#ue4-general
1 messages Β· Page 174 of 1
Why am I allowed to set the class to Actor in Spawn from class BP, when it proceeds to not spawn anything without error
Spent an hour or two debugging stuff yesterday - that was the cause
I just wanted to spawn some empty actors 3:
Actor is almost certainly abstract.
The drop down for actors to spawn is almost certainly nothing more than a drop down for anything that can be put in a TSubclassOf<AActor>
For what it's worth...
Opening up VS right now
It;s not actually marked abstract, just had a look
The empty actor in the left hand panel
Huh, weird.
Probably some particular mechanism that needs to be able to spawn plain old actors and then manually attach components.
That's what I thought π
Oh and will we ever get any kind of multithreading stuff in BP? Maybe as experimental setting to people that don't know what to do don't touch it?
Wonder if it isn't because AActor has absolutely NO root component at all.
I can't answer that, but if you ask me? Fuck the hell no.
That'd make sense
I donβt think it has a root component
But then I'm placing something that's not Actor from that menu on the left
Which is misleading >.>
Because that's the reason I thought it should work
Actually that is something that I was wondering about. Not that I want BP multithreading at all- but the fact the Marketplace has accepted at least 2 plugins offering it. As far as I understand, there is no way in hell that that is safe to do...
Blueprints are bad enough at being some horrible amalgam of C++ turned in to visual scripting but also something else entirely meant to be easier to understand, half written from scratch, half converted from ye ol' Kismet, and half (yes, we're now at 3 halves) translation of C++.
You can see it in the source. K2 = Kismet 2.0.
And the bytecode that BP compiles to? It's some grandchild of Unrealscript.
BP = Kismet 2.0 and Unrealscript reengineered
You get all kinds of weirdness because of these things.
Like the fact that BP doesn't support const. Except it sort of does. Kind of.
Like, BPReadOnly is sort of like const... but not really.
And sometimes you can end up with real, legit const in BP through some complex edge case of native code exposure to BP.
i always hated kismet, especially because I purchased a book about it that was so poorly written it drove me nuts
unclear images, tutorials that where only explained 50%
and worse
I love BP, honestly
I never got to mess with Kismet much in the UE3 days. Instead, I got to try to design AI for the jungle bosses in Smite using a bunch of weird broken bullshit via a web interface that only ran on IE6 and had to be exported to a flat file and wasn't under version control in any fashion.
Too far back for me. I dabbled in scripting and such with Tribes 2 when I was like... 11? 12?
Messed with UDK sometime after that.
hehe, you youngsters
Hey, I tried. π Dad picked up Visual Studio .NET from a computer show (read: basically a real life software piracy market) and a Torque 3D game engine license for me when I was around that age, as well as a 3DS MAX student license.
Naturally, I did not figure out how the hell to use VS at all, nor any C++ for Torque 3D, but I did learn to use 3DS MAX somewhat to do some 3d modeling.
I still miss it. Maya loves the middle mouse button too much and my middle mouse button sticks π¦
time to buy a new mouse?
yeah a long time ago. im just slack
I was there btw, I used a mouse without proper middle mouse button for a few month π’
cause I was too lazy to buy a new one
im developing a vive game sat down. I could get lazier but there you have it.
A mouse with a decent middle button. Oh, to dream.
if you can scroll and click it's decent π
corsair with loads of buttons
just spent all night making some crap ai, a crap weapon, and the worst bullet trail projectile particle you will see this year. And now Im scrapping it to go hitscan method :/
though i recently went with a trust mouse, never expected it but its actually great
cheap and cheerful
I've somehow ended up with all Razer peripherals for M + KB. π€·
i really loved my logitech media keyboard, so much so that I dont want another and purchased the last few I could find in bulk to prepare for the future
logitech mice on the other hand can all die and burn
ive had a dozen logitech mice, and they all died after a few months
I bet one of them wasn't a B100
Really? Crazy.
and yeah, that's unusual
I never had issues with Logitech mice.
I've had two B100s in about 12 years
not enough buttons :p
all logitech mice, left button goes first
because the cheap plastic inside pressing the switch gets dented
I imagine that is strictly true of basically all mice, to be fair. But obviously you mean it "goes" relatively quickly.
Had a G7, braided cord bent and gave out.
I still bought G900 tho π€
braided cords are a PITA regardless of brand tbh
I got braided mice, keyboard, headphones, and USB cords for years now without issue. π€· What am I doing differently?
I think the G7 was recalled, but I didn't hear about it til much later.
Also had a super cheap gigabyte mouse. Rubber thumb pad fell off... the heat and pressure destroyed the glue! And the middle mouse button stopped working, so there goes the left button theory.
Worst mice I've had were the Cyborg Rats.
Which are/were Saitek/MadCatz... so no wonder.
Now, interestingly... Logitech purchased Saitek from Mad Catz about a year or two ago now.
I always wondered why do all my headphones have such a short life span, then one day I stood up from computer, walked away and just realized the reason
seriously how can normal people always remember to take it down before walking away?
maybe I should buy a wireless one
@surreal viper And that is why I dropped fat cash on a Sennheiser wireless headset (no mic on it though)
Need a headset where the circuitry is attached to a spring! Or a magnetic usb port.
Still more fun cleaning those than desperately trying to blow lint out of a laser mouse's optics.
btw blueprint class implemented blueprint interface
I removed that and removed the interface
I get errors that it can't find the interface
can't find file for asset load error
I guess i can just ignore it, but... why?
