So I'd go for that

little oyster
#

So I'm following the Tanks and Zombies live training videos, but my X-axis seems reversed. S moves up and W moves down. Is it possible to invert the X-axis in the project settings (just thinking maybe I accidentally checked something I shouldn't have)

vale osprey
#

just re-import your model

#

it's part of the learning process 😄

#

your models should be always properly aligned with positive X

opal coral
#

for about a month now I've struggled with Unreal becoming very laggy in the editor, but most of all every time I run the game in a separate window (as opposed to in the main viewport), it becomes very laggy. 3-4 FPS. while running in the main viewport is smooth.

#

any ideas what could be causing this?

#

the change happened when importing a new character model. not a high poly count or anything very controversial with it

plush yew
#

Anybody here that can help us out building dlcs in 4.17.2 or 4.18? Very much appriciated to our pipeline going. Send me a private message or email me at maikel@moyosa.nl

velvet ravine
#

anyone onse had a problem when they take a window to another screen there is loads of fps drop?

#

If there all on the same screen im getting 120fps soon as i drag a window to another screen the fps drop kick in

wary wave
#

@velvet ravine - your GPU is probably only controlling one screen

#

dedicated one one screen, onboard on the other

#

that would cause the symptoms you are describing potentially

velvet ravine
#

Its only happend recenly not been a problem, just hope i dont need a reinstall

#

just made me think cause builds are taking much longer

gaunt lintel
#

you could try and update gpu drivers maybe something f*cked there

velvet ravine
#

maybe

gaunt lintel
#

always worth testing

velvet ravine
#

update lol

gaunt lintel
#

mine has been saying that for few months now xD i dont update
if it aint broke dont fix it

velvet ravine
#

1/2 gig update

#

lease there not advertising pubg anymore

opal coral
#

@velvet ravine do you get the issues only when running it on literally a different screen, or also when you run in a separate window? (latter being my issue)

crude verge
#

hey

#

im planning on trying to make an indie game, but ive realised how crap i am at 3d modeling despite many attemps

#

how/is it worth listing on the job board, i wouldnt be able to pay

keen birch
#

I'd say the odds of getting anyone actually good are rather low

crude verge
#

it dosent really matter

#

i just need a few building props

keen birch
#

Still, might as well try

crude verge
#

and how do i

#

is there a website or something

#

as i cant leave a message in the chat

ashen brook
#

@crude verge check the pinned messages in the job channels

obsidian nimbus
#

there are a bunch of assets in learn tab too

silent frost
#

Hey all. Does anyone know how in UE4 with the twin stick shooter I can get the ship to float a fixed height even when flying over debris and other low level objects, rather than just bump into them? I've been playing, and learning, and want to expand it further :)

lofty edge
#

When you discover cables are easier to use than you originally thought, you have far too much fun with testing

obsidian nimbus
#

cable component, splines or houdini? 😛

wary wave
#

cable component

lofty edge
#

One thing I noticed is you have to do a whole lot of calculations based on distance and figure out the appropriate segments and distance to use for each cable

quasi lake
#

Anybody knows how to lerp translation from level sequencer's cinematic camera to our own player camera?

quasi lake
#

I tried this

#

Not working

floral lion
#

You blend from Players controller to player pawn

#

Dunno if that is really what you want to do

quasi lake
#

I want to blend from cinematic camera in sequencer to character 's camera(spring arm)

floral lion
#

Then I guess plugin cinematic camera in target and plugin players pawn in New Target

quasi lake
#

But that camera is a temp instance created by the sequencer

#

When the sequencer is not played, or ended,it doesnt exist

floral lion
#

Guess, then don't make it temp?

quasi lake
#

Emm I'm trying

frank escarp
#

fortnite battle royale GPU performance

#

at 4k

#

remember fortnite BR is ue4 with the deferred render, few dynamic lights but i think it still uses DFAO

keen birch
#

It does

#

Epic's a big fan of their DFAO implementation

#

And honestly, despite its issues, so am I

shell jetty
#

what about in DX 12?

