#ue4-general

1 messages Β· Page 171 of 1

urban gyro
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forum...lol

half mango
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i still got so many problems

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the player start bad size thing

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cus collision on mesh

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and online solutions arent working

obtuse sable
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Anyone know whats up with this gun model?

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its all blurry like DoF

cloud cobalt
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Well, is there DOF ?

obtuse sable
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nope

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I have it on my camera

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but this is the normal viewport

trim trail
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is there a way to plug multiple nodes into one reroute node/node with one click?

cloud cobalt
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@obtuse sable I mean, it does look like DOF, are you sure the post process in the viewport has it disabled ?

obtuse sable
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ill check

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Its only affecting the gun so i doubt its DoF

cloud cobalt
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How can you tell with only one item that's close to the screen

obtuse sable
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omg it was the DoF xD

cloud cobalt
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Well yeah

obtuse sable
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Thx xD

whole sonnet
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lol

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@obtuse sable can you show the scene again without the DoF? would be nice to see that rifle too πŸ˜ƒ

obtuse sable
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uhh yeah sure

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just asec

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@whole sonnet

whole sonnet
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@obtuse sable Loving the sci fi theme, fantastic work so far πŸ˜ƒ

obtuse sable
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Thx πŸ˜„

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I got some hologram billboards

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and cars flying aswell

whole sonnet
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PM me some more pics if you are feeling like sharing πŸ˜ƒ I love sci fi games

plush yew
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spliffiam

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put some video

urban gyro
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does anyone have a minute for a PM? I'm supper confused with Pawn Movement Component and how collisions supposed to work with it

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nothing can stop it, no walls, no floors, it just goes where it wans, is tracing and setting velocities to 0 the only way>

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like things collide with it but OnComponentHit never gets called

plush yew
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So they do or don't collide?

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@urban gyro

urban gyro
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the other object moves, things like boxes or whatever, the player object doesn't register the hits at all

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both are BlockAll

plush yew
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Huh

light thunder
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If you have two blueprints that consume input, which one "wins"? Is it the one spawned first? I need to override a pawns input events but I don't want to touch the functionality if I can avoid it, if rather make another BP (this is for a tutorial so it disables all keys so they can learn the keys one at a time....)

urban gyro
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this never fires

plush yew
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Lets forget about hits for a sec. If the player moves, they don't collide with objects?

nocturne onyx
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how do i fix this?

cloud cobalt
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Get a larger hard drive ?

urban gyro
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@plush yew ill pm u to explain, dont wana spam here

plush yew
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Okay

nocturne onyx
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i deleted all the games i have on my computer but it didn't change a thing

wary wave
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empty your recycle bin...

nocturne onyx
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i emptied it

wary wave
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then you need more disk space

cloud cobalt
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Not to mention UE4 is going to require way more disk space than that

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Just loading a project will generate a few GB worth of shader cache

floral heart
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Format C:
Install Linux
Realize you have to build engine from Source on Linux
Uninstall Linux
Buy larger hard drive

elder quiver
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@nocturne onyx Clean up disk press windows + r write : cleanmgr.exe

nocturne onyx
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still getting the same message

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with the same gb required, this sucks

urban gyro
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download CCleaner

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it does miracles

elder quiver
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πŸ˜„

urban gyro
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it stands for CoolCleaner πŸ˜„

keen birch
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@nocturne onyx How big is your hard drive?

fierce tulip
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search start > diskcleanup > rightclick > run as admin > more options to delete stuff

urban gyro
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youd be better off with CCleaner tho

fierce tulip
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ccleaner doesnt adress the files you can delete trough admin ran disc cleanup

urban gyro
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look, worst comes to worse, just delete your AppData

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rly?

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like what?

fierce tulip
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cant even remember, been running it for 10 years or so with admin rights I dont even remember which options are available that way hehe

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I do agree CCleaner helps as well

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then agian, dont install shit on your c:/ drive hehe

urban gyro
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i havent used diskcleanup in....eerm, WinXP lol πŸ˜„

paper kernel
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it's still useful

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win10 has bad hoarding habit

fierce tulip
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^

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win10 is a disaster

paper kernel
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orly

urban gyro
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just checked the registry a few days ago, and by god you are so correct

paper kernel
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I reinstalled on tuesday, now waiting reply on asus support how do I get my battery charging again

urban gyro
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damn

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dem dumps

keen birch
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Had 10gb of that earlier

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:P

urban gyro
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you must have frequent power outages

keen birch
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Had some issues ;3

urban gyro
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@paper kernel whats wrong with ur battery?

paper kernel
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wont charge past 85%

urban gyro
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ur better off not chargint it past that

paper kernel
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thing is, it wont charge to 100% at all

urban gyro
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generally charging from 15-20 to 80-85 doubles batery lifecycle

paper kernel
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I need it to 100% so I can recalibrate it

urban gyro
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is it new?

paper kernel
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10 months old, but only 77 cycles used

urban gyro
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maybe asus gave you a used battery or smthin lol

paper kernel
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no it was new

urban gyro
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but if it's software related ive never see that happen

paper kernel
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google suggest it's somewhat common issue among batteries

urban gyro
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whats ur battery temp?

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when ur charging

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not in degrees, just warm or hot

paper kernel
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somewhat warm

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dunno, 30C degrees?

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or 40

urban gyro
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well, it may be possible that one of the cells is dead

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laptop battery blox have 8 cell i think? or was it 12

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point is that each cell represents a %tage

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so if its screwed maybe thats the case

paper kernel
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well, it's still under warranty

urban gyro
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my guess would be a busted cell

paper kernel
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Im just not feeling like sending my only computer away for up to 3 weeks

urban gyro
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does the battery block smell of anything?

paper kernel
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nope

urban gyro
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well, heres a trick that might work

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put your laptop in a cold, dry room

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when charging you wanna drop it's temperature as low as possible without introducing moisture

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tech is more efficient the colder it is

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you might get a better charge

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just dont put it in the fridge, its too humid there

paper kernel
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I got freezer, and it's -4C outside

urban gyro
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yeah, but DRY

paper kernel
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there's no moisture in the air anyway

urban gyro
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if its dry go for it yeah

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if u got an outside garage or anything

keen birch
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@paper kernel Not sure where you live, but in the EU you're legally protected from losing a product for e.g. 3 weeks if it's a major obstruction in your day-to-day life

urban gyro
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give it a shot

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do you have a secondary battery by any chance?

paper kernel
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nope, but in case I need to buy new one its 85€

urban gyro
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well itd be ez to troubleshoot if u had any secondary battery

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generally even very old batteries should charge to 100%, just can't hold much

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unless you have some software that cuts off the charge at 85%

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which is what it should do

paper kernel
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on stock windows I previously had kept circulating it between 95 and 100

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stock, as in what was installed on the factory

urban gyro
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u not running windows atm?

paper kernel
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I reinstalled windows

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this is when the issue started occuring

urban gyro
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unless theres some fancy powermanagement driver

paper kernel
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yea I was wondering would linux mint from usb help me out

urban gyro
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but since thats the case its almost certainly software related

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are you sure the numbers dont lie to you?

paper kernel
urban gyro
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like if 85% is actually 100, you should get the same charge

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i dont see the mWhs

paper kernel
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and here are the uncalibrated mWh values

cloud cobalt
urban gyro
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stranger is right, kinda spaming here

opal coral
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I'm pretty desperate, having such issues with FPS. if I run windowed mode in the editor, everything grinds to a halt. if I spawn 4 players I'm down to 30 fps or less, everything feels super sluggish. if I spawn all the players locally and in the main viewport, it runs stable 120 FPS.

another example: spawning 1 player in the viewport = 120 fps. spawning one in windowed = 60-70 FPS. had these issues for a long time now

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and I need to use separate windows when testing multiplayer, and I can't have 20-40 fps when optimizing for it to run ultra smooth =/

plush yew
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so my culling doesnt work for movable objects

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how can i do cull them

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they have physics on

wary wave
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if you spawn a player in windows you now have two windows open

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ergo it is slower

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if you want to test multiplayer performance you need multiple machines running packaged builds ideally

opal coral
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hmm. but that doesn't explain why it's slower to spawn a new editor window when there is only one instance

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it seems like a bug, there's stuff like.. everytime an unreal notification/popup is there, the game goes to 5 fps, regardless of windowed/viewport. hovering the mouse over editor UI elements while the game runs has the same effect.

urban gyro
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@frozen lantern thats because the engine slows down to 5 frames whenever a window is not in focus

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remove the tick from background cpu usage

digital anchor
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anyone know a better way to trace along surfaces than this?