I'm just going to blame BP.
I guess there is still some reference inside the BP to the interface deep down and there is just no way I could find to remove it, meh
try doing a duplicate, the remove the old one and replace the references with the duplicate
and obviously, do a backup before trying it
worked, thanks
A remake of my favorite level from my favorite game - Unreal. Created in 3ds Max, and rendered with Corona Renderer on Ranch Renderfarm.
could be a bit more alien in the environment, but it def. looks very cool
instant desire to replay it
Whoa. Pretty. Felt familiar from the moment I saw the ship, and then Rikers.
Shame it's not UE4 though
i have one vivid memory from that part of the game, i went over the steep edge at one point by mistake and i really felt it in my stomach as i was falling
as if i was falling for real* was pretty cool
I use a G402 mouse and I'm pretty happy with it π€·
Ive had the same Razer Lachisis (i think thats how you spell it) Mouse for like nearly 8 years now i reckon haha
those are the good ones, a friend of mine survives with a "1$ shop" mouse he got on a chinese shop here in Spain, he uses it everyday even for playing, the real hero.
kinda bad/sad that this threadthat has been going on for more than a year has been totally ignored by the epic devs
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/106544-dynamic-shadows-artifacts/page6
Yup
don't worry
there rendering reinforcments comming to Epic from Poland ;d
on other hand
I wish there were just HFTS shadow for high end settings
you probabaly can't get much better than it wih reasonable performance
Hey there, guys! I wonder if there's a way to build for MacOS on Windows? I've managed to build for iOS from Windows, so I guess I can do the same for Mac, but there are no provision profiles fields on the Mac tab in the Project Settings.
yo
guys whats the deal with lighting baking?
does it auto-uv?
why is it taking so long?
I have a questionare
Let's say after hitting a trigger box, I wanted to spawn something, like an npc for example
How would I go about doing that?
you know, dragging and dropping assets into content browser from windoes explorer would be nice
you can already do that?
might wanna post that on answerhub/forums
not related
"The Material Editor now has a Material Defaults panel that allows you to directly edit the values for all parameter nodes in your Material. Note that this will directly change the values, rather than overriding them as a Material Instance does."
4.19
one of the best features
anyone else find the cascade parameter rollout is tiny in 4K? π¦
hey guys, anyone work with dialogue? i'm debating between getting a plugin or trying to code it myself, but i'm just wondering if anyone has a plugin or has done it before that can give me some advice before i drop cash?
ah cheers. might step up to the preview then
Hi there. Um... I'm new to the server and to Unreal in general. Where's the best place to start?
I just want to learn at this stage π
Thank you! π
@wary wave, really? Could've been that I tried importing wrong type texture π
also when did the editor get so damn sloooow
it's rendering at like... 1 FPS when I have a material window open
stop coin mining and downloading all those tb's of adult entertainment :p
I think it was windows antimalware process
it hogged my CPU every time I saved anything in the editor
excluded the process and so far it has been smooth sailing
Am I the only one doing that?
Yes.
Exclude your working projects folder, but not your whole computer. That's just ridiculous.
π
Isn't that just asking for trouble?
I have my persistent, my lighting, and a streaming level visible, but all my other sublevels not visible. . Does this let me build lighting for just one of my sublevels?
Hey, i have been working on a procedural landscape generator i had it working, then it broke again. i got it backto here
does anyone know what it could be?
it works accept down a line
i havent added smoothing function yet
There's this tutorial on the wiki page, claims to be a setup for networked root motion, it doesn't do root motion and the author does a lot of bad things like using server RPCs to replicate the move axis (it's not only replicated, it's predicted through acceleration), should just be deleted?
https://wiki.unrealengine.com/Networked_Locomotion_System_using_Root_Motion
Somehow has 3 five star ratings
Also @wicked tiger
The reason given for Samsir's block is "Spamming links to external sites"
Start of block: 17:07, 24 January 2018
Expiry of block: 17:07, 25 January 2018
Intended blockee: 127.0.0.1```
Intended blockee: 127.0.0.1 - wat?
I just noticed that too
Lol
Is the wiki bugged
I'm not using a proxy or anything weird
Not that it'd matter
Try making a page?
We've been getting hit with a lot of spam, and unfortunately, some users are unintentionally getting blocked. If Vaei isn't your username on the wiki, will you let me know what it is so I can get it cleared?
It is
why does saving a map not actually save it? I swear half the time I wokk on my map and it saves correctly the next time I open my project the map has reverted itself to a previous state?
its not just that it seams that lots of stuff regualraarly gets reverted and I lose lots of work
even though I go to file -> save all
@wicked tiger Can you let me know when it's cleared π Ty
Yep, I'm messaging the team about it.
@mint sequoia - mind giving it a go?
@wicked tiger Working! Thanks π
Sweet - np
Hey guys. Iβm new here to this discord and iβve messed around with unreal for a few weeks but iβm struggling still to do much of anything on my own. Any good tuts or advice/tips on what to do?
watch all of the youtube videos on the unreal engine channel, read all of the documentation and follow along with both for making things.
Attention all, i am looking for a mentor to help and guide me to better learn and understand the unreal engine and itβs mechanics!
π π
Hey guys
Where is all the player information for the jump action in the blueprints menu?
