#ue4-general

1 messages ยท Page 173 of 1

keen birch
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x3

livid haven
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It's not a matter of arbitrary, I made the distiction about BP struct because UDS are absolutely not BPs at all.

keen birch
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UE4 dev that creates BP structs is a user

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Then I'd also say UE4 dev that creates CPP structs is a user

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The same user, for that amtter

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matter*

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Either way

worn granite
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there are technical differences between a raw POD C++ struct and a "BP Struct"

floral heart
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"BP enums" /s

keen birch
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The editor classifies them as BPs

worn granite
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You can't just say "lol they're both structs, they're both users"

keen birch
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So while I see where you're coming from

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Meh

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๐Ÿ˜›

livid haven
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Er, not as blueprints, but in the blueprints category, as in related to blueprints, which is largely accurate. ๐Ÿคท

worn granite
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UDS will imply a bunch of stuff, and Sion could tell you far more than me.

livid haven
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It definitely involves understanding the plumbing underneath it.

worn granite
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the name is meaningful, you can't just arbitrarily reassign it to structs.

keen birch
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It's like a debate I had with some dinosaur fans

worn granite
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my structs would largely work outside of UE4. I might have to change types. I might have to implement types. But a BP struct would have a hell of a time being used outside of UE4.

keen birch
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The fact that people call it that while it isn't doesn't mean you can't call it that

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Because common and scientific definitions of words vary

livid haven
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Like the fact that you don't instantiate BPs, you don't have instances of a BP in a map... you have instances of the class created by the blueprint asset. The blueprint is really the asset that describes how to generate a class. But none of that is apparent or really all that meaningful unless you're looking at native code and trying to understand it.

worn granite
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Ok, but you don't take scientific words and then apply them to different things arbitrarily.

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So like. congrats.

keen birch
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That's kinda what people do though

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That's what Epic did in this case

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And by extension the users are running with it

livid haven
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It's contextual.

keen birch
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Think we're kind of arguing past each other tbh

livid haven
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Not going to pretend the naming schemes aren't flawed or inconsistent sometimes.

keen birch
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I think we all see each others' points

livid haven
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Not really an argument.

keen birch
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We're just standing by our own points either way

worn granite
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I may see your point, but I will never agree with it.

keen birch
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Discussing

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Whatever

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That's my point

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Because I've got the same thing

worn granite
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But then I try to explain why and you're like "w/e"

keen birch
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So it's pointless to continue the discussion tbh

livid haven
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In any case, coming from the native side, point is that UDS are literally not blueprints, they are analogous in that they are an asset that generates a reflected data type.

floral heart
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Should they even be called structs, then?

livid haven
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Sort of. Shit. Even that doesn't quite hold up.

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Sort of not? :X

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Ugh.

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So, a UBlueprint is the object that holds the skeleton of a class that you can edit.

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It creates a UBlueprintGeneratedClass, which is a subclass of UClass (the same class that is instantiated and filled out for any C++ class you mark with UCLASS)

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The UBlueprint object is the root object in the UPackage that gets saved as an asset (the actual uasset file).

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UUserDefinedStructure doesn't work anything like that.

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UUserDefinedStructure is analogous to both UBlueprint and UBlueprintGeneratedClass.

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It's derived from UScriptStruct, directly, and it is what gets saved directly in to the root of the UPackage that gets saved as a uasset file.

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To follow that tree up further...

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UStruct -> UScriptStruct -> UUserDefinedStruct

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But also

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UStruct -> UClass -> UBlueprintGeneratedClass

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UStruct is the base class for reflection objects that have data members (UField objects)

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And UField -> UProperty

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(and far less intuitively... UField -> UStruct.... and UStruct -> UFunction...)

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UFunction is derived from UStruct because the parameters for a function are fields of the function.

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UField is the base class for all reflection stuff - not a lot going on in it.

pallid compass
livid haven
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The property matrix, while awesome, kind of falls apart when trying to edit things that have a drastically customized UI. :X

pallid compass
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Hello youu! omg i forgot to send you happy xmas and new years messages!

livid haven
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I can't imagine what would happen if you tried to look at, for instance, a dialogue wave asset in the property matrix. Probably an utter and total clusterfuck of nonsensical looking properties and text spew.

pallid compass
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iv been super busy and only just got back in to work

livid haven
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No stress. I don't really send those myself anyways - it's implied, I don't need everyone I know or care about saying the obligatory thing. ๐Ÿ˜›

pallid compass
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ofcourse! did u have a good holiday time?

livid haven
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Without derailing too much: Yes and no. I was in bumfuck nowhere Mississippi, freezing my ass off, being uncomfortably aware of exactly how the US's political climate got to where it's at.

pallid compass
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Oh lordy il dm you actually so we dont cluster fuck ue4 chat, also dam you properly matrix

livid haven
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Fault's kind of distributed between the property system and the way they're visualized and the authors writing customizations (which definitely includes me)

plush yew
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has anyone succesfully gotten a linux server to package and run properly?

wanton mauve
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Hey. Is it possible to reset a blueprint so that the actor and all it's variables return to the state they were in at startup?

livid haven
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At startup of that editor session? No.

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Ideally, you'd be using source control.

wanton mauve
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Not the editor session... at startup of the engine running

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in game, that is

livid haven
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That statement doesn't quite make sense. Engine doesn't run independently, it's either part of an editor/server/client session, etc.

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In game, definitely not.

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Think we need more context to understand your question.

wanton mauve
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OK I'm not too familiar with the nomenclature for Unreal. So in laymans speak:

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when I run my game, my actor has a set of positions and variables etc. I then make changes to those variables and positions etc. How can I reset it back to the way it was when the game started?

livid haven
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Probably best to speak in terms of intent, in lay terms. Esoteric terminology can end up miscommunicating if we're not on the same page.

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Oof. Still kind of a rough question... er. So, how is this actor created?

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Are we talking an actor that was placed in the map in the editor?

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And you want to put it back where it was?

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Or something that was spawned by blueprint/C++ during gameplay?

wanton mauve
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An actor yes. I just want to reset it to exactly how it is when "Event BeginPlay" first triggers in it

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It is placed in the editor, not created at runtime

cinder iron
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You can Get the default object if they are initialised on the constructor (for things like HP)

livid haven
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I suspect this isn't feasible in your case, but if it's something that was placed in the map using the editor, then you could programmatically find that actor in the level asset and read its values. :X

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The CDO probably wouldn't do them any good - that'll be the Class Default Object, not the "default" values for the template object saved in to the map asset that was loaded up.

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Honestly

wanton mauve
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So there's no easy function to reset to starting positions then?

livid haven
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No, not anything out of the box.

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But

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You could easily just make that level blueprint or the blueprint for that actor store off where it is on Begin Play and, when you want to "reset" it, read those values you stored off.

cinder iron
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But that depends on how he has structured his class, if its data driven or composition he could access to the defaults aswell of the formant. Or just, save init variables and then reset it whenever you want.

livid haven
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If we want to get fancy, you could make a component that does this, so you can plop it on to any actor, do some configuration, and have it automatically store off whatever is needed for that type of actor and know to fully reset it when desired...

cinder iron
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Like a SaveMe component, that could work really well

livid haven
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@cinder iron I'm taking a wild guess that they're entirely in BP and not C++, which makes all of this much, much, much more manual and tedious.

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So even my componentized idea is probably barely servicable from BP. :/

wanton mauve
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I think I'll just skip doing this - it sounds too laborious

cinder iron
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Aye, I always assume C++ lol

wanton mauve
livid haven
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Hmmm... hold on. That sounds promising.

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Let me actually look at it's source though

wanton mauve
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ok

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I have no idea how to call that btw, I'm seriously n00b with Unreal ๐Ÿ˜ƒ

livid haven
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May or may not be possible from BP. It probably is possible though.

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Er...