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its the only way i though to be able to trace stuff thats higher than the current surface and also below

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but seens too complicated

opal coral
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@urban gyro hmm that really sounds like it would be some of the cause. this might fix some of the issues I had (such as everything going to hell when alt tabbing or screen freezing for screenshots), so thanks for the tip =)
but yeah, still get low FPS from spawning a single editor window compared to playing in the viewport

urban gyro
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So it didnt fix it?

opal coral
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I haven't been able to reproduce the lag when hovering over UI or getting popups, so it might have fixed that. but it didn't fix the FPS issues in windowed mode

urban gyro
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and ur sure u dont have some crazy code on tick update that only gets executed when playing in windowed?

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IIRC There was something that didn't get executed when playing in editor

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but there's almost defo a differnce

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have you tried packaging the game and checking ur fps then>?

opal coral
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the FPS seems fine when packaged, like it is in the viewport. I'm not aware of any c++ or animation stuff that would play out differently in windowed, or only when windowed.

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I don't really have the opportunity to test multiplayer between separate machines for a while. perhaps there is a way to run with super simple graphics for just the multiplayer testing though.

urban gyro
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i may be confusing it with simulation

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simulation is running smooth tho right?

opal coral
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simulation is 120 fps (with one player spawned) until I move the mouse, then it halves, or so. not any visible chugginess though, but everything is pretty static at that point anyway

urban gyro
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i can only think of some kinda construction script, but that should be only executing in editor and be ignored in gameplay

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Is there an engine macro to invert ints/floats? Im sick of multiplying by -1

opal coral
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yeah, would make sense. no construction script though. but thanks for the help, I feel a little more clear on the issues. I'll maybe post on reddit or something

urban gyro
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@opal coral if its not splitscreen MP, maybe you have some problems with replication? I don't know if FPS would drop to sync clients if theres a bunch of replicating vars.

wary wave
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network code shouldn't directly affect rendering framerate

opal coral
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for the moment I haven't replicated anything, reverted all earlier test MP code

urban gyro
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it wouldnt make much sense yeah, but i have no other ideas πŸ˜„

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how do u have MP when ur not replicating?

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is it possible ur running 4 servers and 4 clients then?

opal coral
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I haven't technically started implementing MP features, just letting them spawn from the editor 'Number of players' option

urban gyro
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so its a listen server yes?

opal coral
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yeah. I can test spawning a client with a hidden dedicated server too though

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doesn't seem to matter, 70-80 FPS in a single window

urban gyro
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well, maybe it really is some weird bug

opal coral
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hmm, if I minimize the UE4 editor, I regain 120 fps

cloud cobalt
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Performance in editor is meaningless

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Launch standalone builds and profile that

opal coral
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I'll try to do that. everything is red when profiling in the editor, hopefully that's just an editor side effect

wary wave
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the editor adds a huge amount of overhead

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and it doesn't run multiplayer clients the same way as a proper client would

urban gyro
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this makes little sense tho

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why bother adding the functunality in the first place if you'll get better results after building

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the idea is to lower iteration time right? A huge overhead is against that philosophy

wary wave
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the editor allows you to test functionality, not performance

urban gyro
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ic

opal coral
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the functionality can still be used to profile other sessions than the one in the editor

urban gyro
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btw i havent been able to find a memory allocation setting

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so i dunno how much ram the engine can use

wary wave
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it'll use as much as it needs / can get

urban gyro
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but maybe thats ur bottleneck

opal coral
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16 gb ram

urban gyro
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maybe cpu then? i dunno if multithreading is enabled by default

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cuz you have to enable it for light cooking

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i suspect it may be off

plush yew
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so i have a question, it's likely a bit more philosophical one than any sort of unreal-specific question:
how acceptable/unacceptable would it be to have a game that mines cryptocurrency as you play it? assuming ideal circumstances, ie: never have performance impact, and completely unnoticable to the user etc. i'm just curious about people's opinions, it could potentially be an alternative to say, 'free to play' monetisation models, no need for microtransactions, since payment is done via mining...

urban gyro
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try giving the engine priority

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unacceptable

plush yew
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i dont think you read that to the end..

opal coral
urban gyro
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i did, u wana reproduce TPB's monetization scheme

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well yeah, but for the engine πŸ˜„ i cant find it but maybe in an .ini

plush yew
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well it's nothing about what 'i want', like i said, it's more a philosophical question

urban gyro
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u asked for opinion, i gave you mine

plush yew
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fair enough

urban gyro
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and on that other hand, cryptocurrency is super volatile, it wouldnt be much profit, and once you get found out, cuz there will be someone who notices, itll be bad pr

plush yew
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oh, it would be known to users, sorry i forgot to specify that as 'ideal circumstances' just not intrusive to them in any way

urban gyro
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oh, yeah if they are aware of it then i dont c how it could be a problem

flat oxide
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HI!

plush yew
fierce tulip
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you cant migrate to a lower version

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just wont work

cloud cobalt
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Use source control to revert to your previous version

frank escarp
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GLTF workflow in unreal

safe rose
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Soo...

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I just noticed this...but I can't download the update to 4.18.3

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Is anyone else having issues?

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nvm

opal ocean
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ok, so I have my gamemode/state, controllers, etc for my actual game. But now I want to do a character building, where none of the game mode etc apply.

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do I make a new game state? or just put a Characterbuilding boolean or something in the game state?

grim ore
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is this a new level?

opal ocean
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definately need a new game mode to have the new controller

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Yeah, its in a seperate level, right now. unless I should do it another way?

grim ore
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the seperate level sounds fine and nothing wrong with using unique items in each level if needed. You know you need a new mode so it can't hurt to use completely unique items just to play it safe

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especially if your using the game state as is in another level and it would contain things that would be useless/harmful in the character creation level

opal ocean
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well the game state starts the turn-based game play on BeginPlay

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easy enough to change that tho, and have the gameplay start on a command from the menu or something

grim ore
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the game state itself tho holds items that are not used in character creation? if so then a new game state would eliminate any potential problems

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keep stuff that relates to stuff together if possible, prevent overlap or extra stuff if you can.

opal ocean
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Right now gamestate is pretty barebones. two booleans and an array of the enemies on the current map...