quasi lake
#

Still not working

#

Anybody knows how to lerp translation from level sequencer's cinematic camera to our own player camera?

wheat pendant
#

Hey @frank escarp , I'm having some.. troubles with your book-learning thing. You free to talk about it now?

obsidian nimbus
#

@frank escarp fortnite BR servers send a lot less data than pubg

#

way lower amazon server cost

#

prolly lower CPU too, sadly i cant check that

#

server cpu i mean

#

fornite has a lot more RPC and less replicated stuff i think

#

havent checked the update of pubg tho

fierce tulip
plush yew
#

@fierce tulip thats pretty sexy

#

lots of static meshes tho

#

lol

#

not good for an open world game

#

D:

fierce tulip
#

can always merge or whatever

wheat pendant
#

Wait what's wrong with static meshes and open worlds?

plush yew
#

In small numbers nothing

#

but instanced static meshes are the way to go when you start having thousands of objects

#

like trees, rocks..etc

#

if i were to convert the 50,000+ foliage props i have on my map into static meshes

fierce tulip
#

could always add it to his source code to make instances

plush yew
#

the fps would take a big dip

#

ya

velvet ravine
#

@opal coral Even happens when its on the same screen, Its strange AF cause its never happened before

wheat pendant
#

instanced static meshes..?

#

What does that mean

grim sinew
#

Static meshes that have been instanced

fierce tulip
#

its the same mesh drawn on various loctions

#

sorta

obsidian nimbus
#

its more like 1 mesh? 😛

wheat pendant
#

Why not just have them load only if you're within X distance of them?

obsidian nimbus
#

if that works for u thats good too 😃

fierce tulip
#

and LOd's, etc, etc

obsidian nimbus
#

but thats not really good for open fields

wheat pendant
#

I mean instances are good and all but if you have an open world and you cross an instance's border, then look behind you, wouldn't you see.. well, nothing?

fierce tulip
#

thats not exactly how it works hehe

obsidian nimbus
#

if u see 1 instance it loads all

#

unless its instanced hirarchial

#

or however u write that 😛

#

if u use the foliage tool it groups them automatically i believe

opal coral
#

@velvet ravine with me it started happening after I switched out a mesh for another, I think. still no idea why though.

queen arch
#

quick question: I have disabled gravity on a character class camera, both inside the BP and in the world

#

but the camera keeps on falling on the floor and doesn't rotate up and down

floral pagoda
#

Any forum mods around?

iron belfry
#

*mat

frank escarp
#

forward render

iron belfry
#

yes, in a tutorial i was explained it was better for vr

frank escarp
#

it is

iron belfry
#

im using it

frank escarp
#

its just that in the deferred renderer, the instructions dont count lighting

#

so the numbers are allways much lower

#

to compare it with something, ive been optimizing the SHIT out of my toon shader

#

its at 350 instructions

#

but i went to engine core and starting removing stuff as i dont need it for the toon shading

iron belfry
#

well, thanks i was worried

#

im going to keep looking why my performance went down so much

#

best regards

wheat pendant
#

Hey vblanco

#

how do you motivate yourself to keep going forward in that book-thing?

floral heart
#

the heck do they need 600 instructions for in lighting?

fierce tulip
#

its probably the other rendering

#

forward or whatever

#

i keep mixing the two

#

that adds a gazzilion instructions

floral heart
#

My question stems from that. What could they possibly be doing that adds 500 instructions?

fierce tulip
#

¯_(ツ)_/¯

frank escarp
#

@wheat pendant becouse i wanted to git gud

#

and so i did

wheat pendant
#

I mean I want to git gud too but it's lonely and boring

frank escarp
#

wtf do you expect

#

proper programming is serious business

#

once you get the basics you can at least start doing small stuff

wheat pendant
#

Agh this is killing me

surreal viper
#

what book?

frank escarp
#

a C++ basics book

wheat pendant
#

^

frank escarp
#

the same one i followed to learn how to C++

velvet ravine
#

@opal coral I'm still having the issue god knows why

wheat pendant
#

Speaking of which, you got any tricks on how to progress without just blasting through all the chapters, finishing the book, and realizing you learned nothing?

velvet ravine
#

Think a reinstall us in order

maiden swift
#

@wheat pendant Practice. That's the only trick that works.