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Well, looks like not.

grim ore
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You would need to get its phone number first if you want to call it.

cinder iron
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Afaik there is an equivalent on gamemode or gamestate to reset things on your level for GameSaves situations so this migjt be the same, but you will need to override it (at Least in the gamemode/state class there is no implementation...)

floral heart
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Ironically not exposed to BP, but the 'OnReset' event is.

livid haven
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@floral heart Technically, OnReset isn't BPCallable. So you can override/define it, but can't call it directly. Not that that's really a problem - have OnReset call your custom function that you, yourself, can call. But none of that lets you trigger any kind of deeper "reseting" logic.

fathom elm
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Hi peeps! Quick question. Where should I ask profiling related questions?

livid haven
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@wanton mauve That reset won't do you any good.

cinder iron
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So best call would be saving variables at statup and apply them whenever you need @Simon

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@Simon

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God dang it!

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XD

wanton mauve
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OK I'll have a crack at that then ๐Ÿ˜ƒ

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Thanks!

livid haven
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A) You can't trigger that Reset method and B) all that Reset method does is call OnReset, which you can override in your actor to do whatever you want.

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It's a very shallow bit of machinery so that, when you do tell the level to reset, each blueprint can decide what that means.

cinder iron
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Yeah sounds a lot to what I saw on the gamestate for resetting gameplay variables... Actually does the same

livid haven
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Think, like, your character dies and you want to reset the level somewhat.

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You still have to do all the heavy lifting yourself - you need to actually create the properties holding the values from when BeginPlay happened and then use those values inside of OnReset to "reset" them.

floral heart
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I meant it's ironic this is here when you can't call Reset from BP. Except maybe by proxy if there's something else that calls reset.

cinder iron
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You can Demen

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Thing is that you need to do the things by yourself

livid haven
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@floral heart I think that's exactly what it is.

cinder iron
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So you will need to handle the logic yourself

livid haven
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You can't call Reset on an actor, but I think you can call some kind of level-wide reset, which in turn will call every actor's OnReset.

cinder iron
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Reset does the trick, used it while ago on a BP project to reset a door thingie

floral heart
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There was another thing someone had an issue with in #blueprint, where he wanted to call 'Hit', which wasn't possible from blueprint. Said he solved it, didn't say how that I recall.

livid haven
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And while that's probably what @wanton mauve is trying to do, it's still just providing a trivially implemented framework for calling OnReset on every actor, which does nothing unless you override it and you have to do all the work yourself.

cinder iron
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Heh xD

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@floral heart call hit in what sense? Simulate a hit?

floral heart
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So I assumed. Using a line trace.

cinder iron
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Well hit gets called on BP whenever it does

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But as far as I recall force a delegate on Hit is not possible on BP's

fathom elm
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So anyone can help out with issues related to profiling? ๐Ÿ˜„ Namely got no idea what the hell is going on in the profile

cinder iron
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Have you seen Epic videos about profiling?

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Those are very divulgative and you will get a good chunk of it

pallid compass
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Is there a guide line sort of list for texture sizes anywhere?

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like

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Chars X MB, grass X MB, small scenary X MB

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just a good general idea

fathom elm
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To be honest, I'm pretty sure I did not see them. The problem is, I'm looking for a very specific issue, and going through the videos would take a huge amount of time, when I'm already a month late with this issue ๐Ÿ˜ฆ

keen birch
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@fathom elm Just ask whatever you need to ask

livid haven
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@cinder iron "divulgative" - I don't think that's English. :X Or if it is present, it's super archaic.

keen birch
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If people can help they'll help

livid haven
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I mean, I can figure out what you mean from context clues, but it seems to be Italian?

keen birch
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Well

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'To divulge'

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That is English

floral heart
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"divulging"

keen birch
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So I guess it's just a derivative of that

cinder iron
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Its archaic english, thing is that I think that word comes from the romanic old lenguage, so the word in Spanish is "divulgativo" very similar to the one in english "divulgative" which means "good resource to learn"

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@livid haven

fathom elm
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Well, we are developing a VR game. It's a multiplayer game with Server sided physics calculation, and client side replay system. It works wonders, and it's smooth as hell. However, when there is an FPS drop, ofc the replay stutters as well. The whole project is set up in a way that it easily pushes 130-160 FPS, but locked to 90 for Vive, ofc. Now there are SOMETIMES huge FPS drops, for the blink of an eye. Like if I wasn't playing back the recorded video frame by frame, I wouldn't have noticed it. Frame Render (using stat UnitGraph) goes from 10-11ms to 21 for a split second, and then goes back. And we cannot figure out what's causing this, even after recording a StatFile

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The times increasing are GPU and Draw (pretty much both the same amount)

keen birch
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Well

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If you don't notice it unless playing back the recorded video frame by frame

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Is it really that much of an issue?

cinder iron
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Check out Robo recall epic livestream when they speak about performance @fathom elm

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They drop some tricks as async programming

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That might be useful for you

livid haven
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Yeah, that makes sense. I figured it was related but couldn't actually find the term defined online, as an English word. Fair points.

fathom elm
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Yes, because it's so fast, that actually watching the FPS counter, you cannot see it decrease, but since it's physics driven, the velocity drops if there is a stutter. Hence the robots (that are moved via physics) need time to regain velocity, and it's really really visible.

livid haven
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@fathom elm I can't walk you through the whole profiling process, but I just do a capture using the Profiler tab of the Frontend.

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Reproduce the hitch.

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Tell it yes, save the thing locally, yes, open it up

fathom elm
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I got the Frontend fired up here, as well as the file but it's not telling me much

livid haven
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Look at the linegraph for frame time, click on the frame where the time was highest, then look at the "callstack" below.

cinder iron
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And drop down list festival

livid haven
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Yep

keen birch
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Ever considered fixed timestep?

livid haven
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Huge tree of threads and their "callstacks" (not real callstacks, just what is made available to the profiler).

fathom elm
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Yeah, the Hierarchy is what I got no idea of ๐Ÿ˜„

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A huge ass drop for example looks like this

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So far I got that Red = Bad. ๐Ÿ˜„

livid haven
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Huh, so some kind of file transfer seems to be taking the most time. Weird.

cinder iron
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Just extend the big red papa and see where that is coming from

livid haven
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I almost always ignore anything other than Game Thread

fathom elm
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"CPU Stall. Wait for Event"

cinder iron
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Oh yeah booting up the profiles takes a good boing xD

keen birch
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'-'

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How much time is that CPU stall taking?

livid haven
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Super not familiar with FFileTransferRunnable

fathom elm
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45.987ms for the stall

livid haven
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I am familiar with FRunnable which lets you basically create a class to do some async work on another thread.

keen birch
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So my guess is

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SOmething's happening in another thread

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And it's taking ages

livid haven
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It's definitely the FFileTransferRunnable

keen birch
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And CPU0 is casually waiting for that to finish

livid haven
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That's what the profile is calling out.

keen birch
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So it can continue its work

livid haven
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Actual gameplay code is taking less time than whatever is happening with that file transfer runnable.

keen birch
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You guys using media textures or anything like that? @fathom elm

livid haven
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But, as for who/what code is initiating that FRunnable? I don't know. Perhaps some of your own code is doing that? Or maybe it's some engine code triggering that?

cinder iron
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Looks like it

fathom elm
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Well we did no manual Async code as far as I can remember

keen birch
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I'm thinking some mysterious engine code being triggered for some reason

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If only because that'd probably be the first place you would look for CPU stalls if you did async stuff yourself

fathom elm
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We got Media Textures on the AdminUI which is not present in the game at the time of the recording

cinder iron
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What ticking operations are you doing?

keen birch
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Not present as in not visible

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Or not present as in not in the level

cinder iron
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Is it triggered by an specific Gameplay event

keen birch
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Because media textures are (or used to be) batshit broken for CPU usage

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For no apparent reason

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Causing mysterious stalls

fathom elm
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Widget created, not added to viewport

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But it's just an image of the character, nothing fancy

keen birch
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See if it happens if you don't create the widget

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Well yeah, playing an mp4 isn't anything fancy and still takes 70% CPU on a quad-core

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(Again, that used to be the case, never really looked at it, maybe they fixed that)

fathom elm
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Will check

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Just for shits and giggles, let's say that's not the issue. Where should we start looking next?

keen birch
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Good question

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Does it happen in standalone too?

fathom elm
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Timers? Ticks?