Like gravity info?
Or how high the player jumps?
Within the blueprint menu, I can't seem to find it. Class Defaults only show few things.
How do I use fix up redirectors?
@dusty cypress In character blueprints on the left under variables open up "Character" then click on "Character Movement" and all the info will come up in the details tab
Thank you so much mate.
I was wondering like... what? Where is everything at?
Looked at this tutorial and didn't see anything about what I said. lol
Yeah its pretty tricky to find lol, all the info is there though walk speed, friction, jump height, jump speed etc...
Awesomeee
That's what I needed mate
Brand new to this engine, used UE3 in the past but it was of course way different.
Thank you again
No probs
@quasi lake I know that, I'm talking about using a function to make it spawn.
Does anyone know why after I run a certain distance my character just disappears, i dont have movement nothing the character just vanishes (i am running very far)
It wouldnt affect performance turning it off right
ofc no
Thanks for the help, appreciate it
π
Made my wing suit tutorial
https://wiki.unrealengine.com/Character_Wing_Suit_Controller
Huh, the UT4 git repo is very broken.
Why do you say that? :p
need help
trying to get the projectile to not fall down when i shoot
im new to this lol
Many things are wrong with the UT4 repo.
Also a bunch of crap about "MakeShared".
Using prebuilt is not an option either.
And I have plenty of free RAM.
this seems pretty basic, but is it possible to scale multiple actors from a single reference point?
Right now, I'm scaling down multiple actors and they all scale relative to their center.
resulting is actors not touching each other
@mortal gale You should switch to Windows, much easier
i may have found out how, "Scale Tool Settings, set "Scale Pivot" set to "Manip"."
going to try
or hold down d
hmm
Even if Arch is awesome π
I'm not redownloading all the crap. lol, already took forever, and git support, and just working with code, is a nightmare in Windows.
No?
I prefer Linux, I'll do whatever possible to stay away from Windows.
No need to use git in windows, as you have precompiled binaries
But the gitdependencies, from the gitdependencies script, pulls in a bunch of crud, and on linux, it excludes windows files by default.
I ain't redownloading that crap, I have under a megabyte per second internet speed.
350Kbyte/s, or 3Mbit/s down,
it's more than that, I've already tried.
I have a 3.5GB version
Well, I'm not rebooting to Windows 7 right now, I have a bunch of crap going in Linux. lol
Like what? π
never seen someone diss windows like that lol. itβs seriously great with everything
Trying to recompile crap, 66 terminals open, 127 file manager tabs, and a ton of text editor tabs
wtf
That's an old kernel?
Nvidia's kernel modules headers are dickered, they don't work with newer kernels.
I build my kernel from source.
Just because, it runs better, less bloat, less crapification, runs faster, due to native optimizations, and takes less RAM.
And my specific device support.
Performance improvements are negligible
Well, it's noticeable on my dual-processor system.
https://gyazo.com/fb50aba12dc6badcfe03be0352e00ff2 can some help me with this? the bullet keeps falling
You ran some benchmark?
Well, after, I didn't run before because I built the kernel as soon as I install the distro. LOL
So you don't know
Well, it was technically faster thane the previous arch-based distro called Manjaro, I get about 13266 in GB4 after, vs 12k something before, and overall system usability is faster.
Probably due to NUMA crap.
I prefer to not have a shit-ton of modules loaded, which is how most stock kernels load drivers, I prefer them built into the kernel.
And eh, it is kinda, especially big packages.
Or a bunch of updates.
I like not having to deal with a package manager constantly bitching about dependencies, I left *buntu for a very good reason.
Bloat, and instability, and it not working with my custom libs, etc. I kinda like being able to choose my packages, instead of being forced to keep a ton.
UE works, just not UT
No, Unreal Tournament does not work, Unreal Engine from the UE repo, works.
UT4 repo is screwed up, however.
Well actually it worked for me too
Just not under i3
UT is kinda dead, so not really surprised
can anyone here help me out with compiling UE4 with UWP packaging becaue everytime i try it messes up heaps
Apparently you can't merge the UT4 and UE4 repos, the project files and crap get screwed.
IDK Josh
damn i really need some help like im having alot of issues with this
that's it, screw this. closing all this crap.
rebooting to do something else.
PC information from Windows.
@lilac geyser Try the #packaging channel if you haven't already.
launcher wigging out for anyone else?
im stuck at login and before that i was getting connection errors
I tried to profile my game
cpu game thread: frame time is under 10 ms
cpu render thread: frame time is under 10 ms
gpu: about 20 ms
sum frame time is almost 30ms, any idea why? π€
maybe im not supposed to do the profiling in the editor π€
yep, more realistic values there
Hey people, is there a way to view current FPS, as well as min and max, in the editor. I want to measure framerate before and after I do an optimiziation pass on my level
@gloomy apex
stat unit
stat unitgraph
stat fps
Give those an go
Put those into the console ingame
Using the Tilde key to open it.
Yeah, thanks
huh I think I just can't turn off vsynch
5 emails from different people on answerhub all wondering why their scene gets brighter if they look at the floor
<_<
because the eye adaptation sucks and is on by default π
Maybe they need brighter floors
Maybe the lights are dimming in the room? Faulty wiring π
maybe they just need to use the search function
If you look at it from the perspective of someone with little to no background experience with making games and their technology, it would seem pretty odd.