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Most of the logic is the pawn. probably more than is a good idea.. >_>

oblique sorrel
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I'm seriously considering switching from my game being a 3D sidescroller shooter-puzzler, to a TPS shooter-puzzler. The lack of tutorials and guides regarding sidescrollers is staggering.

opal ocean
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TPS?

half mango
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Tutorials are just trash in general unless it's something super basic

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Learnt almost everything just messing with stuff

prime orchid
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scene depth but the bp_skysphere f*cks it

plush yew
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any tips setting up huge amount of physical meshes?

urban gyro
opal ocean
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Oh right, I forgot about game instance. lol. Pawn is unlikely to be destroyed, for the type of game. and no multiplayer πŸ˜„

jade folio
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I’m a noob to UE @everyone where is the best place for me to chat haha. Don’t wanna get in the way!

opal ocean
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@jade folio Hi πŸ˜ƒ Read #more-resources for descriptions of the channels

jade folio
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Thanks @opal ocean

raw lagoon
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@urban gyro Thank you for that link!

urban gyro
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Holy Bible πŸ˜ƒ

raw lagoon
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That it is! Time for my pilgrimage!

mint raptor
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Can you not add points to a spline mesh component?

urban gyro
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Follow the good book and your journey will be rewarded with success.

karmic igloo
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@mint raptor No you can not. You can, however, make a Spline Component and then make a construction script that places spline meshes between every spline. It's a little complicated the first time but after that it's pretty easy.

mint raptor
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@karmic igloo I do that already but I wanted a dynamic system to hit and bend the spline mesh and now it seems like that hit accuracy can only be as good as the amount of spline mesh components I chain up and worse still, its going to be difficult to propagate that bend across the rest of the chain.

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Are their any plugins paid or otherwise to do that?

plush yew
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Hi, i renamed my BP class and I cant return to the previous name

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why? I see that is redirect and it give my information that this class (with previous name) still exist

gleaming shore
karmic igloo
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@gleaming shore You don't have any variable with that name in your save game blueprint?

gleaming shore
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Thats the issue im having, there is a variable there

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Im an idiot, I added the variable and forgot to compile

proven star
rustic panther
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is there anyway to sync to perforce without haviong to close Unreal sometimes? like a close all levels/blueprints or anything?

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sometimes I'm getting conflict issues because a file is in use, is closing unreal the only way to fix it

brisk plaza
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hey guys

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anyone got some advice for newbie, how to start with UE4 and maybe some tips to not make some silly mistakes?

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and i'm not even thinking about open world and that large scale projects

fair violet
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@brisk plaza make the silly mistakes and learn from them πŸ˜ƒ

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You’ll run into plenty along the way

brisk plaza
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i know, that's learning path

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would you suggest to try to make sample level and learn all about characters and create movement for them and after that is done, start with something else?

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because i want to focus on one thing at time

gleaming shore
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@brisk plaza On Unreal Engines official youtube channel they have a few tutorial series to make simple games, if you're new to unreal engine you will learn A LOT from them

fair violet
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@brisk plaza start learning about whatever you want to make- if you want to make an FPS game, see how they are made up and all the various layers needed to make them work.

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If you work through each feature bit by bit, you’ll slowly learn all about the engine and how it works

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Also of course the official vids and docs

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Lots of good sample content available too, to pick apart

brisk plaza
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oh, thank you so much guys, simpel but useful points!

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what about marketplace, how to access it from unreal engine? does it have inside or it's on browser?

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i know unity have in engine marketplace

grim sinew
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The launcher.

brisk plaza
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can you tell me where to look?

grim sinew
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The big button on the launcher that says marketplace.

brisk plaza
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ooooh, epic launcher, i though unreal

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stupid me lol

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ty so much ❀

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DBBK and eoinobroin, thank you guys too! ❀

unreal harness
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Hey, is anyone able to make a lightning beam?

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Like, a beam of lightning?

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@here I need some help. I want to make a beam of electricity but I don't know how.

gleaming shore
safe rose
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@gleaming shore depends on what you're doing

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But Select or Switch

gleaming shore
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Setting variables based on level name, for example when you complete the end of a level it will set a variable in save game to say you have completed it, but obviously first it needs to know which level you're on

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Switch may work, im not sure of its capabilities though, will have to look it up

unreal harness
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Anyone here?

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Nobody has answered me for the past two days.

surreal viper
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@gleaming shore why don't you use a Map with Name as key and whatever your variable is as value?

gleaming shore
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For a switch or select?

surreal viper
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so you don't have to pick variable based on name

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no

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what are the variables you try to modify?

gleaming shore
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Simple boolean

unreal harness
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Once again, I need help with making a weapon fire effect!

surreal viper
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go to #graphics with your effect problems pls., do not spam this channel

gleaming shore
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Basically when custom event is triggered it should set a boolean, i just feel going through all the branches is ineffecient

surreal viper
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@gleaming shore: you can create a set

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you create a Name variable and modify the icon on the right to make it a set, now you have a name set

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you can check if it contains a name

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so you don't have to select a bool based on the name

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you just add the name to the set

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you can add it to it, remove it, or check if it is added

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creating a boolean for each level is super ineffecient

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(not regarding performance but regarding maintainance and developer time)

weary basalt
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@unreal harness We have channels specific to particular topics. As suggested you may find better help in the #graphics channel

unreal harness
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Alright.

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I thought because this was the UNREAL-chat people might help me with Unreal Tournament stuff.

surreal viper
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wow I didn't even know that we have a visual-fx channel, my bad 🀦

weary basalt
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Yes but Weapon FX isnt specific to just UT.

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Thats why we break them down into specific channels that cover an smaller subset of possible chat topics

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So that users can get more targeted results when asking questions.

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Most people here would mute the general channels and focus primarily on channels that interest them.

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For example im an Programmer. I have all of the Content Creation channels muted because i have little to no ability to properly answer questions there.

storm venture
dusky vault
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Hey, could someone please be so kind and give me a hand? My weapon have decided that it doesn't wan't to be on the screen anymore all of the sudden. Everything seems to be set up correctly though

storm venture
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@dusky vault Is the return value from the Spawn Actor supposed to be plugged into the Set node?

dusky vault
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@storm venture So, the good news is that the weapon actually spawns the weapon..

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Here are the bad news

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It's really strange, it worked without any issues, then suddenly it is like it no longer recognises anything from the actor "Weapon_Base". Ammuniton seems to be gone as well, while it worked before

glossy flame
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What Tyler asked was spot-onβ€”look at your set node

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You set the "Equip Weapon" variable to nothingβ€”nullβ€”then try to use it in a function call, when it'll be null

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You probably want to set the variable to the output of your spawn actor node, as they noted

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(plus, if you're trying to attach the weapon directly to the socket, you probably want "snap to target" attach rules, not "keep relative")

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@dusky vault

dusky vault
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Thanks a lot! I'm gonna have a look at it rn

dusky vault
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So I found the exact issue. That value from spawn actor should be there as it serves as the reference for the weapon. After adding it back firing, ammo and reloading works. However it doesn't spawn the weapon in the correct place and it does not seems to be properly attached

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@glossy flame

glossy flame
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Okay...that seems like a pretty clear error to me.

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It seems that the root component on your weapon class is set to static mobility, when it should be dynamic

unreal harness
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Hey, nobody's spoken for a long time in the graphics chat.

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Do you think I could get some answers here?

glossy flame
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"a long time"? It's been about 2 3 and a half hours :p, math skills on point

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If your question relates directly to graphics, it's best to ask your question there; that's the point of separate channels

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I, for one, probably won't be able to give you much help, haha.

unreal harness
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Fine.

dusky vault
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Where can I change the mobility? I don't think I touched that settings. @glossy flame

glossy flame
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Look in the details panel of the component. It should be near the transform slot

dusky vault
unreal harness
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Thanks.

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So wait, there's no way you can get it to fade out at a certain lifetime?

summer dove
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question for y'all

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lootboxes are a pretty touchy subject now

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so what if there was a system in an indie game where you could buy a set of like 10 cosmetic boxes for 5 bucks, or simply play a single mission, even if its replayed, that takes like 10 minutes, to get the same 10?

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would that be a bad feature?

dusky vault
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Is it a free game or would the player have to pay for it?

summer dove
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paid game. say, 20 bucks for a solid singleplayer, moderate co-op.

dusky vault
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I personally do not like lootboxes in paid games, but it really depends. If they are only cosmetics that won't affect the gameplay I would not have an issue with it in case you can obtain everythig through gameplay and grind.

livid haven
#

@summer dove You should be able to answer this yourself by taking a look at what the popular sentiments on lootboxes are - why do people dislike them? When do people not mind them?