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Yeah in standalone

keen birch
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I'd say timers

cinder iron
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Okay hold on

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Are you doing linetracing?

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In any sense?

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Sphere tracing ect...

fathom elm
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Will do yes, but afaik, right now it's not implemented

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As for linetrace

cinder iron
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K then not researching Matter

keen birch
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Maybe sort of relevant

cinder iron
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If you dont trigger any timer/gameplay event does it still happen?

keen birch
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So thread is waiting for gpu is waiting for game thread in their case

cinder iron
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Do "stat unitgraph" to have a live action graph to what is going on so you will have something in your face showing you numbers

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If one of the three numbers excedes the rest is that you've got a nice bottleneck

keen birch
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He can't see the numbers though because it's too fast

fathom elm
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Replicating a variable based on a timer could cause issues like this?

keen birch
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Possibly?

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Not sure, not enough experience with that sort of thing

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But it could be

cinder iron
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Does the issue persist on the server?

fathom elm
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Because the server is replicating the states every 250ms for the physics driven actors

cinder iron
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Server (client)

keen birch
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Try disabling it and see if the problem remains

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Or set the replication to be e.g. every 2000ms to see if that's better

cinder iron
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If the server runs fine but the clients arent then that variable is the problem

fathom elm
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Problem with that, is they have a really well calculated force-driven movement, and increasing the rep timer would cause the robots to reach the last target before they get their next state from the server

cinder iron
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Also as a reminder, transform operations are heavy to do on BPs so if you are doing any kind of interpolation have that in mind

fathom elm
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It's done in C++

cinder iron
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Okay then

keen birch
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Doesn't matter for debugging purposes though, right?

fathom elm
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We've had enough issues with BPs as it is, no need for more pain ๐Ÿ˜„

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Well if they reach their target, and have to wait for the next one to arrive, they are stopping there, so essentially we cannot see if they stopped because of a lag or because of the new state being late

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And scrolling through 5-10 minutes of recording frame by frame would take years ๐Ÿ˜„ (I might have exaggerated a bit)

cinder iron
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Dont record more than 20 seconds jesus

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XD

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I would say a minute max

fathom elm
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5400 frames, here I come! ๐Ÿ˜„

keen birch
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Enjoy โค

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I'm going to sleep

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Can one of you two tag me here so I can read this back?

cinder iron
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Me 2 I'm done today xD

fathom elm
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@keen birch

keen birch
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I want to see if you figure this out and what it'd be

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Thanks, good luck ๐Ÿ˜›

fathom elm
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Thanks for the help! Won't forget to drop the bomb here in case it gets solved ^^

keen birch
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1:30AM now

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Meant to go to bed three hours ago

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;-;

livid haven
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Good luck, man.

cinder iron
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Timezone frieeend!

livid haven
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And good night to you Goosey.

keen birch
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o7

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Where'd you live? @cinder iron

cinder iron
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Spain

keen birch
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Holland

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We've had this convo before

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xD

cinder iron
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I think

keen birch
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Aaanyway

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o7

cinder iron
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Aaaanyway

fathom elm
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1:30AM here as well, but you know, being a programmer is like:

Eat
Sleep
Code
Repeat

cinder iron
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good night all haha

keen birch
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Slode

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That works

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Slow version of coding because you're kinda asleep

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Sl-ode

fathom elm
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Slow coding is better than no coding! ๐Ÿ˜„

keen birch
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Slow-de

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xD

gleaming shore
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How can I make something "keep doing whats its doing" while in a box, I have an on component begin overlap which only works when i leave and re enter the box, there is no while overlapping

livid haven
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For basically anything where you have some kind of begin/end events but no "while":

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On Begin: Set some bool true

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On End: Set that bool false

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Tick: Branch on that bool, do the thing.

fathom elm
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@keen birch Increasing the rep timer seems like to have solved the issue. We will keep experimenting with it

light thunder
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Can someone advise the proper way to delete HLOD's? Do you jstu use the HLOD indow and delete clusters? Does that automatically remove the LOD actors from the content browser?

coral holly
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can anyone help me figure out why rotation snapping on divisions of 360 doesn't work with 5.625?

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been building an environment using rotation snapping and I only ran into a problem when I went from 11.25 degrees to 5.625 degrees

livid haven
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Not sure what you mean precisely.

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Definitely seeing 5.625, which is half of 11.25, in both cases.

coral holly
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in ue4 there is a gap

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in maya there isnt

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I think its an issue with ue4's values

livid haven
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Hmmm

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Well, it's not a floating point error, or at least not an obvious one

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IEEE-754 can, in fact, store both 11.25 and 5.625 with perfect precision

coral holly
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yeah, it seems to snap at 5.63, but I don't want to continue with that haha

livid haven
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Hmmm

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What makes you think it's at 5.63?

coral holly
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I maunally tried different values and that was the closest thing to a perfect snap

livid haven
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Humor me, try viewing it in UE4 with the wireframe view mode

coral holly
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yeah, still a gap

livid haven
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Hmmm. Interesting. Not really sure what's up with that.

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Maybe the pivot point is slightly different?

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It could still be a floating point math issue somewhere along, who knows where, but I'm not very confident in that answer. :X

coral holly
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if the pivot point was at all off, it would be even more messed up

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that's whats strange to me

opal hornet
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hey so cpp noob question. if i avoid the bp struct bugs by making USTRUCT(), can it still be of BlueprintType?

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asking here because of the discussion from earlier

livid haven
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Absolutely.

opal hornet
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would that avoid the bp struct issues?

livid haven
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Native structs with USTRUCT(BlueprintType) can be used identically to UDSes.

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Pretty much

opal hornet
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cool

livid haven
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That said, any time you have stuff exposed to reflection, it bears remembering that you must be precautionary with changing the names of things.

opal hornet
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How will i know when its too late to rename?

livid haven
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Any time an asset (like blueprints) references something from native code, it does so by name. If you save that asset and go change the name of that thing in code, the asset will be somewhat broken.

opal hornet
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but it should be reversible right?

livid haven
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For some definition of reversible - the references are saved by name. If you change the native code and fire up the editor and open the asset, the asset may be broken in some way, but until you actually save the asset again, the reference is still there.

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Once you save it, yeah, that reference will be cleared because it's invalid.

opal hornet
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btw im completely new to cpp. Does the USTRUCT() have to be made inside every class that is to use it or can it be its own asset like the bp struct?

livid haven
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A lot of subjects involved here

opal hornet
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i see

livid haven
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You ONLY need USTRUCT() on a struct if you need to expose it to blueprints (using BlueprintType) or if you're going to make properties UPROPERTY() anywhere using that struct type.

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Otherwise, no.

opal hornet
#

well the reason i need to make a cpp struct is because the bp structs are currently too fragile, especially with nesting, defaults, updating, etc

livid haven
#

It's possible to get a lot done somewhat wrecklessly without really understanding the underlying systems in UE4 while using C++. Worth nothing.

opal hornet
#

Im just trying to avoid broken structs lol. Currently, my setup depends on it heavily.

plush yew
#

Figured i'd contribute to something needed.

cloud latch
#

hi all, so no idea what the right channel to ask this in. Where abouts in the editor can I find what's going on with attachments? I've got some components attached to other components in the same actor, which is stopping me from building, but they're persisted in the level so I'm having trouble tracking it down based off the error message.

torpid sage
#

hey uh how do you open a asset? my friend sent me a asset as a file so i have no idea how to open it up in ue4

grim sinew
#

Drop it in the content folder

frail robin
#

hey guys,
any idea how to deal with non uniform scale of a character ?

main character of my game has non uniform scale(1.2 , 1.2 , 1) (otherwise, it will look so thin) dont want to change the rig now, as lots of animation has done according to this scale..

right now, problem is, if i attach some object to character hand (wrist bone socket) , and move it around , object will not rotate perfectly... it will keep sliding slightly ..

any idea how to fix it ?

p.s: i know its not recommended to use non uniform scale to rig, looking for alternatives right now ..