To be honest haha
But yeah, google is your friend. The time they took to email you they would have probably found their answer lol
it's the new white viewports π
i was trying to destroy and spwn a skeletal mesh but it doesnt react cuz it was pending kill. Like wtf
Well yeah if you destroy it, it'll be marked pending kill and then you shouldn't try to interact with it again.
I dunno. What are you trying to do specifically? That is kind of a vague thing in a way.
No
where should i put about it
Like im trying to quickly spawn a weapon mesh and destroy it, and spawn it again
Like a hide weapon func
You really shouldn't be creating and destroying a weapon mesh just for that. You can just toggle the visibility.
I remember all.
I put notes on everyone π
I don't lol
I use them for Mod reasons haha
HALP
If you have been naughty you will have an Note!! π
Yeah I guess that makes sense as a mod
You are now noted as "Notes naughty people"
Did you tag me w/ that as soon as I changed?
Yes when you still had the SR71 profile pic
plz dont tag me noob
rest in pepperonis
I bow to no one.
you may bow to no one, but you're too slow
NooooooooooooooooooooooooooooooooooΓΆΓ²
π
can you change ppls nicks? @weary basalt ?
Could append [noob] on johnny's
(that'd probably get you in some kinda trouble tho)
but then
i thought you bow to no one

o yer off being productive :/
neat
Wonder if i reset your Nickname it will go back to the first one you had? lol
nah
Guys please join my streams
its the latest #share-your-stream
just do your thing
you're boring af
don't bother worrying with getting people in. just post your link and move on.
this isn't helping you with finding an idea.
lol dat stream though
amirite?
Im bored and watching it lol
Tagging is something else
But everyone can have a note on you, and you'd have no idea unless they accidentally messaged you back when the UI was right next to each other.
so there could be 40 or so individuals who've put your note as noob
And 1 individual who's noted you as "Sparkling wonderhorse"
@floral heart I wonder who did that π
that's so specific, but it can't be @floral heart
otherwise he'd just say he did it
Yes, I doubt @floral heart would refer to myself in the third person.
that'd be quite odd, surely.
do you think it's normal for non-shadowed point and spotlights to take 7 ms in full hd? I don't have that much (20-30 maybe), and I assumed nonshadowed pointlights are cheap
is there any place in this discord server where i can advertise my ue4 related discord server?
not really - most people in here would be distinctly uninterested and more annoyed by it than anything else
to put it bluntly, why would anyone want to join?
like i am gonna stream or record a vid daily
mostly for questions
and theres also gaming and offtopic and stuff
@leaden dust There is no unsolicited advertising. Please read the #more-resources channel.
like I am just asking ok
I am not doing any harm
and BTW @fierce tulip I am a huge fan of your work
thanks
Was there a known issue with Tooltip widgets in 4.16?
After setting a custom tooltip widget, the dropdown seems to be bugged out - it crashes the editor every time I try to open it.
Is your Editor window Maximised?
Yes
Try putting it in none Maximised mode and modify the dropdown
Bugger
Ive noticed an strange bug going back an long way with Maximised window and some dropdowns
Never got around to trying to fix it though lol
As i found taking it out of Maximised usually fixes it
It kind of displays a loading screen for a frame or two then just locks up the entire editor until it eventually crashes.
Odd
Bug Report?
π
It maybe fixed in later version though.
Ive not heard of that issue before though.
Not to say anyone else hasnt
Yeah that's the problem with running a few versions behind, most of my issues are usually fixed so I don't report them - but then they don't get fixed because nobody noticed them yet π
Yeah i get that all the time to lol
Last ditch attempt is go roll back the project to before I touched tooltips and recompile both the engine and the project and see what happens
But that's like... a week worth of progress lost if I do that over a silly thing.
I usually just fix it myself for that version until i move to the latest one with the Epic approved fix π
Yeah our custom engine build is riddled with bug fixes from way back in 4.9
We'll either fix it ourselves, hack around it or merge a fix from the current repo in as we go
allrighty this might be the wrong channel to ask this, but since i switched editor layout, the top bar in my editor has changed and i can't switch back to local coordinate space?? i also can't revert back to the original settings?
this is how it looks now
You can reset the editor layout
i could do that, but i would like to know what this particular bar is/ why is it in there?
Thats division
CapsuleHalfHeight DIVIDEDBY 2
Woooops
Wrong question ahha
@plush yew I cant recognise it from that image, im an little tired.
@plush yew just click on small world icon , it'll revert to local space
o.O
this is the normal one
it looks different
like there's more stuff next to the world icon 2 d stuff it seems
i can't seem to figure out why it's there
for testing purpose :
click on any object .. just rotate it any direction ...
then click on world icon .. (it should change to cube shape = local axis)
and press 'W' for translation mode ... to see the difference
i know that it should change to local space, but it just won't, that's why i'm asking :p
yeah it's since i changed to the 2 panes layout
changing back to one pane doesn't work
?
interesting
delay is not a standalone time delay, but time starting from next frame
that's rather misleading
Guys, when will version 4.19 be released? Usually how long does it takes between the release of the preview and the final version?
probabaly sometime before GDC
to make space for GDC build
which they probabaly crunch on now
;d
Usually it's a few weeks between the first preview and release, and the release comes after 2 or 3 previews
So probably mid february
guys, need some help finding some good tutorials on a subject!
while trying to get a forward vector from a bp component, I was frustrated because the forward wasn't the real forward.