#

There's no other proven way to get better at doing something.

#

Every good programmer got that way by doing a lot of programming.

frank escarp
#

@wheat pendant you need to do the excercises

#

it recomends

#

all of them

wheat pendant
#

Yea, but they're not very numerous

frank escarp
#

chapter by chapter

#

yes, but you still need to do them

#

just reading the book will get nowhere

wheat pendant
#

Aight

frank escarp
#

the exercises are designed to start from easier to harder

#

after you are done with the book, the recomended path is to get into 2d game development

#

on PURE c++

#

its a huge leap, but if you can create Pong in SFML, you are pretty much ready to get into Ue4 without much trouble

#

Pong might be too easy, something like Breakout is barely harder but needs a few more things

wheat pendant
#

Right

oblique vortex
#

what book are you guys talking about

oblique vortex
#

thanks m8, looks like a good book

#

the vector part is gonna help a lot

opal coral
#

@velvet ravine me too =[

wheat pendant
#

Holy shit

#

You can make macros that automatically refer to a life of code?

#

Can you make macros that automatically refer to more than one line?

worn granite
#

__LINE__ ?

surreal viper
#

yep

worn granite
#

AFAIK you can't refer to a range in the same way

surreal viper
#

You use \ as a line continuation escape character.

#

anyway line is an illusion

#

in c++ using more only means

#

that you can read that junk

#

maybe

worn granite
#

idk it's useful to have a line number in outputs though.

#

but yeah LOC as a metric is pretty bad.

surreal viper
#

lol this makes me remember a guy from my last workplace
he did not use the cool visual assist code navigation

he just jumped to code using line numbers

#

like how the hell did he remember

worn granite
#

Oh man

surreal viper
#

and how often did he refresh his built in dictionary

worn granite
#

Yeah that's inhuman

#

I'd only really use that if I had the ln somehow

surreal viper
#

anyway what I tried to say is that purely from the compilers point of view line breaks are ignored

#

so the macro won't care about them

#

so it is kinda logical that we can have multi-line macros

#

as there is no reason against it

worn granite
#

See, I thought he wanted a range of line numbers, and was talking about line numbers in general.

#

I know about multi-line macros lol

surreal viper
#

that is indeed possible, maybe the misunderstanding was on my side

#

tbh reading it back again idk

#

can't decide

#

most likely you was right lol

#

now i feel stupid, time to go to bed 😄

floral heart
#

My favorite part is that you can evidently set the line number arbitrarily. Line 82? That's now line 85.

worn granite
#

But yeah, like <Failed to find component for blah blah: UMyType::Function(ln:w/e)>

#

<Failed to find component for blah blah: UMyType::Function(ln[22:36])>

#

@wheat pendant

wheat pendant
#

what

worn granite
#

were you talking about line numbers? I'm curious.

wheat pendant
#

No, just that in this book they introduce us to macros, tells us to write

For example, the following line of code defines a macro PRINTHELLO , which hen written, executes the statement: cout << "Hello" << endl;

worn granite
#

oh, derp.

wheat pendant
#

So it means everytime you type PRINTHELLO it does cout << "Hello" << endl;

worn granite
#

Yeah, like @surreal viper said you just use \

wheat pendant
#

wooh

surreal viper
#

holy shit my interpretation was right, I'll sleep better

wheat pendant
#

I don't know what I could use that for yet

#

but I'm sure it'll be useful

worn granite
#
#define MyMacro \
some code here; \
some other code here; // no need for another \
surreal viper
#

btw debugging macro codes is a nightmare

wheat pendant
#

What could bug in them?

#

Just don't fuck up the original macro and you'll be good

worn granite
#

Always assume anything you write will be debugged.

surreal viper
#

either you made a mistake, or the function you call from the macro makes one, or the guy who uses your macro or the ones uses the function which uses your macro...