#

not a weight paint issue ... working perfect on uniform scale (1,1,1)

vale osprey
#

Scale objects that you attach by 1/1.2, 1/1.2, 1

#

Aka inverse scale of what parent have

frail robin
#

I'm attaching object to character hand in a way , they are not changing their scale ...

character scale not affecting the object scale

#

if I attach something in Blueprint Editor , that will get scaled according to character ...

since I'm picking objcets dinamically , its not affecting

#

@vale osprey

hoary brook
#

Anyone know why a lot of things don't work in standalone game? Trigger boxes for example

cinder iron
#

That's not...

#

I mean if you do spline meshing on Construction script (the C++ equivalent) on 4.16, when you ship the game the mesh wont be there

#

So between standalone, pie and shipped unreal's YSWYG is not relatable

#

You need to make sure you are not using EDITOR exclusive scopes

#

But even though if its a bug be sure to report it

#

I found a bit disturbing my problem with the spline meshes

#

Had to redo all the code

vale osprey
#

@frail robin scale still effects things like position vector transformations.

#

There is no such thing as โ€œpickingโ€ objects. At the end it will be either an attachment, a position update on each tick or physics handle/physics constraint

north nova
#

is the source code from git stable enough to run

#

need it for a project

#

cant be having it crashing every few minuites

cloud cobalt
#

If you're working on a real project, you should use releases (whether from the Git repo or the launcher)

#

Each release has a Git tag that matches

north nova
#

its a college project

#

like i set it up following there instructions about it but i was just wondering cause i did here that it can crash quite often

cinder iron
#

Crashing? Git?

#

What crash are you getting?

north nova
#

the project from git

cloud cobalt
#

@north nova Just use a release from the launcher

north nova
#

im not crashing im only launching it yet

cloud cobalt
#

If you use Git, be sure to checkout a release tag

cinder iron
#

Oh the ue4 project,,,,

north nova
#

yes

latent roost
#

the "live" UE code on git might contain unstable features, but the releases on git should be as stable as the launcher releases

north nova
#

ah ok

latent roost
#

in other words, download the release instead of pulling from git

cinder iron
#

Omg I understand now your question, yes use releases

north nova
#

the only reason i downloaded it was because there was some shader stuff i have to change from blueprint to c++

cinder iron
#

You can download the zip straight away

north nova
#

ya i did download the zip file

#

i didnt do a pull on it

cinder iron
#

Pick 4.18.x release

#

Thats should be stable

north nova
#

iv got the 4.18.3 release

#

it seems to have launched alright

cinder iron
#

Okay gl then

north nova
#

alright thanks guys

warped topaz
#

Hello guys! I was working on an unreal project earlier on and wanna pick up again. Want to make it rather realistic, it'd my first serious (kinda) unreal project, would love to hear your thoughts and suggestions. I'll post it when I can.

keen birch
#

Running into a bit of a pickle here

#

Spawning an actor, the location at spline point is a proper location, setting the actor loc to that location, print actorloc returns 0,0,0

#

So for some magical reason I'm not allowed to set the actor's location

#

Actors spawn, location input is correct, actor output is valid...

#

I really don't know what's happening here

#

Just realized something

floral heart
#

Why are you setting its location instead of spawning it at that location?

keen birch
#

Could it be they're spawning in another persistent level which is bugging out?

#

Because debugging - it didn't work when I spawned at that location

#

So I was wondering if setting it afterwards would work

buoyant mesa
#

hi is there some default name for unreal armatures?

#

I mean does it matter if its named metarig or armature?

#

alright I found my answer it does matter

floral heart
#

There used to be a bug where your root bone would be the armature's origin and name when importing a skeleton from Blender. They've since fixed it, supposedly, but I haven't had the pleasure of importing anything since.

buoyant mesa
#

if you name it as "armature" unreal fix douple root bone problem we had previosly

#

yeah you are correct everyone just name it as "armature" and you save lot of frustration ๐Ÿ˜‰

floral heart
#

If that means I can use it in the 'bugged' state, I'm happy. It seemed manageable.

frank escarp
#

"armature" is the default name

#

the thing is, how do you do root animation?

#

i havent tried since they did that change

#

man cant wait till gltf for animations is done

#

trying to import/export animations from blender is such a total pain

buoyant mesa
#

Do you have root bone in your armature?

#

I'm using blender too and if you have correct skeleton hierarchy with root bone and armature named correctly with world unit scale settings 0.01 metric it works like charm

frank escarp
#

axis orientation was also a pain

#

and bone size

buoyant mesa
#

but you gotta remember to apply unit scale inside blender first before you start rigging

frank escarp
#

bad bone size means that it goes to shit

#

when doing physics

#

getting everything right is finniqy

#

good scale, good orientation, root motion working as it should, and bone size being correct

#

thats why im hyped for glTF animations

#

glTF has everything in meters and in one axis, so there is no need to fiddle with scales or orientations

#

wich fucks the anims

#

it will be the correct settings every time (already works like that on static meshes)

buoyant mesa
#

yeah its alot to remember, my workflow currently is modelling like normal, when I start to rig I first make sure I have correct unit scale (0.01) and scale my mesh after to right size. Then you gotta apply scale (ctrl+a) and then you are ready to start building rig but never ever scale it in object mode ๐Ÿ˜‰

frank escarp
#

i always have to spend a while testing to get the correct settings

buoyant mesa
#

I also hate alot that when you set unit scale to 0.01 inside blender you have to deal with clpping distances....pain in the ass

floral heart
#

You can change the clipping distance. Still, small things weird out if you send the far clip to 100 meters.

frank escarp
#

thats usual, you need to change min clipping too

#

there is only so much precision to work with

#

ue4 actually uses a reversed z depth

#

to have more precision near the camera, but less at the distance

buoyant mesa
#

exactly its never good enough in that unit scale you start to see backface wireframe when zooming close or you start to clip too close if you have set it to too less

frank escarp
#

i dont know about blender

#

i know GL default is the opposite

#

there is more precision at distance than up close

buoyant mesa
#

but I think they fix that with blender 2.8

frank escarp
#

yeah, blender 2.8 reworks all the graphics

digital anchor
#

how is the roll calculated at a spline mesh? in the spline its 0-360 but in the spline mesh it seens 6.3 does a full revolution

#

i had to multiply by 6.3 and divide by 360 to get the correct roll

frank escarp
#

@digital anchor pro tip

#

Pi number is 3.14

#

do you see where that 6.3 number comes from?

digital anchor
#

ohhh

#

its smoother now

#

thanks :D

loud phoenix
#

Is there a way to clear all console commands used that are cached?

keen birch
#

In the outputlog in-editor, right-click, clear log

#

Besides that, don't think so

#

Anyway, I'm looking for a few people that are interested in the development of open-world games with a large amount of nature-y scenes. I'd like some testing and feedback for my current foliage spawning system as I need to start wrapping up a paper about it for school

#

Drop me a PM if you're interested

hazy lynx
#

Hey guys!

I'm wondering what do I have to do to get those handy options on .uproject rightclick menu (set engine version, generate visual studio project files etc) when I build the engine from source

#

I installed epic launcher but that does not do the trick. Do I need to install a pre built engine to get those optinons?

plush yew
#

Can I please get an invite to this server?

#

oH nevermind

plush yew
#

hey any wise super masters here?

#

I was thinking what would be the economical way to make cubes appear when player goes near them. like make a whole house of cubes just by running around some perimeter? I dont want to trigger /on overlap thing because it would take so much time

#

hide them based on distance?