I mean the forward of the component was different than what I wanted it to be.
What did you want, and what did you get ?
the red lines represent a line trace made with a timeline and relative rotation from -45 to 45
the black line represents the barrel of the turret
Which is what I would like to be considered forward. And when the turret follows me and shoots at me, this is the forward
looks like your mesh is oriented to Y+, and you're not going negative angle range
wait, I can't do negative angles?
you can
Is there a tutorial about angles and mesh oriantation and stuff?
it is a static mesh, converted from bsp
or set empty scene component as actor root component, then you can adjust the mesh rotation in the details
@queen arch Either tweak your mesh, or just use RightVector and UpVector instead
A few years of 3D and you'll give up any hope of a common convention for that stuff across 3D packages
I did find a work around... I'm just looking for a tutorial so I can understand that stuff!
Because I solved this almost by chance
So, this is just a long shot on my part. Asking in case someone just have the magical answer heh.
I got an InventorySystem with all Items based on ItemDataStruct and I use it in about 30 different c++ classes. When looting an Item i get this warning LogUObjectBase:Warning: NULL object.
The item contains all info it's supposed to have and so forth so where would I start debugging it? I want to remove the warning
there'll likely be more to the warning than that?
I also understand the warning, it's just kinda hard pin pointing it. All names, meshes, displays, tooltips, and such have the correct information.
That is the thing, this warning pops in the log but that is truly all there is to it
Urgh. I might know how to follow it now, stupid me didn't do the 5 min googling. Sorry about the Spam.
That warning is because a IsValidLowLevel() somewhere is returning !this. I know which functions i trigger on looting so ill just have to follow them in the code.
{
if( !this )
{
UE_LOG(LogUObjectBase, Warning, TEXT("NULL object") );
return false;```
Don't use IsValidLowLevel
How come?
You don't need it?
And your warning is because you're calling it on a nullptr
Which shouldn't happen
(but you probably already knew that π )
Yeah, that's alright tho, ill find it in no time. I'm reading up on isvalidlowlevel right now, it does seem like i can manage without it.
It has been working out fine though, throughout the code but then again. Even hacky code Works (Doesn't mean you want it like that). Appreciate you pointing it out π
You can't IIRC
Wonder if you can get away with hackintosh then
Yeah
Or VM
But if you want to deploy on OSX, you should have a mac anyway
At least for testing
Yeah. Expensive for something I donβt use aha. Maybe if I write a nice letter to Apple theyβll give me one ? Kek
neato - https://www.unrealengine.com/en-US/blog/epic-games-at-global-game-jam-2018 but the logic to have the sessions during the GGJ seem a bit odd
the gamejam toolkit is nothing more than just a collection of some stuff from a variety of example packs from learning tab
So i need some help real quick
I use visual studio with unreal to code
and before everything was color coded so i knew what is what. But now all of a sudden everything is white even when its a method or something. Also i dont have any auto complete to help me
No idea wht i did but please help
@obtuse ocean You've restarted VS?
lol
kinda stupid of me its fine though
Visual Studio + UE4 codebase = FUN-FUN
- VAX = it works
What's...
UE4 Gamejam Toolkit
lol
Ah, needed to read further...will be introduced during the event
@cloud cobalt True
can already download it
its just some base content already available plus a few bp's
Aye
anyone make phone apps here
the GJ toolkit isn't too bad. A little more polish and it's a nice way to get people right into it with a full loop starter project.
so I've mostly got my swimming working, but how would I set it to move in the direction of the camera instead of using space and ctrl to move up and down?
how does it know to move forward?
it uses the usual movement but I added swimming into the input in project settings
ok so character movement with forward and such?
Shows the impact of the plugin on the CPU, and how it can be configured: In the first part, 4 threads are used for the voxels, which leads to a high CPU usag...
Performance β’
Guys, quick question. The Foliage FILL tool doesn't seem to have any modifiable parameter. You click a mesh and it will add a random X amount of foliage actors, or shift+click and it will delete all of them from it. Is there a way to change the amount of foliage it places in any way?!
@grim ore what do you mean? it was in the area with the other inputs, and as it is it works fine but I just wanna make it swim in the direction of the camera whilst underwater
@frank escarp The issue I have is that running the profiler is extremely laggy
Ah π
essentially you get a "now" clock at the start, a "now" clock after the calculations, and check the difference
Will do that now
auto start = std::chrono::high_resolution_clock::now();
// slow stuff
//profile end
auto end = std::chrono::high_resolution_clock::now();
auto elapsed = std::chrono::duration_cast<std::chrono::nanoseconds>(end - start);
this is in nanoseconds
divide by 1.000.000 to get the miliseconds
GEngine->AddOnScreenDebugMessage(-1, 1, FColor::Green, "valid hits: " +FString::FromInt(validmesh) + " Out of: " + FString::FromInt(iterations) + " Iterations. Chrono says: " + FString::SanitizeFloat( (elapsed.count()) / 1000000.f));
this is not good for very fast stuff. there is stuff that can take less than nanoseconds, and there is some stuff that can change
but for something like your stuff
its a good choice
if its fully multihread yeah its an issue
Like a thread to create the new octree
its not as simple as "slow stuff in the middle of a check"
but you can calculate how long it takes for the thread to calculate everything
like, your mesh update time per chunk
It's 95% values computation
95% values?