#

doesn't matter, macro is a very powerful tool and also a very dangerous one

#

I kinda like them but one has to use them wisely
they were my favourite tool until I found out that I can get private variables from any class using templates, now macros are second best only 😃

floral heart
#
// Programmatically set the line number after all the material inputs which have a variable number of line endings
// This allows shader error line numbers after this point to be the same regardless of which material is being compiled
#line 1633```
nova heath
#

Any suggested fix for this?

Blueprint Runtime Error: Attempted to access BP_Stone_Wall_C_0 via property CallFunc_Array_Get_Item, but BP_Stone_Wall_C_0 is pending kill from function: 'ClearTemporary' from node: DestroyActor in graph: ClearTemporary in object: PlaceablesLibrary with description: Attempted to access BP_Stone_Wall_C_0 via property CallFunc_Array_Get_Item, but BP_Stone_Wall_C_0 is pending kill

#

I'm trying to place objects between a placed point and the mouse, the placement works as does the cleanup but performance degrades rapidly and the error log fills with these messages.

safe rose
#

@nova heath well

#

It tells you the problem

nova heath
#

Nevermind I fixed it

safe rose
#

k

nova heath
#

I'm a dummy and I'm tired lol

#

For some reason I thought I was looking at instances of my static mesh

#

really it was instances of my actor

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So I just needed to clear the actor array after I destroyed the actors

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Now it's peachy

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Game dev after 15 hours of work is difficult.

velvet ravine
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@opal coral just takes so long lol

buoyant pine
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Hey! I'm facing a really annoying problem right now, anyone good with logic/blueprints, please do check the programming->blueprint section 😢

rocky portal
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is it possible to rename cpp classees?

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or is it better to just remake them

livid haven
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Use Visual Assist X

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It'll help with renaming things, such that all references to it are also renamed.

rocky portal
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i dont have VAX

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that would be very useful

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is it easy to install?

livid haven
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Trivial.

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But you're stuck with a trial if you can't shell out the $100 price tag.

rocky portal
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i can afford it i just don't like to spend money lol

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mainly bc I have a 10 month old who eats like a horse

livid haven
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VAX is one of those things that increases productivity several orders of magnitude.

worn granite
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I'd say its worth checking out

rocky portal
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yeah ill run the trial then probably buy

livid haven
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Mind you, if you rename anything that is reflected, you're going to need to be wary of breaking any references to it from assets:

rocky portal
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we spent too much money on christmas

livid haven
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WIP blog post about using the INI-based redirector system for when you change native code that's reflected/exposed to assets/blueprints.

rocky portal
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hmm

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i basically have: APickupItem : AActor

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which I want to change to AWorldItem

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since it's a better reflection of what this thing is

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there are no properties on it

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i only use it for TSubclassOf<AWorldItem> properties atm to limit options

livid haven
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The problem is, if you have any blueprints that are based on the class you rename, those blueprints will be broken

rocky portal
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and i think one thing is extended from it

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as in not compile and I can fix them?

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i don't have enough content yet for that to be a big issue

livid haven
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The blueprint will fail to compile, yes.

rocky portal
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now..if editor won't open that's another story

livid haven
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And no, you may not be able open the blueprint or reparent it or there may be some data loss in the process.

rocky portal
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gross

livid haven
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Various factors as to exactly what would happen.

rocky portal
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suppose I would be better off cleaning up the references first

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like retarget them all to Actor

livid haven
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You might open it fine and be able to reparent it to the right class with no data-loss.

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Nah, that could still lose you data.

rocky portal
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ill just remake the class then for now

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only 5 references in code to it

livid haven
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It's the references in assets that are the problem.

rocky portal
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yeah i mean I will make a new class entirely

livid haven
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And that's what the INI-based redirectors are for.

rocky portal
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delete it in c++ to break all the properties

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and then fix the BPs that won't compile

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or can that screw it up too

livid haven
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Any time you rip out some native code that an asset depends on, you're in dangerous territory.

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How dangerous is what varies.