#

There are a lot of examples to look at - TF2, CS:GO, the whole Battefront 2 debacle, Overwatch.

#

And more broadly, microtransactions in "premium" games (buy to play rather than free to play).

#

People are generally less welcoming of microtransactions of any sort in a buy-to-play premium game.

summer dove
#

but, even if itd be a case where you could easily get the same crates in say, 10 minutes worth of your time?

livid haven
#

Well, from the outset, the positive part of what you proposed is that it's not necessary to spend money - the player can choose to spend money or spend time. Pay or grind. IF the grind is some combination of fun and/or reasonable in duration, that helps.

#

That said, the RNG factor generally is part of what people don't like.

#

It's bad enough you have to grind to get something if you don't want to pay, but that grind becomes more painful when you only get a chance at getting the thing you want.

#

One of the ways to mitigate that is to allow what I know as "directed acquisition" - give players mechanisms to increase the chances of getting the thing they want.

summer dove
#

in that case, unlike what most games dont have, if you werent able to get duplicates?

#

and being indie, not like thered be too much youd even have to sift through

#

really im just trying to see what people think about a system thats a lot more forgiving to the players who dont pay, while still having a system thats more so almost a donation system with a little biti of benefit

livid haven
#

That was a lot of negatives, hard to parse what you meant. Not being able to get duplicates does help to "direct" "acquisition" of what the players probably want.

summer dove
#

ah sorry haha, i get a bit crazy with them sometimes

livid haven
#

If you can't get the same thing twice from the RNG loot system, that guarantees that everyime you don't get what you want, you'll forever have a better chance of getting what you do want.

#

That, generally, is something players are likely to be alright with.

dusky vault
#

@glossy flame in the weapon_base blueprint? I went through everything .. Thanks for your help!

gleaming shore
#

is .wav the only thing unreal takes?

south ridge
#

.ogg

#

I believe it understands that one too

gleaming shore
#

I thought so too, im getting an error though with .ogg

maiden swift
#

Pretty sure you can only import .wav.

#

OGG is what it's compressed to in builds, though.

dusky vault
#

@glossy flame fixed, thanks... I should be ashamed of myself πŸ˜›

mint sequoia
#

Got sent a level, when I move everything from the content folder into a subfolder (from within UE4), the level loses every reference and I just get a grey landscape, need to do it pre-emptively before migrating to the main project

livid haven
#

@mint sequoia Try migrating first, forcibly saving all the migrated assets again, then relocating them to a subfolder?

#

I'm about to head out, but my suspicion is some redirector wonkiness is going on.

#

Resaving the assets should make them not need all the redirectors that make it work post-migration.

#

Perhaps whatever migration redirectors are responsible for the breakage later on.

mint sequoia
#

Perforce is gonna be a nightmare here, but I gotta get off for a while anyway so I'll try it

jade folio
#

Trying to get some ideas for small base map designs anyone have any suggestions where to go, new to UE and trying to learn

lusty canyon
#

Sorry if this has been asked before/is a bad question. Unity seems to be more widely used than Unreal? With almost every gaming event I go to and ask, an overwhelming majority of the people use Unity. I'm just wondering why that is. Unreal seems to have way less resources in comparison as well and I'm also wondering if that's ever been an issue with someone when they're debugging or struggling through a problem.

weary basalt
#

Id say there is alot of factors that go into the answer to that question.

#

Unity has been more accessable for longer than Unreal 4.

safe rose
#

You use the engine you think will fit your needs the best. End of story.

mint sequoia
#

^ --don't need to get into that debate lol

plush yew
#

hi

#

I'm new here

mint sequoia
#

A lot of hobbyists use unity because it's easier, UE4 tends to have more professionals, thats my take on it

plush yew
#

I'm doing a small project about a game but I think I'll be mostly in the respective chatrooms for help in different area

#

wait is there help here or somewhere?

weary basalt
#

@plush yew Ask your questions in the channel that describes it most appropriately.

plush yew
#

ok thanks

weary basalt
storm venture
#

Me: "let's give structs another shot. they always screw me over but maybe it was just bad luck."
moves newly created struct from one folder to another
Unreal Engine 4 has crashed.

πŸ™ƒ

worn granite
#

creates a BP struct and uses it in any way

#

changes the struct in literally any way

#

is surprised when UE4/BP can't handle it.

keen birch
#

Yeah BP structs kinda suck

grim sinew
#

Aww, missed opportunity by not using the old and new logos

frank escarp
#

houdini is very old

#

but lately its becoming hella legit as they have been adding lots of modelling tools

cinder iron
paper kernel
#

any primitive shape - trace should work if you use impact normal

#

however, initial overlap might not return accurate result

#

@cinder iron

cinder iron
#

yeah i know but im looking for positions of the traces

#

for example a single trace is not enough to determine where the capsule should be following

#

because as you can see on the gif the kitten flies up as soon as the trace loses contact with the surface because of the 90 degrees angle on the figure

#

so what i'm looking for is to introduce more traces (doing average and so on)

#

i did this before but with vehicles and hoover things

#

butwhen speaking about walls is a bit different because i would like the capsule to snap to the surface no matter in what angle this is

#

so finding locations to place traces would help

#

@paper kernel

#

that or just look for special situations and do manual transitions πŸ€”

paper kernel
#

well, in such cases as climbing over edges

#

a linetrace from hips to ground, offset trace end based on user input

#

like when facing wall, I assume W is to climb up but also move forward

#

so you do trace in 45 degree angle that would hit either [a wall] or [a floor]

cinder iron
#

yeah no but a single one is still not enough

#

because this isn't just climbing is more like a vine in all the 3D directions

#

in a curved situation, using a sphere works really well because there aren't rought angle changes

#

detecting wether the surface is climbable or not is not the problem, the problem is more navigating through it (not exactly, the problem is more location of the traces haha)

paper kernel
#

angled down linetrace should still work

#

when I say "down" I mean negative character up vector

cinder iron
#

hips is like... center of the character right? under my belly button

#

sorry miss that school class hahaha

paper kernel
#

hip or head, doesn't really matter, just a place that doesn't hit world geometry

cinder iron
#

yeah i kinda see your point now i know what hips mean lol

#

gona try that what you say

paper kernel
#

you character rotation logic seems off

cinder iron
#

is just snap to surface rot, nothing fancy

paper kernel
#

it should be aligned to surface normal and gravity direction

cinder iron
#

no i don't want to have the gravity relying on the formula

paper kernel
#

but you need to have one static direction to fall back to

#

which usually is gravity direction

#

unless you do 6dof flying, then such point doesn't exist

#

try set the character rotation as MakeRotFromXZ, where X is negative of the trace normal, or character forward if no trace hits are present, the Z is 0,0,1

cinder iron
#

basically you are kinda attached to a moving object in the 3D space

#

let's say its like a state

#

that the player can toggle or not

#

if the player is in this state the physics rules are a bit ignored (let's say that)

#

if the character go out of this state, it will return to the normal phys works

paper kernel
#

πŸ€”

cinder iron
#

okay let's try that what you suggest up there let's see how it looks like currently im only making rot from x

#

not having the z at all in mind since i want the character to be kind of a bug in the back of a monster

#

so its like a magnetic thing more than anything

paper kernel
#

trying to remember, I did do a spider prototype some year ago

cinder iron
#

this is my first time doing this kind of funky stuff haha

#

just trying to be out of my shooter's comfort zone lol

paper kernel
#

it really comes down to what kind of control scheme you want for the climbing really

#

you could align the character rotation to either based on movement, or climb objects orientation

cinder iron
#

its really straight forward

#

basically that cube you saw moving right and ref

#

left*

#

represents a moving surface

#

basically when you press A and D

#

you move along your local space (based on your right vector)

#

right and left

#

same with W and S

#

you move up and down based on your up vector

#

at the same time

#

im equilibrating the angle of the capsule based on the surface the character is lying down

#

so think of a vine

#

in a spherical shape

#

actually, look at this

frank escarp
#

@cinder iron you going full zelda?