So not really interesting, as it depends on the world generator
Like get the voxel densities and materials
ah
Β―_(γ)_/Β―
Like obviously with an interpreted graph it will be really slow
But if the graph is converted to C++, it can be 10 times faster
you can do a "stat" style graph
like the stat unit, or stat gpu ones
they are a set of macros that seem easy to build
ill try to have some of that stuff, i want "deep" stats
specially for PS4
becouse then i can have stats show in the profilers
btw I guess it's a big issue if profiling is broken with the plugin?
Like 5s freezes quite often
Seems I was wrong π
whats the "per tick" cost ? (apart from hogging one core)
i would like to try this on PS4
wich is 6 cores
The cost on the game thread?
yes
essentially i ask "can i run this in vr"
not for my next game, but i would like to try some shanenigans anyway
Trying again, because the first was buried without responses ;( The Foliage FILL tool doesn't seem to have any modifiable parameter. You click a mesh and it will add a random X amount of foliage actors, or shift+click and it will delete all of them from it. Is there a way to change the amount of foliage it places in any way?!
@frank escarp You'll have to try π
It depends on too many factors
Like how fast you're moving, how far collisions are computed, the LOD profile chosen...
But for basic usage, it should be nearly null
@midnight yoke Wouldn't know because I've never used it, but I'm guessing you'll have to use the per-foliage-type controls for that
Those ones
Can anyone help me? I downloaded a game that has motion blur disabled but the defaultengine.ini file shows that motion blur is enabled. Is there any way to enable it?
hah lol I get that reference in that name
lul
I'm writing you in pm since here seems a bit crowded @keen birch
Also, if i download a modding kit from epic games laubcher, why is the project menu not there? (The menu that you use to package the project)
is there a way to switch the persistent level runtime?
I would like to use more than one, all of them having their own sublevels and stuffs
lol
is there a 4.19 preview
thats on github
besides the 4.19 branch
because it usually is still being modified every day
just is there any way to assign a swimming variable here, if so, how?
I really need a swimming variable I think
no idea how
anyone here know anything about getting planetary gravity to work
@north nova There's a plugin for that
ya i do know that problem is is that i cant use a plug in for this its for a college project
they wont allow me to use plug ins for it
wow
@silver crown no need to be a dick man
its almost working just some small things i cant seem to figure out whats going wrong
you guys ive changed a setting and cant work out what it is
everything is lit at the base
does anyone know how ive done that lol?
@plush yew Yeah sry π
UHH
did you change to forward lighting otheer than that try removing your lighting and then placing it back in @keen pawn
forward lighting?
yeah theres a setting in the project settings render
change to make sure its not forward rendering
nope not selected
Yeah i just nuked a restarted
is there a way to add a playercontroller actor to your map directly?
Does anybody know why directional light still has an access to the upper side (during the night), even when terrain is set to two sided ?
So is the PlayerController spawned from the PlayerStart actor?
A PlayerController controls a Pawn
Any PlayerController is spawned by the GameMode when an Player first connects.
So if you have a pawn, set to be posessed by the player
Your playercontroller will hook up to that
Afaik a controller is pointless by itself
Its not βpointlessβ its just limited in ability
I'm trying to go with the method we talked about earlie @weary basalt . I'm getting weird behavior of the PlayerController's location being stuck with the Pawn's location when it moves around, making the camera the PlayerController owns move around as well.
Id have to know more about your setup to comment.
Guys, is there any way to see blueprints in already packed game with cooked assets?
nope
You cannot read uassets outside of the editor
But what does the editor do when it cooks? Does it convert blueprints to c++?
Not unless you enable nativization (which may be the case)
But baked assets are not meant for use
Textures are compressed, etc
So is there any way to edit cooked game? Because i want to mod a game that's already in the modding tab but i want to mod it's older version
If you're good at hexa yes π
There isn't, really
I don't know anything about c++ or hex. I am starting to work with blueprints but I want to mod that game with hex. From where should i start?
would take you months if not more
I don't care about time, i just want to learn
Modding a game you don't have the tools for is orders of magnitude harder than modding a game
You'll basically need to learn reverse engineering, spend years working on creating your own editor etc
Is it possible to make a particle effect but the material/texture used is of 4 particles in 1 image, if that makes sense
I could do 4 different materials but I feel theres a better way
you can make a flipbook, and use a particlesubUV to choose which one
there is also a particle sub-uv node inthe material editor itself where you can set how many horizontal/vertical rows there are and swap between em trough 0-1 value
Thank you, thought there would be a better way
Does anyone know how to prevent characters from passing by the 0 degree animation in blendspace? For example removing the forward animation when going from right strafe to left strafe.
How can I stop the particle from changing all the textures to just the one that spawns https://i.gyazo.com/a46e640dfaeac9b96850d1b272fd5154.mp4
thank you, is that using flipbook in the material?
Yes
mine is a module you place in the emitter
not that one
but since you use the material function
need to set it up differently
im wondering which will be cheaper
how many do you intend to spawn?
Not a lot, once the final texture is finished maybe 20-30?
no need to use gpu particles then
Ah ok, how do i switch to cpu and make the images stop changing once spawned
this will take long, care to do a short hangout?