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Depends on how well you understand the systems and what will or will not "damage" the asset.

rocky portal
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i see

livid haven
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Generally, if you never resave the asset, then you won't permanently lose any data. The moment you do though, you'll likely have blasted out any saved values for properties that no longer exist.

rocky portal
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still gonna install this VAX thing

livid haven
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IE: Reparenting from Pawn to Actor means that any values you set for properties you inherited from Pawn will be lost.

rocky portal
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yeah not doing anything crazy like that

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Have you ever done composition stuff in UE4 where you have like zero code in the Actor itself?

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it's bothering me because I have some stuff like: BP_Backpack_World which has a PickupItemComponent (spawns a BP_Backpack_Inventory) which is what exists in inventory

livid haven
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I don't know about zero, but relatively little, yes.

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I definitely favor composition and components over inheritance and even interfaces (to an extent)

rocky portal
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sometimes just seems redundant..like _World would naturally be picked up

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but _Equip also has PickupItemComponent to tell it how to go back into inventory

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like BP_Item_Equip has EquimentComponent which could probably just be moved to the EquipmentItem which is the Actor

livid haven
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It's pretty handy to not need to use some particular base class to get some behavior.

rocky portal
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this part has me a bit caught up...because why have a component like "InventoryItemComponent"or EquipmentComponent when only that actor type will have those

livid haven
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Eventually, you're likely to need something from multiple of those bases classes, and then you're fucked.

rocky portal
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but like you just mentioned...i have these helper functions in a bpfunctionlibrary

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IsEquipment

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IsInventoryItem

livid haven
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I wouldn't use base actor classes at all if they're not necessary.

rocky portal
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etc... which validates everything and returns the component along with boolean success

livid haven
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If you have the components, why do you need a base class for all items or all equipment?

rocky portal
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i only use them to carry common components to build assets faster

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so I don't have actors floating around with like 20 components

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for example: _Equip might have SkeletalMesh to deform to char animations

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_World has staticmesh

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_Inventory has no mesh

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just to blueprint them faster and limit options in what the components can spawn

livid haven
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🤷 If that works better for you, I guess why not.

rocky portal
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PickupItemComponent has TSubclassOf<AInventoryItem> so you can only select those...but they're passed around as Actors

livid haven
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Ah, I see what you mean.

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Yeah, not being able to easily filter in the editor.

rocky portal
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right...don't want to see every actor in the list lol

livid haven
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Yep. And doing it otherwise involves a bunch of invasive editor customization.

rocky portal
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yeah no thanks

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Only place I think I might house code in the base class is perhaps Weapon class and most likely Bullet

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because I believe you can technically think of even melee weapons in an FPS game as a "gun"

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and Character/Controller bc it's easier to route input through there

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unless ActorComponents have a function to properly initialize Input for MP

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anyways, thanks bud...got me back on track. I started questioning my design, which has been working fine

spring fjord
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Hi, does anyone know how to delete post process volume in already packed game? (Shipping build)

silver crown
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Not possible @spring fjord

river mirage
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Hello guys, anybody know why Unreal changes my pivot position? what i could do if i want my pivot where it is?

half mango
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right click "set pivot here"

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on the object

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then

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again

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right click, set as pivot offset

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so it stays

unkempt spoke
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how's it going?

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I'm new to both this discord server, and to unreal engine, is there any good beginner tutorials? I am fairly experienced with things like blender, so I can do rigging and models and all that junk, so I just need to know how to do basically everything else.

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I am specifically looking for using unreal engine for making VR games.

plush yew
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look in youtube

open merlin
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Anyone having issues with Windows Defender Antimalware Service Executable and PIE windows? Whenever I go to play it's usage spikes to 15-30% and it affects frames. (Windows 10, UE 4.18.2) I've added numerous Unreal folders/processes to exclusions but it has no effect. 😫

river mirage
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@half mango so, its impossible to import with the pivot on the choosen position?

half mango
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ah no

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it imports with the pivot centered on the axis thing

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at 0,0,0 etc

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so put the object right there

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0 the object in w/e software