#

personally i think best would be to bruteforce traces

#

you wont have any issues even if its 20 traces

#

i can tell you becouse my flying drones do 20 traces/tick each, of big lenght, and i put up to 5 of them in ps4

#

wich has no cpu power

#

do a bunch of traces on the torso, as main traces, for average normal/rotation/etc

paper kernel
#

why not do 200 traces

frank escarp
#

and then do a few of them per limb, to snap IK better

paper kernel
#

i7 wont chug until 300k traces

frank escarp
#

200 traces is overkill for this

#

and 200 traces does start getting slow

cinder iron
#

hahahah indeed

frank escarp
#

becouse ive benchmarked it

paper kernel
#

so is the logic to handle 200 traces

cinder iron
#

yeah blanco full zelda right!!

#

@frank escarp thanks aswell for the input though, i think thats what i will go for, any suggestions for the locations of the traces? @paper kernel

frank escarp
#

torso in a grid

#

you can use max/min lenght, locations, and average angle to select the final rotation

paper kernel
#

I was thinking something like this as base for the navigation when walking on objects

#

but if you want to align the character to the object

cinder iron
#

yeah no i mean spheres are easy

#

but that looks good though haha i might do that aswell

#

thank you both ;)

paper kernel
#

that one is much easier to, since it orients itself based on velocity and surface normal

#

but orienting to unknown shaped object is rather tricky

cinder iron
#

yeah went though it before for vehicles

#

but since gravity is in the formula for them

#

is kinda of.... easier i would say?

#

at least for hoverables

paper kernel
#

now Im thinking old worm game

cinder iron
#

which one?=

paper kernel
#

the original phone game

#

could you apply that to 3D navigation

cinder iron
#

oh hehe yeah for sure look at that snake game, but the principle is quiet different

#

or err you mean actual continuous snap

paper kernel
#

mkay how about this

#

multispheretrace in radius of the character capsule

#

get all results, average normal hit from each, negate and use that as X for MakeRotFromXZ

#

then, get Z from result [0] actor/mesh objects up vector

cinder iron
#

That could work aswell

#

Will need to study a bit the overhead difference

bitter iris
#

Can anyone help im getting this

#

LogSpawn: Warning: UWorld::DestroyActor: World has no context! World: output_x1_y2, Actor: /Game/MapTile/output/output_x1_y2.output_x1_y2:PersistentLevel.REINST_output_x1_y2_C_0

plush yew
#

hi, is a way to hide all line traces?

cinder iron
#

If they are all contained on the same class you can toggle them with a variable

plush yew
#

Maybe I misinterpreted my problem. I often use the LineTraceByChannel function in my game and set DrawDebbugMode to Duration in many places. And now I do not want to see these rays. So I'm looking for a function in the editor, something like disabling colliders.

frank escarp
#

i wrote this

#

a ridiculous wall of text about DWVR and how i eventually got to release a game in PSVR with zero help or publishers

torn bane
#

I heard a friend say: "Wow, this game is laggy." I responded with: "Yeah, it looks good too, might explain it." He then said: "Then it is clearly not made in unreal engine"

frank escarp
#

making unity look good and perform well is very hard

#

as you need to create the shaders yourself, and the effects yourself

keen birch
#

^

cinder iron
#

@paper kernel it turns out a multisphere trace doesn't give me a valid impact location (neither location) i could use, (v1 - v2).Size2D returns always 0 =/

keen birch
#

It's still easy as balls to make UE4 run like shit though

cinder iron
#

thanks for pointing me out Goosey

#

lol hahahahj

keen birch
#

And making it look bad x3

gleaming lotus
#

Okay so I'm looking for some straight up advice. I've been messing around with my project for the past few days and I think I've been wasting a lot of time trying to bug fix when actually I could just be working around them.
My project is an RPG on a dedicated server. There are skill points and an inventory system. This currently works perfectly without errors. The problem is, the inventory and skill system are in the player character, and not the controller. When I add player death later, the player will keep their inventory items and skills through death.

Is there any way I can keep this all in my character without coming up with some serious problems later on?

cinder iron
#

is it lootable

#

i mean can another player loot the corpse of the death body?

gleaming lotus
#

So the inventory system will drop everything that isnt equipped on the players hotbar.

#

@light lintel @cinder iron

#

I've spent two days moving everything over and my entire inventory system is screwed. Its copied over exactly the same, and changed to work for the controller. Everything SHOULD work exactly as it did before, but it doesnt. This is by far the hardest bug I've encountered in the past few months.

cinder iron
#

if everything is lootable you can create a proxy of the player which will act kinda loot box

gleaming lotus
#

Yeah, cant I just grab everything that is in the inventory array (which isnt the equipped array), then create an actor with the variable stored inside? And then pass the equipped array through to the fresh spawn?

cinder iron
#

exactly

#

basically you can do a chest like actor

#

and give that actor the skin you like

#

you can even give that "chest" the looks of the soldier you killed

#

it depends on how the game is

#

i wrote not too much ago about persistency and about gameplay situations

#

one should know what she/he needs in terms of how is the game

gleaming lotus
#

Yeah, thats kind of why I'm doing controller

#

But I just dont understand how everything is this broken after the migration.

amber dune
#

Hey

#

any idea why my character isnt moving at all? cant move around with inputs and its not responding to gravity

#

the only thing i can do is look around with the mouse

idle stump
#

If I make a new Struct type in the Content Browser, how do I make an instance of it now (in the content browser)? Like a pre-defined set of values for a character that can be swapped in and out on my pawn

#

I want to use a struct to store a set of Flipbooks for different characters... Instead of having a bunch of individual Flipbook variables on my pawn I'd like to just set one struct that will hold all the references

surreal viper
#

I don't think it is possible
you could do that with Data Asset based objects but... you would need to use c++ for that

#

(to define the class, then you could create instances in the content browser)

grim ore
#
bitter iris
#

What is this error?
UATHelper: Packaging (Windows (64-bit)): LogMeshUtilities: Error: Raw mesh is corrupt for LOD0.
UATHelper: Packaging (Windows (64-bit)): LogStaticMesh: Error: Failed to build static mesh. See previous line(s) for details.

silver crown
bitter iris
#

There is no meshes on the landscape

#

other than the landscape its self

#

@silver crown any ideas?

keen birch
#

Looks like you're generated LODs for the terrain somehow and it's causing issues

bitter iris
#

@keen birch Any ideas for a fix?

silver crown
#

Try disabling HLOD on your landscapes

bitter iris
#

on the landsacpe streaming proxys? and the level bounds?

silver crown
#

On all πŸ˜‰

bitter iris
#

then repackage?

silver crown
#

I guess

bitter iris
#

UATHelper: Packaging (Windows (64-bit)): LogInit: Display:
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: Warning/Error Summary (Unique only)
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: -----------------------------------
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogMeshUtilities: Error: Raw mesh is corrupt for LOD0.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogStaticMesh: Error: Failed to build static mesh. See previous line(s) for details.
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Warning: [Compiler PersistentLevel.Landscape_4_18] Node Unknown is not referencing a valid level actor
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogBlueprint: Warning: [Compiler PersistentLevel.Landscape_4_18] [0020.57] Compile of PersistentLevel.Landscape_4_18 successful, but with 1 Warning(s) [in 1 ms] (/Game/Procedural_Ecosystem/Maps/Landscape_4_18.Landscape_4_18:PersistentLevel.Landscape_4_18)
UATHelper: Packaging (Windows (64-bit)): LogInit: Display: LogMaterial: Warning: F:\PatientX - Survivalist\PXG2\Content\Procedural_Ecosystem\Materials\M_train_rocks.uasset: Failed to compile Material for platform PCD3D_SM4, Default Material will be used in game.