#

but i want them animated to appear

#

then animate them while they appear

wary wave
#

do it in the material shader

plush yew
#

and that doesnt help that if im in some parts of the house long away the cubes get disappeared again if based on distance

#

well think about how you want to hide them

#

and when you want them to be visible

keen birch
#

Masked material, multiply the opacity mask which varies per cube depending on distance, nice cuby transition

plush yew
#

nahh

#

I need them to move

keen birch
#

Enjoy using distance-calculations and then having all the cubes manually animated to get into position when the distance threshold is triggered, then ๐Ÿ˜›

plush yew
#

exactly what i was doing

#

I wanted economical approach

#

but i guess no mister master super duper hacker blasters here to help me

grim ore
#

Anyone have any experience with the new Material Layer nodes in 4.19? Trying to find a practical use for them in real life that I could use to learn from. IE: Here is why you would use them when making X material(s)

kindred viper
#

there are artists in the graphics chan that should be able to help @grim ore as material layers are not a new thing to them, they are in a few artists apps

faint cedar
#

Has anyone worked with BP structs that have arrays in them? More specifically, modified arrays inside structs.

kindred viper
#

yeah

faint cedar
#

Or more specifically, will it work with just "drag ping from array and add to it"

#

will that modify it inside the struct or will it create a copy

kindred viper
#

no that works as a copy iirc. You need to set the member in the struct with the array

faint cedar
#

blargh

opal ocean
#

Ok. Right now player controls 2 pawns. One of the pawns carries an item that has an "aura" that provides an effect in a range. Previously, I had it check for an "aura" when it needed to, such as during a defense check to see if it had bonuses

hoary brook
#

Hey guys

#

I need serious help

#

If a umap was created on an older version of unreal, let's say 14.6, could it still be opened in the latest version?

opal ocean
#

but now I want to know at all times if theres an aura, so I can display an icon on the HUD. So I'm thinking to do a OnOverlap, better to do the OnOverlap on the pawn, looking for all Auras, or on the item, looking for pawns?

keen birch
#

@hoary brook Depends, but generally, yes

#

Older to newer is generally fine, though there may be (minor) issues, or not-so-minor issues if the version gap really is that big

#

New to old will kill everything

hoary brook
#

Oh good

#

A few months ago there was a modkit released for Hello Neighbor (Yes, hello neighbor, don't judge me.) and there will be an update soon updating the modkit to the latest UE4 version, me and a few friends have been working on a huge project so this is good news.

kindred viper
#

my son loves hello neighbour. Hes got a couple of hundred hours on it so far. I dont get why people put it down really.

hoary brook
#

Honestly the full game is kinda crap

#

rushed

#

I even play the first ever demo more than the full game xd

#

but the concept is great

kindred viper
#

most games are rushed though. I dont mind it being buggy or having unreal errors blatently in the game still. It's fun

hoary brook
#

Yeah I suppose

#

Too bad there aren't many people who knows their way around Ue4 in the HN community

opal ocean
#

๐Ÿฅ“ ๐Ÿ‘‹

hoary brook
#

little jumpscare thing I did in the Menu

tropic pilot
#

is there any tutorial on setting up physical asset for a character from scratch? i've tried to fix the Mixamo character physics asset so it work's like the ue4 mannequin but failed :/

kindred viper
plush yew
#

what the hell is a manipulator?

opal ocean
#

No thoughts on my "Aura" or area of effect?

grim ore
#

a manipulator in terms of UE4? it's possibly the gizmo you use to move/rotate/scale a selected item.

cloud dawn
#

Guys i have a question

#

Can i animate 2d textures in unreal or like the uv offset without a panner node method

#

I have 2d eyes on this character, and i want to move them around by offsetting the uvs

#

In maya i used the 2dplacement node and offsetting uvs to animate the eues, but idk if i can export the 2d texture anims to Unreal baked ready for a final build and render.

plush yew
#

Noob question: How do I make a character be controllable ( not the actual mapping out keys just so the engine recognises it as the character )

mint raptor
#

Is it possible to swap player controllers at runtime?

wary wave
#

why would you?

#

I mean it's not impossible, but there aren't many good reasons for it

unreal shore
loud phoenix
#

Any reason why opening up a clone of my project in a newer version gets rid of a lot of my materials etc.? I set up a bunch of dynamic material instances and they're all gone along with the materials themselves.

gleaming shore
plush yew
#

You could use a Material Parameter Collection instead of a regular parameter

#

Although it would only work if all objects need to have the color changed at the same time

gleaming shore
#

Yes thats exactly what I need, thank you

fathom elm
#

@keen birch We actually removed the timer, and doing tick with custom timestep, seems to have fixed the issue ^^

keen birch
#

Awesome, congrats ๐Ÿ˜„

gleaming shore
#

Is it possible to somehow automatically update a plugin? a plugin I really want is 1 version behind

grim ore
#

If you have the source you can, if not ๐Ÿ˜ฆ

gleaming shore
#

I do! how can I do it?

livid haven
#

Miscommunication. Automatically? No, not quite.

#

Manually? Most def.

#

Assuming you mean that the plugin was built for a previous engine version, all you need to do is build the plugin again, which should happen automatically if it's out of date AFAIK.

#

If the plugin's source code has errors when building against the new engine version, those must be fixed.

#

Manually.

keen birch
#

It's either two clicks, or a few clicks and a bunch of typing for fixing errors

#

Generally plugin compile errors from version to version are really easy

livid haven
#

Aye

#

If it's some undefined function or variable, they've probably been renamed to something somewhat similar.

#

Stuff like that.

#

Or maybe an added argument.

keen birch
#

^

#

Or just changing the uclass properties

#

That's the most common one in my experience

livid haven
#

While I'm loathe to offer manually walking through stuff instead of teaching, if you can't figure it out try asking for help in #cpp.

#

Most likely to be a trivial thing to walk you through.

keen birch
#

^

#

They've done it for me more than once

#

Either's fine, really

livid haven
#

Didn't know about that one, but yeah, either works. I doubt there'll be anything specific to plugins, it'll likely just be generic C++ compilation errors.

#

#cpp probably has a broader audience (that knows how to help with the errors you may encounter)

dusty cypress
#

Heyo! Tech here. Are there no free textures on the marketplace?

#

I thought they atleast had a free grass texture.

#

Am I wrong? Do they only set prices and disallow free items? New to this engine here and I can't seem find anything on the marketplace.

#

I am used to Unity, that's where I come from. xD

floral heart
#

There are free things on the marketplace. Mostly Epic's projects, which contain many assets including textures.

dusty cypress
#

I can't find a single thing.

#

Besides $100 grass stuff.

#

Unity has a bazillion of free high-quality grass textures if setup right unless Epic Game's category searcher is setup wrong or authors don't categorize their items right.

#

Not sure lol, you think you can link me?

weary basalt
#

Check out the InfinityBlades assets

#

They are free high quality from Epic

floral heart
#

You have to choose a category before the filter option shows up.

dusty cypress
#

I chose texture

floral heart
#

And then you can filter by price.

dusty cypress
#

And environment

#

Ye then I chose Free

#

Weird lol

floral heart
#

There are no free texture only projects.
Try other categories.

dusty cypress
#

Hmm okay.

#

Are there any free asset projects that at least have animated grass?

#

Or is that Infinity Blades as DevilsD recommended?

#

"Infinity Blade: Grass Lands" ?

weary basalt
#

Go and get InfinityBlades. Its free. It has 3 packs total

dusty cypress
#

Gotcha mate

weary basalt
#

From memory

dusty cypress
#

Thank you

#

I was wondering for a second why I couldn't find anything free

#

When it was recommended as the top engine on multiple sites regarding the marketplace

#

I can find some now, thanks.

weary basalt
#

Just cause stuff is free doesnt mean it will be good. Even if its hoghly recommended.

floral heart
#

The engine is good. I suppose. The marketplace is still immature.

weary basalt
#

I more meant marketplace stuff, the engine is amazing in my opinion lol

floral heart
#

If only they curated it as well as they claimed to.
I find it silly to distribute models and textures with the Unreal-only licensing attached, but that's just me and my royalty-freeloading desires.

weary basalt
#

The marketplace in my opinion is in disarray. Its become the bastard child side project for Epic. They just dont seem to give an shit about it.