How long we talking this particle is not all that important
Oh you mean actual mics, damn I havent got a mic atm for some reason the input on my pc causes serious static from the mic input
as long as you can share screen and i can talk its fine
Look at Luos being a nice guy <3
@gleaming shore i have that same problem
join the hangout then XD
Okay
waiting for dbbk
You should do a free streamed question-hour once a month or something
Help people with misc issues for the sake of being nice
Might do that myself at some point
Props to @fierce tulip helped me big time, thank you
man
yesterday i couldnt login to the epic luancher
now i cant even download it, its saying unrecognized hostname after i click on windows at the launch page
i dont have problems with anythign else...
does the download link for the epic launcher work for anyone else?
https://i.gyazo.com/630960fc984761e97215ff4a89b8fe8d.png works fine for me
I'm currently testing the multiplayer of my voxel plugin, if anyone want to join DM me π
@gleaming shore ok thanks... hrm i wonder why its weird for me
Its deffintiely a google chrome issue you're having, have you tried a different browser?
@turbid plover
@everyone would really like help on things like modular pieces .. please if anyone has a good tutorials on roads, paths buildings etc would be really helpful
Did I do anything wrong with this? It doesn't seem to work consistently...
Have you tried 'Set Fullscreen Mode' node?
I'll try that, thank you
What would cause an AI to work in editor, standalone, but not a package build?
4.21
Hey everyone, what do you think would be the more performant solution to detecting actors of a certain type around a character: an AI service that fires sphere or similar traces filtered by actor class, or a volume attached to said character with BeginOverlap and EndOverlap? Or something completely different... It would have to check for actors continuously (meaning not just once).
I would think a sphere trace every X time would be fine for performance issues. Traces are not that bad on performance and most games use them. Determine if you need it to be continuos or not, even 5 times a second should seem fairly instant to the player
hey thanks. yeah, I guess it would be easier in general to do simple vector math than to have to resort to physx for collisions on those overlap checks
Traces are relatively inexpensive. You can perform hundreds of them in an single frame and not see any major performance issues
guess so. the third option would be to cache a list of the type of actors I'm looking for and just iterate over that list w/ a simple distance check
Honestly an Sphere Volume would probably be better for you.
Keeping track of who enters and exists
An octree would probably be the best solution here
A bit too complex for the problem though
@weary basalt you mean with overlaps i.e. physics?
Yeah using an Sphere Overlap
yeah the reason I'm cautious with using overlaps is because of physics. and that's because I have no single clue how it does what it does under the hood π
meant physx sorry
yeah the true glitter and stardust of unreal...
tbh it'd probably be best if I just set up a test case for all these approaches
thanks for your thoughts!
Good luck
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π Awesome man
Cool, thanks for providing a button which lets me go back π
Yelloo.
How the heck can i delete this bugged HLOD actor? I've deleted the actor using it but it still hangs forever...do I need to delete all the actors referenced by my broken HLOD and then save, and restart the editor?
Probably
HLOD's are so undocumented
Why do some meshes fail to build? (which means you can't package until you remove them)
What is the proper way to delete clusters and their associated meshes...when I do, the cluster count continues higher, so if you delete actors 0-100, when you generate clusters again, you start with actor 101
@weary basalt It still doesn't let me delete it
You can see in lower right corner NO ACTORS FOUND - I saved and restarted unreal and the reference viewer is still there
wow, i realized windows defender sometimes made navigating through bp/mat editor laggy
gonna need to whitelist, which files i should? just main editor exe?
you'd be better off just disabling Defender entirely
I've had a few problems with it in the past
ive added ue4editor + launcher, seems to be doing fine for now
yeah, i can imagine
but 0 protection sounds really bad to me
also had problems with Win 10's application loading service, whatever that was called
well you can always use a free real AV solution
Windows Defender isn't stellar - since it's built into the OS, manyreal threats will have circumvented it anyway
like what?
Malwarebytes is reasonable
defender used to be praised/tested, but perhaps it changed over last years
Using Avast, wouldnβt complain if they wouldnβt start to add Avast signature into emails....
even gmails?
dafuq
so av peeks into your emails, nice π
this is exactly the kind of thing you install AV to prevent!
It can be disabled in options but still irritating
it's silly alright
ahh, this spheretrace is really screwing me over
by not being able to get impact point properly if initial overlap occurs
is it using the built in sphere trace or are you doing a custom one with a sphere mesh?
built-in
I did juggle the idea of custom shape, but I would prefer this to be adjustable
you could try a custom one and just detach the sphere component and reattach it you see
you could also do an initial check to see if the object is within range of the trace bounds and call an event with it or something.
oops, infinite loop
you can't get an 'impact point' from a non-line trace
hello, my new editor window is like two times of my screen
setting the pixels wont change it?
have you tried r.setRes console command?
nope. how to use that?
in the console
ive never used the console.. how do i open it? (in editor ?)
well ..
i dont think i wanna use the console for this
the new editor window is exactly the size of my two screens together, whatever i set as size...
anyone?
You tried it though?
Is making hair in unreal engine the same way you would make grass?
using a bunch of planes with textures over it
lets say you wanted to make long hair, how would you apply physics to it if its just a bunch of planes?