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then import again

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and it should be in the middle

river mirage
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@half mango the problem is that i need the pivot in a specific position

half mango
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then you gotta get that exact position

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on the 0

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in the mesh software

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then import it

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should be there

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maybe there is a diff way though im not sure

smoky pilot
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hey, how can I remove the background in the preview material window ? Show > disable Background does not work, background still visible 😦

surreal viper
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I have a character and a monster, monster is humanoid and about 3 times as big as the character
I want the character to be able to jump on the monster and collide with it properly in general

if I use capsules results are terrible, because the monster doesn't really fit well the capsule, especially in some of his animations. also if the monster falls down on the character it is stopped which is meh

If i make the character collide with the physical asset of the monster that would be better, but then some animation of the monster will totally ruin everything because it simply goes through the character, making it stuck

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maybe there is an obvious way to handle the situation better, any idea?

vale osprey
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I don't think there is an easy solution for that

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to have accurate collisions you have to use "complex" geometry of monster, but you can only query against it

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so it mean you need some sort of custom locomotion system build for your character

steep token
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They usually do that with an animation

vale osprey
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kind of what devs had to do for the Shadow of Colosus

steep token
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try that ?

vale osprey
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yeah, that would be easier, like how Shadow of War does, separate animations for riding ogres

surreal viper
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what do you mean? I don't think I get it

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like coming up a clever way to handle penetration in character movement component?

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and moving my character out of the monster somehow?

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or should I try to use overlap instead of blocking collision, and work with that using queries each frame?

steep token
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interfacing with an npc, when it comes to collision could be done with an animation

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like pushing someone away, or some kind of head dodge when you jump over him, or make it look natural, posibilities are endless

vale osprey
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or more simple predefined interaction

steep token
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You could add like a collision box and put a condition that your character is in the air or in JumpStart, then when he collides with the box, trigger a reaction

vale osprey
surreal viper
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not really, I'm doing a platformer like game
monsters aren't that big, and I don't want to do anything context sensitivly different on them
a character is almost a sphere and it can bounce on things, I want to make it able to bounce on the enemies as well

steep token
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Like super mario ?

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what you want is a collision animation

surreal viper
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so my goal would be to somehow handle physically correctly the collisions without removing much control from the player over the character

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not really like mario, because my enemies are humanoid , slightly bigger then the character

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the animation isn't the problem

steep token
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I see

surreal viper
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the problem is that if I use capsules my character will jump on invisible things all the time when the animation of the enemy is a tricky one

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but if I use the complex collision it will end up stuck inside the enemy

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because the enemy is controlled by the animation and that does not push the character

steep token
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It's hard to understand your description of what your trying to do. You should tinker with some methods, i'm sure you can do it

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You can also remove it's collision and make a mask collision for example

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based on a mask

surreal viper
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?

steep token
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mask layer

surreal viper
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I don't get your point with the mask thing (I'm totally in 3d)

steep token
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yes, a mask in 3d

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you can use virtually everything as a mask

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and then ofc disable it's visibility

vale osprey
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@surreal viper can you get overlaps or collisions with physics assets of the enemy?

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I barely touched characters and skeletal meshes

surreal viper
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I can

vale osprey
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but if you can then you could extend character component

surreal viper
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e.g. if the enemy does not move, my character collide with it properly

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problem comes when the enemy is animated

vale osprey
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yes, as it can move "into" your character

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you could simulate collision - detect when penetration happens and push character out, PhysX has function for this

surreal viper
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I'll try to do something like that

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character movement component has a function ResolvePenetrationImpl, it seems to me that it is called properly when the issue comes for

surreal viper
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I think I'll be able to do something there

vale osprey
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most likely it uses the same function under the hood, would be only logical

surreal viper
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I guess so, but that default implementation is way not enough to solve my problem 😄

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I think I'll use the information that I know the position of the monster

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and I want to go away from it

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maybe I can come up with some heuristic with more stable results

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so i'Ll just override the function and see if I can make something out of it

quasi lake
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Anyone knows wth is this?

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Red green grey cross string

honest vale
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need more context

wary wave
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world grid