#

From an buyers and sellers perspective its horrible

dusty cypress
#

I wish there was more marketplace stuff, like free

#

Used UE in the past

#

I think I used Unreal Engine 3

weary basalt
#

Free assets might seem like an good idea in principle but in practice (which is whats happeneing now) low quality low priced assets just drags the overall quality of content on the marketplace down even further.

muted minnow
#

@weary basalt I don't have much to compare it to, but I've found I really like the UE4 Marketplace... can you expand on why you think it's horrible?

weary basalt
#

The main idea behind the MP was to curate high quality stuff

#

@muted minnow The search tools are so minimalist and missing simple features they are painful to use.

muted minnow
#

@weary basalt Yeah, I agree, searching is a pain. During the most recent two big sales that Epic had I spent a lot of time scrolling through the content to find everything.

weary basalt
#

Anyone can comment on packs creating false and even bad comments to ruin packs ability to reach an audience genuinely

muted minnow
#

On the other hand... I got like $1k worth of marketplace assets for $300, so I was scrolling like a mofo.

keen birch
#

Yeah the marketplace is a goddamn mess

floral heart
#

The problem is that the categorization is awful. I don't mind a marketplace having low quality stuff, or easily spammed stuff, so long as it can be easily separated from the good stuff.

This is a general problem with marketplaces, of course, but it's a particular problem in this case because it's theoretically easy to buy something that's near useless for your purposes.

As opposed to Amazon where your intent is to buy something useless to begin with.

weary basalt
#

Sellers have to MANUALLY search all their packs for new comments. There is no way to be notified AT ALL when an new comment is made

#

The review system is in complete shambles. Reviewers make up random rules and personal approaches to asset guidelines which makes it impossible to not have your pack be rejected multiple times.

#

The list goes on mate.

#

The MP lacks basic features and its nearly 5 years old

#

Epic takes 30% from every sale and Sellers dont get listened to when giving feedback on critical issues that were brought up during its inception.

#

Its horrible.

keen birch
#

Buyers can refund for no apparent reason an Epic will not communicate with sellers about it. It won't inform them about the fact that there was a refund, let alone the reason for it

weary basalt
#

I stopped all development on my packs and i dont update them anymore either. Its not worth my time.

keen birch
#

What kind of packs did you do?

weary basalt
#

An few spawning packs and an gametypes pack that i never fully finished cause of how rediculous the review process became (it was still released i just dont update it anymore)

silk torrent
#

What's the easiest way to disable motion blur in a camera component

weary basalt
#

Disable MB in the Render settings project wide? ๐Ÿ˜ƒ

tropic pilot
#

anyone good with mixamo characters?

silk torrent
#

thanks @weary basalt

#

One other question I had: for a top down game, the initial project has the camera has a component of the character and the camera follows the player around

#

if I am wanting the character and camera to not influence each other's location, do I have to make them separate actors?

#

or is there a way I can get the character to move without updating the camera location

weary basalt
#

By default your PlayerController has an Camera. So your Character doesnt need to have one attached to it. You can just use the Controller they are able to move independently

silk torrent
#

do you mean use the controller as the camera?

weary basalt
#

Yes

silk torrent
#

Gotcha, so in generall in unreal, if you have an actor with components attached and you give these components their own locations, moving the underlying actor will move all of the components?

#

since they are positioned relative to the actor?

livid haven
#

In truth, it goes like this

#

Actor Components (base type of component, bare bones, doesn't have any kind of 3D spatial information, no physics or graphics or collision or any such)

#

Scene Components (introduces 3D spatial information, a transform)

#

Primitive Components (introduces rendering/collision)

#

An Actor is made of Components

#

An Actor has exactly one, root scene component

#

(Primitive components are a subclass of Scene components)

silk torrent
#

the root scene component gives the actor it's 3D information?

livid haven
#

So all of the scene components that make up an actor are either the root component or attached to the root component, directly or indirectly (through a chain of other components)

#

Exactly.

#

The root component must be a scene component (or subclass of) and that is actually what gives the actor any kind of 3d spatial information.

unreal shore
#

God damm.. ;-;

#

3ds max is so much expensive

livid haven
#

Legit, if you look at the source code for GetActorLocation, it just asks the root component for it's location.

#

This is also why you cannot translate, rotate, or scale the root component of an actor.

silk torrent
#

I thought you could do stuff like AddActorWorldOffset

#

doesn't that translate the location of the actor?

livid haven
#

AddActorWorldOffset is just some fancy shortcut for sliding an actor along some direction until it hits something, in world space.

#

It does translate the location of the actor, which in reality is just translating the location of its root component.

dusty cypress
#

Uhh why does SteamVR & Oculus startup for no reason when I open up Unreal Engine

livid haven
#

Check your project's plugins.

quasi lake
#

A small question

#

What language of server would you choose for a smart phone game?

silk torrent
#

@livid haven little confused on the last statement. You said you cannot translate the root component of an actor but then you said that function is translating the root component

livid haven
#

Ah, I see the confusion.

#

If you open a blueprint for an actor.

#

And select the root component

#

You can not translate, rotate, or scale it.

#

Because there is nothing to translate, rotate, or scale relative to. When you have an instance of an actor, then you are translating/rotating/scaling relative to the world or whatever that actor is attached to.

silk torrent
#

Ah I think I see. I'm only doing C++ for the time being, and I'm assuming since most of the time I'm dealing with an instance of an actor, I'll always be able to transform it

weary basalt
#

In the context of an World sure you can translate it where ever you like. In the Context of itself you cant translate it lol

livid haven
#

Correct

silk torrent
#

Ah gotcha gotcha, thanks for the explanation

glossy flame
#

@quasi lake for the most part, just use what you're comfortable with ๐Ÿ˜ƒ

dusty cypress
#

@livid haven Thanks, I found the plugins and disabled them

glossy flame
#

Personally, I would choose something like Go since it makes concurrency super easy (a big draw for server applications), but if you know a certain language, that's probably your best bet

quasi lake
#

I heard c/c++ servers are a bit more complicated

#

Emm I love java most

dusty cypress
#

Yep

#

lol

quasi lake
#

Because my project wont be a giant online mmo

#

I just need server to record some simple data

#

Like character level,items etc

silk torrent
#

Python could take care of that

quasi lake
#

Pure python server?

#

Yeah I heard this sometime before

#

Sounds good

dusty cypress
#

Can I use Infinity Blade assets if I were to let's say release a game?

frank escarp
#

@quasi lake Rust actually has some SWEEEET server libraries

#

like really damn awesome ones

#

but Rust is super hard

#

as a lenguage

weary basalt
#

@dusty cypress yes.

quasi lake
#

Wwww would you like to share it?

weary basalt
#

As long as its built with Unreal

frank escarp
dusty cypress
#

Cool

quasi lake
#

๐Ÿ˜€

dusty cypress
#

I am surprised by how much space it takes up.

#

The Grass Lands pack.

#

And I'm saying it's not a lot lol

frank escarp
#

i mean can you look at this shit

quasi lake
#

Wow never heard this before

frank escarp
weary basalt
#

@dusty cypress Its optimised for Mobile

quasi lake
#

Looks like html or basic

dusty cypress
#

Oh that makes sense.

frank escarp
#

lol, nothing of the sort

dusty cypress
#

What's the primary coding language for UE4?

frank escarp
#

this is one of the most complicated lenguages right now

dusty cypress
#

That most people use?

frank escarp
#

but it has some sweet stuff

dusty cypress
#

Time to learn hehe, I just know a bit of plain Java and that's the only language I attempted to learn.

frank escarp
#

this is the website of the lenguage

#

the other thing is the web library

dusty cypress
#

That most people use for coding here at UE4?

weary basalt
#

C++

dusty cypress
#

C++? Ight.

#

Are there good programs that have their own C++ editor?