#

@silver crown didnt work fk

silver crown
#

Yes it did

#

That's a different mesh causing the error

bitter iris
#

So

#

Now it's SM_papaver.uasset?

silver crown
#

Seems so

keen birch
#

That's fun, isn't it

bitter iris
#

nope its not

gleaming shore
floral heart
#

Yes.
(In that menu, 'Pawn' is all pawns, not only the player pawn.)

cinder iron
#

i've heard not while ago that was posible to play around on the robo recall editor without VR glasses -- is it still posible?

gleaming shore
#

What node would I use for that? I cant find anything for ignore pawn, or pawn itsself

cinder iron
#

just set the pawn to ignore

noble solstice
#

Where would you guys suggest someone with no UE4 experience and hasnt touched C++ in over 4-5 years, begin making games in unreal? Right now im looking to buy a udemy course but i wanna know if theres a better alternative

#

i already have an idea for a 2d game and a 3d game, would it be better practice to start with the 2d?

surreal viper
#

depends on, a 2d game can be more complicated than a 3d one

#

also I would not call unreal a 2D friendly engine
but if your 2d idea is way smaller you should go with that first

#

also I would not pay for the course

#

if you complete the basic tutorials from epic

#

you are ready to start to work on your own project and learn as you go imo

#

also checking on C++ basics might make sense too

noble solstice
#

Yea the 2d game shouldnt be too complex, the hardest part will be like..combining items to make other items, i.e crafting

#

ill take a look at that and the tutorials, i didnt realise epic had any πŸ˜› thanks πŸ˜ƒ

whole sonnet
#

Downloading 4.19 preview, looks pretty cool looking at the patch notes

#

interested to try the Temporal AA Upsampling, and to check out this steam audio beta 10

spare blade
#

I imported a scene from Maya (houses, streets, lamp posts etc) , the scene was made up of many object, but once imported into UE4 it comes in as one big mesh/object. Is there any way to un-merge this mesh ?

fierce tulip
#

you can enable import as seperate meshes or whatever its called on import.

#

though, if you have 100 lamp posts, they'd all be different meshes

#

not that optimal

spare blade
#

Is there a way to do it after once the object is on the level, after import? Then maybe I will combine objects into different clusters ?

bitter iris
#

Has anyone had Raw mesh error LOD0?

#

If so please tell me how to fix it, or guide me on the right way to fix it

#

I've been trying for hours on end it still does it

kindred viper
#

@bitter iris the typical info I saw when I read about it was to find the problem mesh and see what is wrong with it. Usually corruption of some sort

bitter iris
#

Is it everything above the error line

#

or is it normally just 1 or 2

kindred viper
#

dunno

ember cliff
#

I have this weird problem where when I start unreal engine (version 4.16 -4.17 I haven't tried 4.18 yet) it takes a long time to actually start. It does this regardless of whether I open a project or just start the engine by presssing launch.

#

As in it takes >5 minutes to start

#

I haven't been able to find any helpful information online so far

opal ocean
#

slow HDD? full HDD?

ember cliff
#

My brother has the same HDD and unreal starts up in less than 45 seconds for him.

bitter iris
#

All drivers up to date?

ember cliff
#

Should be. I haven't checked in a year for some of them.

bitter iris
#

gpu drivers whens the last time you done that

ember cliff
#

But those shouldn't have updates at this point anyways

#

Thats pretty much the primary one I always make sure is up to date

#

And yes that is the same as my brothers as well

bitter iris
#

is it a big project

ember cliff
#

That doesn't matter

#

If I press launch

#

It takes awhile

bitter iris
#

hdd dying?

ember cliff
#

Once it is launched it opens things fine

#

Unlikely

#

Because this is the only problem I have that could be an hdd problem

bitter iris
#

only other thing is reinstall the engine?

#

verifiy the files

ember cliff
#

It has happened on every version I've ran so far

bitter iris
#

i mean reinstall epic launcher an engine

#

or verify the engine version

ember cliff
#

I don't think it is the launcher though. :l

#

Unless the engine always checks with the launcher

bitter iris
#

worth a try

cursive dirge
#

@noble solstice 2D in unreal is really bare bones then

#

I wouldn't pick Unreal for this purpose myself

#

there are plenty of better suited options for 2D games

opal ocean
#

even with the poor 2D support, blueprints are handy for us non-programmers

brave lark
#

Anyone here good with swarm? Having trouble getting my coordinator to be seen by my other PC. I think it might be my router, but the ports are open

#

Ah looks like they have the same dns and or ip for some reason

brave lark
#

Did a wired connection through my tpcast lolol

marble nest
#

Is creating a material instance off an already material insance the same as creating one of a master material? or should I always instance off the master?

spare blade
#

In UE4.17 are there no BSP objects, or are all Basic Objects considered now BSP ?

floral heart
#

'Geometry' and 'brushes' are BSP.
Static meshes are still static meshes.

loud phoenix
#

any1 here

hoary wadi
#

Yo

loud phoenix
#

do you have experience packaging projects ?

hoary wadi
#

a little bit. The best I could do is probably be a sounding board/help you look up stuff

loud phoenix
#

hmm, I tried, there doesn't seem to be anything like this as far as I can see

#

pushing on 26 hours up and can't sleep till I figure it out but

#

my 'On BeginOverlaps' aren't working in a packaged project

#

But work perfectly when I play the game through the editor

#

I set up print strings and nothing prints, not even when I try printing every single object it overlaps

#

The BeginOverlap node does not work it seems

#

Collision settings are set up properly (works in editor)

#

Ever heard of something like this?

hoary wadi
#

that's super strange

#

post packaging the project, have you tried turning on collisions and seeing if they are their still?

loud phoenix
#

like

#

through a command?

#

or a node

#

do you know of any universal setting that might be getting in the way of overlap detection?

loud phoenix
#

What does SILENT=True mean?

#

It says it for the assets I'm trying to overlap

hoary wadi
#

Hm it might mean that they're not being included?

boreal trout
#

which part of this discord server can i ask stuff about the material editor?

weary basalt
boreal trout
#

ty @weary basalt

weary basalt
#

No worries

hoary wadi
#

@loud phoenix can you post your build log)

loud phoenix
#

Sure

#

I'm packaging it again now

#

Give me a minute

loud phoenix
#

@hoary wadi

somber condor
#

Hey Folks, Everytime I open my Unreal project in another Computer, I loose all my "Folder Colors" and have to set them again ... also my Custom UI for that project won't load. is there a trick to bring these back when running in another PC ?!

loud phoenix
#

Those are local settings, you can probably carry them over to another PC by copying and pasting the engine settings ini file(s) but I'd double check to see which ones carry that information πŸ˜ƒ

somber condor
#

@loud phoenix Thanks man, it would really help having seamless workflow

#

I just thought they should be saved inside the Saved folder in the project but seems like they're somewhere else

loud phoenix
#

Yeah, the ones in the project folder are local to your project, not the engine - the ones in the engine's install are local to the engine on the PC. Unfortunately these don't get carried over a cloud, but looking into source might be useful (I've never used it I'm not sure if it offers the sharing of engine settings, though it seems ideal)

somber condor
#

exactly, that's what Blender cloud offers and it's a quality of life

loud phoenix
#

I never got into Blender, I remember when I was much younger I saw a short film with a giant bunny made in Blender - they used it to promote the software heavily

#

I may have tried to make a FPS in it once

#

Long ago haha

#

Ended up with 3ds Max

hoary wadi
#

@loud phoenix did you try deleting all your temp project files and making a clean build of the project, then repackaging it?

loud phoenix
#

I'd like to try that, will I risk bricking my project?