@Phyronnaz#5830 cant manage to open the console in editor
just set the key to F10, nothing happens
@dim merlin You have to select the editor before pressing F10
Like not the viewport
Click in the content browser for instance
Should work
anyone here worked in 4.19 yet
and if so, have u had any major issues
and if so, what issues
Yo
does anyone know how to add editable properties/settings to a plugin? for example, i want to a ssign a data table that defines items in project settings>plugins>my plugin
Plenty here, just ask your questions
Just store it in another variable at that point
Hey guys, I'm currently testing the multiplayer of my voxel plugin, and I'd need a few players to join me π
Can you build lights for individual sublevels? So if I make my persistent, my lighting sublevel, and my chosen sublevel visible, but I have all other sublevels invisible, will it only build the lights for that one sublevel?
@silver crown I can try
Thx
Anyone know what it means to have these errors? Just hoping for more information
I've looked on the AnswerHub and nothing there has helped me yet
still looking though
@warped silo Did you try Fix Redirectors?
@light thunder I didn't think to try that, but I just checked, and there are currently no redirectors in the project at all.
So when you Right clicked on content and hit, Fix Redirectors, did you try that i mean
I mean, yeah, I just did it, but it didn't do anything, because there are no redirectors in the project
It's just that one asset?
Yep.
For some strange reason
I just migrated from a pre4.18 engine version to 4.19
Is it a wav/mp3? what kind is it? have you tried deleting it and reimporting it?
It's not that kind of asset it's a mediasoundwave that's supposed to be generated by a MediaPlayer
NVM I see
The use of those Assets is depricated Post 4.18.
Hello!
If I build my project through file->package my project, I get to set an option for "additional non asset directories to package". Does anyone know how do I do the same thing if I build my project through project launcher?
Hi
@hazy lynx by project launcher, do you mean the Epic Games Launcher or the Editor Landing Page where you select a project?
@gleaming shore it was fixed when i switched to OpenDNS
fooking what now?
https://twitter.com/Luos_83/status/956965433848074246
@fierce tulip that sucks.
Anyone know whose game this is? http://store.steampowered.com/app/722180/SURV1V3/
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Jan 29, 2018
hey I saw that message but I didn't even read it as my internet was playing up so I thought nothing of it
yeah I am seeing epic's servers really hammered right now
I can't even get preview 2
which is why I don't want my game engine tied to a steam like market place.... Oh look unreal engine is cut off because a bunch of people are playing fortnight... good job epic?
Even if you hide game tabs it doesn't remove the underlying fact that we now share our development platform with an influx of players.
If I was to mess around creating a guitar hero/step mania clone would spawning the notes via level sequence be the best option?
eh probably not?
as you probably want the level itself to just be the background for the game
not actually provide game specific logic
I'd create a blueprint that spawns it in code in the order you want with delays and etc. Something you can write in easily and customize.
then importing a song would be as "easy" as implementing it entirely in BP
the other way, the way most games do it is generate notes off of the song itself
so you read the wave data and set points in which to spawn notes and different patterns of notes.
You can even mix these two methods and have a note system you initial generate off the wave data then let someone edit it a tad to feel better.
That's interesting Ill look into it doing it that way, i sort of having a working concept using level sequence it works reletivley well itd just be really time consuming mapping out the songs
exactly. Which a level sequence is great for like a prototype or just trying to get the idea of your game out there but it's going to take way to long to manually input all songs by hand
I'd probably recommend initial wave data + editing afterwards the most.
Theres nothing online about rythmic games in unreal engine, there is some showcases however no insight as to how it was achieved
some showcases are downloadable
if they are by epic that is
or nice people from community π
Oh no, theyre just by people from youtube
ah
yeah
I've got little experience with actively reading/manipulating sound data within UE4 but I would say that if you search in C++ for soundcue you can see the underlying code for their basic sound class.
but reading sound data is probably going to be a C++ only thing.
I know a plugin exists to get sound data and use it in blueprints however i dont think it could help my case as its mainly for audio visulization and spectrums
so right now i cant login to work in the engine because too many people are playing fortnite? o.O
thats awful :c
i cant pull the marketplace from github can i now? :p
nope
We're experiencing some issues with login - the team is working on a solution.
Apologies for the inconvenience folks.
not a problem π
@wicked tiger are you guys looking into spereating the games from the engine login wise?
How does linux people download market place stuffs?
They don't
oh...
π
but they can use the website to buy it.
Yep
wow
how would you love that. You just bought this lets say 100 dollar plugin. Supports linux and everything.
to download you still need a windows machine but then you can take those files and drop them into your linux project.
sure.. I mean if you are releasing on windows.
which would be insane if you didn't but you know what if...
would be very nice one day to have a full linux/mac engine that had no need for windows.
although I guess mac is more supported with the epic launcher
well also fortnite is getting more known too
You should be able to get back into your accounts now. If not, just let us know. Thanks all!
should it go online?
i am online now finally
@gentle ivy Linux gaming is such a tiny market share that honestly it isnt even worth targetting
so is Mac gaming really
then again, if it's a niche platform, you will get more sales if you look at how many from the userbase will buy it
considering there are less games offered there
linux starts to have more games now tho
as many indie folks want to support it for some odd reason
so, I'd guess putting mac support would be more beneficial than linux
as linux peeps want things for free anyway
too bad most of the mac are toasters
to be honest, for PC gaming the only platforms I would target are win 7, 8 and 10 all x644
x64*
so your game will not run properly on them anyway
I'm not even touching this argument
@gentle ivy No need to: steam does every week :P
http://store.steampowered.com/hwsurvey
@honest rune I am well aware of the stats