#

Or support the language?

quasi lake
#

Why,what's the necessarity

dusty cypress
#

Me?

quasi lake
#

Yeah we have visual studio

dusty cypress
#

Ah, I don't know what program to use

#

Ah

#

Wait don't you need to pay for that?

frank escarp
#

no

weary basalt
#

Visual Studio is the ideal IDE

quasi lake
#

Hail Bill gates

dusty cypress
#

I thought it said my subscription ran out or something

#

Unless I am talking about something entirely different lol

#

Thought it was Visual Studio

weary basalt
#

There is an Community Edition

dusty cypress
#

Ohh

#

Right, yeah.

#

I am using some trial version I suppose?

#

Dunno

quasi lake
#

Community Edition is free

#

And full features

dusty cypress
#

Wait does it come w/ Windows?

#

I don't remember getting the software

#

Oh right Microsoft releases the builds

#

Is the language easy to learn if I know Java?

pallid compass
#

kinda but not really

dusty cypress
#

Or at least some ideal knowledge

#

Alright I'll check it out

quasi lake
#

Java is super easy

pallid compass
#

u will see some similar things

dusty cypress
#

I love Java

quasi lake
#

My favourate language

weary basalt
#

Java holds your hand C++ does not

dusty cypress
#

Yep same here

livid haven
#

C++ is not easy to learn. It certainly helps if you know another programming language already, especially an OOP-ish one.

silk torrent
#

If you know Java there's little in the way of stopping you to learn C++

livid haven
#

For one, C++ hails from a much, much, much older era and it has a lot of legacy about the way you even have to write it.

quasi lake
#

Usually what data carrier would you use to exchange data between C/S?

#

JSON?XML?

silk torrent
#

Json is more modern

livid haven
#

JSON is also more concise and easier to parse.

quasi lake
#

true

dusty cypress
#

Okay good Vatyx.

silk torrent
#

But protobufs are better if you don't need your data to be human readable all the time

dusty cypress
#

I know a little Java so I guess I know how some things go? Got no knowledge with C++ so maybe some things are a little familiar?

livid haven
#

While knowing Java helps to learn something like C++, definitely expect a big learning curve.

dusty cypress
#

Okay good.

#

And I will lol

quasi lake
#

Oh my first project uses protobufs

livid haven
#

And I do mean big.

dusty cypress
#

What's UE4's other built-in feature? It's not coding, but you like put things into place and link it to other tables or whatever?

livid haven
#

Blueprint

dusty cypress
#

Yes

#

Is that easy?

#

It sounds easy lol

weary basalt
#

Sion lives for BP ๐Ÿ˜›

livid haven
#

It's "easy" and decently capable.

dusty cypress
#

Nice

livid haven
#

It is by no means in any way a replacement or alternative to C++.

dusty cypress
#

Yeah

#

C++ will obviously be more powerful

livid haven
#

It's Mega Blocks or Duplo, compared to C++ being Lego Technics.

dusty cypress
#

xD

pallid compass
#

You can make a game in blueprints, so can you c++ but depending on project c++ would be more optimal in 95% of cases

dusty cypress
#

Yeah

pallid compass
#

maybe 90%

#

I believe the whole of snake pass is in blueprints

dusty cypress
#

I'ma mess with blueprints until c++ really becomes ideal in certain scenarios, right now I'm messing around with the engine and saying hello to the terrain system

frank escarp
#

allways start with blueprints

#

until you are confortable with how the engine works

dusty cypress
#

Then work your way up?

#

Ight.

frank escarp
#

remember Robo Recall is like 90% blueprints

livid haven
#

Yeah, you're fine learning the basics of UE4's frameworks in BP.

dusty cypress
#

Really...?

frank escarp
#

and its a VR game super high performance

dusty cypress
#

I love that game

#

lol

frank escarp
#

you can download it

silk torrent
#

best way to learn C++ is outside of any kind of project or engine

frank escarp
#

and dissect it

dusty cypress
#

Dang

silk torrent
#

and just learning bit by bit

frank escarp
#

its enterely open source

#

in the launcher, modding section

dusty cypress
#

So how does C++ relate to the engine? Is it much different to use it within UE4?

frank escarp
#

best way to learn c++ is to go write your own game engine in C++

dusty cypress
#

Than other places

frank escarp
#

git gud

pallid compass
#

dam that hardcore soluction vblanco ๐Ÿ˜‚

frank escarp
#

(the "go write your own engine" thing is actually for real)

dusty cypress
#

Jeez writing your own game engine sounds hard as hell

#

xD

frank escarp
#

you really increase skills

dusty cypress
#

Like seriously

frank escarp
#

you also will fail quite a bit and probably have to destroy everything you make a few times

dusty cypress
#

I'm wondering how long it takes

#

Years?

frank escarp
#

its the dark souls approach to learn to code

pallid compass
#

Oh vblanco i have a question for you regarding peformance

dusty cypress
#

Oh I see

frank escarp
#

i wrote my own trashy game engine, rewritten 9 times

#

i confirm you git gud

livid haven
#

Yep

#

Ditto

frank escarp
#

its fucking useless btw

#

only renders a few objects and all of that

dusty cypress
#

xD

frank escarp
#

but you still learn

livid haven
#

When I was at university, I tried to write my own "engine" over and over and over

dusty cypress
#

Was it hard?

frank escarp
#

yes

pallid compass
#

Would u class it as bad idea to use two layer blend for general objects in the world? id like to use tiling textures for everything, but is it pushing it even to use tiling textures for objects like say, steal girder, rust layer and a steel layer with a mask to show where rust is?

livid haven
#

And every like month or so, I'd realize "Oh, this works like shit, I can't expand on this, I should have done this differently, restart".

dusty cypress
#

yeah

frank escarp
#

@pallid compass do it, if its bad, go to substance and bake it down

dusty cypress
#

that sounds statisfying.

frank escarp
#

i think unreal can now bake materials

#

for LODs

dusty cypress
#

re-doing everything so many times

frank escarp
#

wich is even better

pallid compass
#

Yeah im trying to avoid baking everything down haha

dusty cypress
#

despite the work you put in

frank escarp
#

keep your fancy material for LOD0, and use cheaper one for LOD1+

pallid compass
#

ooo

#

good idea

#

if ue4 can bake materials down

livid haven
#

Even working on Fortnite, I've reinvented the same systems half a dozen or more times, improving on it everytime we need to make dramatic changes to it.

pallid compass
#

im gonna dance through my room rn

frank escarp
#

writing my own engine is why i can tweak some shader stuff in ue4

#

or i know precisely how ue4 renders stuff

pallid compass
#

Oh?|

frank escarp
#

for optimization

#

becouse a shitty engine is a shitty engine, but you learn how game engines "in general" work under the hood

pallid compass
#

I think when my c++ is better il look in too that, but im not ready for it yet i dont think

frank escarp
#

when i wrote my first "engine" i barely even knew how to use pointers

#

i grabbed Ogre, and a bunch of other libraries (like bullet), and went to make a quake clone

#

and i did make a shitty quake clone

#

steam assetflip level of quality

#

but it tought me a lot about design and made me understand memory well

#

later down the line i went to write my own actual game engine

#

with OpenGL and shaders and stuff

#

thats the one i rewrote 9 times

dusty cypress
#

You write the engines to test your knowledge right?

frank escarp
#

and to learn

dusty cypress
#

Ye

#

Seems very hard

frank escarp
#

to test my knowledge i built a gameboy emulator

#

for the hell of it

livid haven
#

When I did it, I was literally learning this stuff in college in the first place.

pallid compass
#

jesus

frank escarp
#

the gameboy emulator worked, kinda

#

on homebrew it was fine

#

but i did the timing part horribly wrong

#

so no real game actually worked

livid haven
#

I don't do that anymore, but that's sort of cheating because I got to do it for UE4. :X

pallid compass
#

btw how do u bake materials down i ue4? i want to go take a look ๐Ÿ˜‚

dusty cypress
#

Hey guys how do you do overlays? Screen overlays?

frank escarp
#

4.19 i think

pallid compass
#

crap rip

livid haven
#

Overlays in what sense? Like, when a separate application/process overlays?

pallid compass
#

#prayingfor4.19

dusty cypress
#

Process overlays

livid haven
#

Dunno. Probably some OS API hooks.

dusty cypress
#

Ah

frank escarp
#

you mean something like the FPS counter in fraps?