#

I'm literally about to upload the build to Steam

#

That's why I haven't slept haha

#

I'll make a copy, which temp project files do I delete exactly?

hoary wadi
#

okay so in your project folder there's a few files you can delete to create a clean project, it looks like this:

loud phoenix
#

So without losing all of my content etc.

#

Which do I delete?

#

I'm okay with rebuilding all the shaders and settings ofc

#

I did mess with settings in the .ini earlier

#

I used a list of suggested ones I found in a 'best practices' for VR article

#

I doubt they're the problem tho

hoary wadi
#

Delete everything besides your .uproject file, "Source" folder, "Content" folder, and "Config" folder.

loud phoenix
#

hmm

#

what will this rebuild, exactly?

hoary wadi
#

any bad references basically

#

you're probably gonna have to fix some errors after this but it's not a problem

loud phoenix
#

hmm

hoary wadi
#

anyway, just double click your project file and it will rebuild everything, then launch the editor

loud phoenix
#

I know I'd get the errors on compile, would I now see all of them when I try to package?

hoary wadi
#

yeah

loud phoenix
#

okay I'll give this a shot, thank you

hoary wadi
#

it looks like you just have broken references that make things difficult for when you're trying to build it

#

After the rebuild you'll want to right-click the content folder of your project and select "Fix Up Redirectors"

loud phoenix
#

Well,

#

@hoary wadi Those references don't actually affect gameplay

#

The warnings, etc.

#

The problem I have is specific to not being able to detect BeginOverlaps on my main menu (its VR)

#

I wasn't able to find anything in the logs related to that ;/

hoary wadi
#

what's the blueprint called that has the BeginOverlap in it?

loud phoenix
#

it's my pawn, it's called

#

Menu_Pawn

#

and it's overlapping with blueprints called UIBP_Story

#

UIBP_Arcade

#

If you search UIBP those are generally the ones I'm trying to overlap

hoary wadi
#

also did you try making a build where you didn't cook your assets?

#

Sorry, auto-correct

loud phoenix
#

like package it without cooking?

#

I do Package > Windows > 64bit

hoary wadi
loud phoenix
#

Do you think cooking them might interfere with overlaps?

hoary wadi
#

dude there's a ton of errors for missing references in the build output file. This one caught my eye.

loud phoenix
#

Those were for when I had locomotion and the player was able to fall off buildings

#

I removed the ability to walk around entirely

#

So those BPs were removed from the levels

#

Won't cause problems

#

Just finished making a backup, deleted those folders and will try now

winter dove
#

getting this error after upgrading my UE4.16 project to 4.17, and trying to package for android

#

ERROR: Can't make an APK without an API installed (see "android.bat list targets")

#

wonder if anyone know how to resolve it, I have the 23 SDK downloaded and installed through android studio , the android SDK/NDK versions are set as "latest" and "android-19"

grim cargo
#

anyone can give me some tutorial in youtube for "Check point save" like if do some stuff already then the game automatically save..

loud phoenix
#

Youtube ' How TF Save Load"

tender dome
#

hi, what are the uses of socket and target offsets?

quasi lake
#

How to package only one level?

#

I googled a bit and find one answer is to use unrealfrontend.exe

#

But after I created a new profile,how can I use it

wary wave
#

I have a mesh that needs to always cast a shadow, but the shadow is toggling on/off when material opacity goes past 0.5

#

anyone know how to do this?

#

as far as I can tell there seems to be no setting that does this D:

#

wtf, Unreal?

#

it seems my masked object can either cast no shadows, can cast translucent shadows using the marks, but it cannot just always cast a shadow :/

keen birch
#

So

#

"Scene 900 draws 5646455 prims 5568459 verts"

#

How bad is that

#

Bit concerned on the primitives and verts, to be honest

silver crown
#

How do you see that?

#

Try to find that yesterday and failed 😐

keen birch
#

ctrl-shift-comma, you get a visualizer which tells you crap, so once the window's there just look in the log

silver crown
#

Ahhh

#

Seems like a lot of verts/prims

keen birch
#

Still, bit concerned about the 6mil

#

Yeah

silver crown
#

How many fps?

keen birch
#

2560*1080, ~60

#

On a 1060

#

I'd like to get that framerate up a bit

silver crown
#

Everything on Epic?

keen birch
#

I'm confused because I don't know what I did and I usually get better performance in other scenes

#

Nope

#

All medium with DFAO enabled manually

silver crown
#

Ah 😐

keen birch
#

Everything on low

#

Still 4mil

silver crown
#

That's for your foliage thing?

keen birch
#

Yeah

#

Looks like something's going wrong somewhere

silver crown
#

btw I'm really having fun with your idea

keen birch
#

Looks awesome πŸ˜›

silver crown
#

Normals are completly glitched though

keen birch
#

Warned you ;3

silver crown
keen birch
#

Just to be sure

#

You are using hard normals, right?

silver crown
#

Probably because I'm using the dx/dy thing

keen birch
#

Ah

#

Well, see

#

I did that

#

Didn't get those artifacts

silver crown
#

Not at 0 0 0 though

#

(X=1109397.500000,Y=610345.875000,Z=57657.648438)

keen birch
#

Just gonna casually plug my 4mil prims/verts issue again

#

Ah

#

Well

silver crown
#

πŸ˜‰

keen birch
#

That kind of explains doesn't it then

silver crown
#

For your verts issue I guess there's no magic solution?

#

Just have to decrease cull distance + LOD?

keen birch
#

I'm just confused because afaik I'm rendering nowhere near that amount of tris

silver crown
#

ah lol

keen birch
#

Now I know that every shadow cascade rerenders stuff

#

But still, not that much πŸ˜›

cinder iron
paper kernel
#

I was under the assumption you wanted to align the character to the objects up vector

#

ofc align to movement is much easier

cinder iron
#

well that would lead to another problem on the poles of the object

#

originally i wanted to align to the object up vector but I found this quiet funnier in a sense that player can choose completely were to climb

keen birch
#

Now here's my biggest source of confusion @silver crown

cinder iron
#

:F

keen birch
#

Culling distance on my HISMC doesn't seem to make a difference

#

πŸ˜›

silver crown
#

You're in 4.18?

keen birch
#

4.17

silver crown
#

Doesn't work in 4.17

#

πŸ˜‰

keen birch
#

What doesn't

#

Culling distance on HISMC?

cinder iron
#

oh btw this is the poles problem im speaking about if you didn't get it @paper kernel

silver crown
#

Cull distance yep

paper kernel
#

yes

silver crown
#

Had the same issue

keen birch
#

But I actually see stuff getting culled

silver crown
#

Well it's kinda working maybe

#

But you should use 4.18

#

Where it really works

keen birch
#

Guess I'll see if the project opens in 4.18 without problems

keen birch
#

Here's some fun stuff

#

Performance is worse in 4.18

silver crown
#

😐

keen birch
#

But at least culling gives a peformance boost now πŸ˜„

next robin
#

What kind of culling would one recommend for large outdoor environments with many instanced foliage actors

keen birch
#

All kinds of culling are enabled by default

#

In the past HISMC didn't work well with occlusion culling, pretty sure they fixed that though

next robin
#

I was watching this very interesting talk which kinda led to my question, as precomputed visibility seems to be something you'd want to use in a small area with many actors
https://livestream.com/gnomon/unreal-engine-for-vfx/videos/168917263

keen birch
#

Culprit found @silver crown

#

It set everything to Epic xD

#

Minor performance gains

#

Went from 35 to 40

#

(Both with culling)

#

Depends

#

Is your large outdoor environment actually open-world?

next robin
#

open world, as in completely explorable / playable? That term gets misused quite often, so I'm just wondering.

keen birch
#

Yeah

#

That's what the term is, right? πŸ˜›

#

How do people use that differently....?

next robin
#

Some people percieve open world as very large scale outdoor environments and not just the fact that the level is fully explorable.

keen birch
#

In that case, yeah, you're not gonna be able to use precomputed very well, I think

#

So I'm now doing some 1:1 checking on performance compared to the in-engine foliage thing

#

I've got slightly lower FPS, but I mainly think that's because I can't match densities and that sort of thing exactly

#

And my stuff is spawned in a square instead of a circle

#

(Both without culling)

#

Making me think it's one particular mesh I'm using

#

Time to check where those LODs are kicking in and whether I can reduce the amount of materials there >.>

#

This mesh was honestly created by a retard

#

;-;

spare blade
#

Can anyone tell me how to place an object to a specific location. Like in maya I can hold the V key to snap the object to a vertice. In UE4 I can get the object onto the map but I want to be able to send it to a location down and into my environment so I can start positioning it. I hope this makes sense ?

plush yew
#

Hi, Unit tests in Unreal Engine 4. Does it make sense? Has any of you used it? How do you test your games? This is a question for people who work in teams and do not create games alone at home.

silver crown
#

@plush yew Even if I work alone, in C++ I use check all the time. Might not count as a unit test though.

silver crown
kindred viper
#

I test my unit regularly.

honest rune
#

@kindred viper at a boy πŸ˜ƒ lol

#

hmm. punctuation counts I guess.... 'at a boy

bitter iris
#

Does anyone here use World machine

keen birch
#

Plenty of people, myself included

#

Always better to just ask your question

#

Us using it does't mean we know an answer, or we could just ignore your "anyone use it"

#

If you just ask we'll answer if we can πŸ˜›

bitter iris
#

Is there a way to speed the process up. My map is 8km x 8km. 4 tiles, an its taking 3 hours so far

keen birch
#

Real answer: No

#

Hypothetical answer: Get a server-farm or a 128-core CPU

bitter iris
#

What does WM use more? Ram or cpu

keen birch
#

Oh and how much ram do you have?

bitter iris
#

32gb

keen birch
#

Alright

#

Don't go over that 8*8

#

You'll probably kill your PC

bitter iris
#

i done 16x16 took a day lol

#

well 8 hours

#

i done it over night

keen birch
#

Your PC lived?

#

Damn

bitter iris
#

yeah

keen birch
#

I did a 8*8 on 16GB and it didn't make it through

bitter iris
#

lol

keen birch
#

Though, memory usage varies based on your nodes

bitter iris
#

So that server farm is it rentable online or

#

render farm i mean

keen birch
#

Wouldn't have a clue, never bothered to look into it

bitter iris
#

Its the erosion in wm that takes so long

#

been on 35% for ages

hoary brook
#

Anybody know hwo to make something invisible but still keep it's shadow?

spare blade
#

I am trying to move my object in Local space but I am unable to toggle it out of World space.. Even just clicking on the icon will not toggle the coordinate from world to Local..
Anyone know how to fix this ?

bitter iris
#

Anyone know what this is LogD3D11RHI: Error: D:\Build++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Viewport.cpp:(203): BackBuffer->GetResource() has 2 refs, expected 1

kindred viper
#

seems to be from two sources. 1 is a fullscreen mode error and the other is regarding calling a Clear before Super::DrawHUD()

coarse cradle
#

when a sound is played constantly it eventually turns off for a couple of seconds before playing again. how could I fix this bug?

#

an odd thing I found out too is that when I set the pitch multiplier higher for the "play sound at location" node it fixes it until I increase the speed at which the sound is repeated

azure shore
#

I got an idea for swimming. Basically, I would like water as an uncollidable box which when you go inside of it the camera has no rotation limits, the player follows the camera, and you move in whatever direction you are facing on any coordinate, kinda like no clip in source games. The reason I'm telling you this is cuz I wanna ask if this would be simple enough to make. Must be right?

half mango
#

guys anyone recognize this "player start:bad size" problem?

#

like my collisions is meshed up inside my room and i cant get the player start to walk in there 😦

#

and if i had to reimport them with different collision settings that would cause huge problems cause it's lots and lots of different mesh's already had a 40+ light bake on them

#

if anyone knows any other way around this id really appreciate it

fierce tulip
#

move the player start a little higher

#

can you show the collision on your mesh?

half mango
#

sry im back at home

#

i use PC at cousins for free electricity

#

i've tried it higher, also if i move it above the ceiling

#

then it works ok

#

but anywhere inside the room it doesnt work

#

i also tried "triggers volumes"? and they didn't help me

#

i can open ue here but dont have same model

#

for some rtests

stone cedar
#

Hi guys, I have a little problem while loading tiled maps.

#

so before loading the tile position in world composition is correct and looks nice like this

#

After i press load, then the tiles just pile up in the center of my map. and turn red in World compositon.

#

Does anyone know what causes this or how to fix it?

#

they placement was totally fine before i saved and excited the project before

fierce tulip
#

@half mango means you ffed up the collision of your building, if its one mesh, no way to get in unless you set the collision to "use complex as simple" but its very performance heavy

half mango
#

i tried that also

#

i changed lots of the mesh to that setting

#

mainly the ones surrounding the starting point

#

do i need to do every single mesh? there's 100+

fierce tulip
#

I never seen the mesh, but anything the player walks in/trough/under/over probably.

cedar grove
#

does anyone have a problem with UE4 crashing the PC after updating to 4.18.3?

compact compass
#

No

stone cedar
#

Noone canΒ΄t help with my problem?

compact compass
#

What is it

stone cedar
#

just 10 messages above

#

the 2 picture things

#

map tiles pile up in teh center of the map after loading them

compact compass
#

Yes I saw them

stone cedar
#

cant find anything about it on google how to fix that

#

It didnt do before i closed the project

compact compass
#

Try using saving blueprint so that it would save it as a static position

stone cedar
#

That should have been done before this even happened right ?

loud phoenix
#

Is it possible that applying a transparent material to an object would interfere with overlap detection?

half mango
#

@fierce tulip do i need to rebuild the scene for the "use complex as simple" to work?

compact compass
#

@loud phoenix no

#

@loud phoenix I mean yes

loud phoenix
#

;o

#

Can you elaborate? That may be my problem

compact compass
#

@stone cedar no you can do this now search on google how to make a static mesh

stone cedar
#

@compact compass Meanign i canΒ΄t edit that landscape anymore in any way

compact compass
#

I don't understand you

stone cedar
#

If i turn tiled levels into obj then i cant use the landscape tools anymore on it to change the look of the level

compact compass
#

Yes

stone cedar
#

But i still need to edit this

compact compass
#

Then use redo

stone cedar
#

Well only way to fix this is to reimport the level tiles then.

#

but i just had it set properly

compact compass
#

Turn it into a pawn or whatever you are trying to do

gleaming shore
#

ive give it a go and in unreal you cant light nothingness

compact compass
#

Look tutorials on google

#

It's that easy

gleaming shore
#

re-read

compact compass
#

What do you mean you can light nothingness

gleaming shore
#

In my case anyway, light will only "reflect" of objects not the air so to speak

compact compass
#

You can create a transparent sphere and then out lighting on it

loud phoenix
#

@gleaming shore Those are emissive materials with a post-process bloom

gleaming shore
#

Thats what i have currently, so bloom will make it like that other picture?

loud phoenix
#

How are you achieving the glow as of now without bloom?

#

May be some default bloom settings, I do VR so I disable bloom entirely