#

thats a direct x hack

livid haven
#

Could probably find tutorials talking about it. I can almost promise you it'll be raw C or C++.

frank escarp
#

essentially you overwrite the "directx" dll of the game

dusty cypress
#

Nah like a HUD*

frank escarp
#

to use "your" directx dll, wich is tricked

dusty cypress
#

That's not normal

livid haven
#

Wait, like a HUD? I'm confused, I asked if you meant like a separate process/application adding an overlay and you confirmed as much

dusty cypress
#

Not sure how to explain it, never did anything like it. Just a general overlay that goes over the screen, like a helmet.

frank escarp
#

thats a HUD

dusty cypress
#

Nothing fancy

livid haven
#

That's just plain old UI.

frank escarp
#

google UMG

dusty cypress
#

xD

#

Ye ye fine

livid haven
#

There's literally a HUD class in UE4, but you would use UMG to make the individual UI elements (called widgets)

dusty cypress
#

And thanks m8

#

UMG?

livid haven
#

UMG = Unreal Motion Graphics

#

It's the framework for designing UI via the editor.

#

Uses blueprints for the logic part, but a WYSIWYG editor for layout and such.

#

Not to be confused with Slate, which is both the actual underlying C++ only framework and system for UI (rendering it, ticking it, managing it, routing input, all of that) as well as the APIs for creating UI in C++.

timid shoal
#

Hello is it possible to migrate CineCamera actor in betwen projects ?

livid haven
#

UMG is the framework on top of Slate.

#

Slate is the machinery underneath it.

dusty cypress
#

Ohh okay

#

I'm probably gonna learn more about this

#

Also, is there a keyboard shortcut to slow/speedup your camera?

#

Without doing it on the viewport?

weary basalt
#

Mousewheel

grim ore
grim sinew
#

lol that lightmap baking error in the city screenshot

#

Right in the middle of the screen

livid haven
#

It's like every other day, when I'm active on here, that I debate whether I need to somehow tag myself as whatever-it-is-I-am-with-respect-to-UE4/Epic/Fortnite.

weary basalt
#

But would that really help? Lol

#

If you want to be Epic Staff i can assign you the roll. Up to you.

pallid compass
#

i dont see the lightmap error am i blind af

#

with great power, comes great responsibility sion

grim ore
#

I want the tag of "Kamehameha"

livid haven
#

Maybe. Like, it might filter the 90% of people who might be like "Let me not be a total shithead about it, this guy might actually a) know what he's talking about and b) worth not being a complete dickhead to".

pallid compass
#

take up your throne sion, its about time

livid haven
#

Not like that.

weary basalt
#

Yeah but the flip side is you will probably get hassled alot more lol

livid haven
#

At the same time, if it takes the "Oh, they've got special status" to decide to not be a dick... isn't it better that they out themselves? It's like people being a dick to the waiter, y'know?

weary basalt
#

Yep

#

It helps to know who those people are lol

pallid compass
weary basalt
#

Inspiring

pallid compass
#

u cant see it, but theres a picture of all us normlies below tagged with Pesents

livid haven
#

I don't know how to read that image, but... ๐Ÿ‘?

pallid compass
#

haha

#

I think you need that title though on serious note

#

the amount of people iv been argue the living crap out of basically anything with you

#

its rather high

#

and im in another time zone so, idk how many i would have missed

livid haven
#

Bah. None of that hierarchy shit. I'm on here to try to help people learn this stuff. I don't like the idea of being tagged specially because I don't want special status. And there are a few other people on here who have that same status.

pallid compass
#

by that i mean the people like, "u wrong i right"

livid haven
#

And Epic devs flying under the radar on here, who I won't out because if they don't want to be identified, they shouldn't be.

floral heart
#

I really need a 'subscribe' button for Sion's messages.

pallid compass
#

fair enough, thats a solid reason

#

lmfao dem

weary basalt
#

Same reason i applied to be mod. Its not about being special its about being able to help the community become better

livid haven
#

It's just cringey when someone decides to make an ass out of themselves because they forgot that the people on here are actual people - people in the industry, not all of whom have "no influence" and "no consequences" for being dicks to.

weary basalt
#

Yep there are those special few

pallid compass
#

yeah its kinda sad

#

however im glad this discord is here

#

The amount of information circulation this discord provides is amazing, in term its actually helping to increase the quality of all games released in ue4

livid haven
#

Which again rolls back around to... if you're only being respectful because someone has some perceived power over you, you're a dick by default and civil by exception, which tells everyone else all they need to know about interacting and working with you.

pallid compass
#

True that, can kinda make people a little shakey too i guess

weary basalt
#

The source of experience and knowledge this server has given not only myself but everyone is amazing and it needs to be held to high standards

livid haven
#

Aye. I've only been around on Discord servers for UE4 and Game Dev for maybe like a year, but in that time I've seen a number of people release stuff or land jobs, it's great.

#

At least one of which is now working with Epic now (again, won't out)! ๐Ÿ˜„

pallid compass
#

I remember when i first started speaking to you, and a few days later u mentioned u worked on fortnite and i thought u where joking

#

oh wow thats awesome

livid haven
#

Be what it is like it do. Tagged via nickname feature.

plush yew
#

Can someone help me with a simple hitbox issue? PM me.

frosty bloom
#

Will the Soul City & Soul Cave pack only be for 4.18 and forward or will they add support for earlier versions too?

fierce tulip
#

doubt it

grim ore
#

The good part is they are meshes and materials with textures so it's easy enough to just export them out of 4.18 and pull them into an older version if needed.

frosty bloom
#

Yeah. This far the free packs have comed with pre set Showcase maps though. I was mostly interested in that, for demo purposes

#

Not Complaining though, still awesome

safe rose
#

@livid haven rofl

#

nice nickname change

livid haven
#

Yeah. Hoping it helps quell the incidence of popcorn worthy moments of asshattery.

dusty cypress
#

What plus sign?

#

Wow the graphics are so good

#

I'm so happy to be using the engine lol

livid haven
#

Maybe in the Manage tab?

dusty cypress
#

Ooh maybe

#

Wow the graphics are by default- amazing

dusty cypress
#

And holy crap the overlapping prefabs and models don't cause too much of an issue

#

It just blends in all neat

plush yew
#

gentlemen

grim sinew
#

Probably. I think everything on the launcher's okay for commercial use in Unreal.

#

Except for the modding tab and the UT4 assets

#

So everything in the Unreal Engine tab. Not the other stuff.

narrow glen
#

Guys not sure where to put this. Does the unreal frontend actually work for pc over network ?

wild kestrel
#

wo with new oculus menu i can finally use desktop in it ^^

#

im writing from it while playing

hoary brook
#

Anybody have a completely transparent texture I can use for a mesh that has mobility?

paper kernel
#

holy crap, I did it

#

my custom character movement can no longer squeeze itself out of the map

floral heart
#

Cause celebre!

keen birch
#

@livid haven You're a dev? I didn't know it was possible for Epic people to be active here :O

livid haven
#

I've been active here for something like a year, though I was pretty absent for the holidays. Note: FWIW I am not an employee of Epic Inc.

#

I operate as Sheevok LLC entirely on my own and have never been an employee of Epic Inc. I've been working with Epic for about 5 years now, about half of that as an employee of Phosphor Games LLC and half on my own as Sheevok LLC.

keen birch
#

Sneaky sneaky lemon squeaky

#

Well, that's fun to know, now I'll never be able to have an equal conversation with you again

livid haven
#

There are a handful of people on here with similar experience levels besides Epic staff, but not exactly many. :X I'm not some kind of universal expert though.

kindred viper
#

to be fair you do give pretty much the most technical information around here

keen birch
#

Universal expert please help me fix everything?

livid haven
#

Perks of having plumbed the system for years and being an engine dev in general. ๐Ÿคท

keen birch
#

x3

#

Ah that means I'm going to bug you with random stuff from now on

#

For instance