#ue4-general

1 messages Β· Page 174 of 1

livid haven
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That's generally how that goes. πŸ˜›

keen birch
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Why am I allowed to set the class to Actor in Spawn from class BP, when it proceeds to not spawn anything without error

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Spent an hour or two debugging stuff yesterday - that was the cause

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I just wanted to spawn some empty actors 3:

livid haven
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Actor is almost certainly abstract.

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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>

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For what it's worth...

keen birch
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In-editor I can place 'actor' though

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Or is that a sneaky subclass which

livid haven
#

Opening up VS right now

dawn linden
#

It;s not actually marked abstract, just had a look

keen birch
#

The empty actor in the left hand panel

livid haven
#

Huh, weird.

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Probably some particular mechanism that needs to be able to spawn plain old actors and then manually attach components.

keen birch
#

That's what I thought πŸ˜•

livid haven
#

Interesting. Huh.

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Any log output when you try to spawn a plain old AActor?

keen birch
#

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?

livid haven
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Wonder if it isn't because AActor has absolutely NO root component at all.

keen birch
#

Nope

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Not that I recall

livid haven
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I can't answer that, but if you ask me? Fuck the hell no.

keen birch
#

That'd make sense

vale osprey
#

I don’t think it has a root component

keen birch
#

But then I'm placing something that's not Actor from that menu on the left

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Which is misleading >.>

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Because that's the reason I thought it should work

dawn linden
#

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...

keen birch
#

It's pretty unstable

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;3

livid haven
#

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++.

keen birch
#

Oh that's some fun background

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Yay Kismet

livid haven
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You can see it in the source. K2 = Kismet 2.0.

keen birch
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Of course it is

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Solved another slumbering question I had

livid haven
#

And the bytecode that BP compiles to? It's some grandchild of Unrealscript.

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BP = Kismet 2.0 and Unrealscript reengineered

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You get all kinds of weirdness because of these things.

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Like the fact that BP doesn't support const. Except it sort of does. Kind of.

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Like, BPReadOnly is sort of like const... but not really.

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And sometimes you can end up with real, legit const in BP through some complex edge case of native code exposure to BP.

fierce tulip
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i always hated kismet, especially because I purchased a book about it that was so poorly written it drove me nuts

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unclear images, tutorials that where only explained 50%

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and worse

keen birch
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I love BP, honestly

livid haven
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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.

fierce tulip
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hehe, still beats the AI in unreal

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(first one)

livid haven
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Too far back for me. I dabbled in scripting and such with Tribes 2 when I was like... 11? 12?

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Messed with UDK sometime after that.

fierce tulip
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hehe, you youngsters

livid haven
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Hey, I tried. πŸ˜› 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.

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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.

fierce tulip
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good old max

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now a demented broken ghost from its former self

kindred viper
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I still miss it. Maya loves the middle mouse button too much and my middle mouse button sticks 😦

surreal viper
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time to buy a new mouse?

kindred viper
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yeah a long time ago. im just slack

surreal viper
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I was there btw, I used a mouse without proper middle mouse button for a few month 😒

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cause I was too lazy to buy a new one

kindred viper
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im developing a vive game sat down. I could get lazier but there you have it.

floral heart
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A mouse with a decent middle button. Oh, to dream.

surreal viper
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if you can scroll and click it's decent πŸ˜„

fierce tulip
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corsair with loads of buttons

kindred viper
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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 :/

fierce tulip
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though i recently went with a trust mouse, never expected it but its actually great

kindred viper
#

cheap and cheerful

livid haven
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I've somehow ended up with all Razer peripherals for M + KB. 🀷

fierce tulip
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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

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logitech mice on the other hand can all die and burn

wary wave
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nuh uh

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Logitech B100 for life

fierce tulip
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ive had a dozen logitech mice, and they all died after a few months

wary wave
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I bet one of them wasn't a B100

livid haven
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Really? Crazy.

wary wave
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and yeah, that's unusual

livid haven
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I never had issues with Logitech mice.

wary wave
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I've had two B100s in about 12 years

fierce tulip
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not enough buttons :p

paper kernel
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all logitech mice, left button goes first

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because the cheap plastic inside pressing the switch gets dented

livid haven
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I imagine that is strictly true of basically all mice, to be fair. But obviously you mean it "goes" relatively quickly.

floral heart
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Had a G7, braided cord bent and gave out.

paper kernel
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I still bought G900 tho πŸ€”

wary wave
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braided cords are a PITA regardless of brand tbh

livid haven
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I got braided mice, keyboard, headphones, and USB cords for years now without issue. 🀷 What am I doing differently?

floral heart
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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.

livid haven
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Worst mice I've had were the Cyborg Rats.

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Which are/were Saitek/MadCatz... so no wonder.

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Now, interestingly... Logitech purchased Saitek from Mad Catz about a year or two ago now.

surreal viper
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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

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seriously how can normal people always remember to take it down before walking away?

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maybe I should buy a wireless one

livid haven
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@surreal viper And that is why I dropped fat cash on a Sennheiser wireless headset (no mic on it though)

floral heart
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Need a headset where the circuitry is attached to a spring! Or a magnetic usb port.

fierce tulip
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remember the old ball mice

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and the filth it accumilated

floral heart
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Still more fun cleaning those than desperately trying to blow lint out of a laser mouse's optics.

fierce tulip
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hehe

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or cat hair

surreal viper
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btw blueprint class implemented blueprint interface
I removed that and removed the interface

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I get errors that it can't find the interface

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can't find file for asset load error

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I guess i can just ignore it, but... why?

livid haven
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I'm just going to blame BP.

surreal viper
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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

paper kernel
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try doing a duplicate, the remove the old one and replace the references with the duplicate

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and obviously, do a backup before trying it

surreal viper
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worked, thanks

fierce tulip
final owl
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wow awesome didnt realise what it was first

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until i heard the music

fierce tulip
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could be a bit more alien in the environment, but it def. looks very cool

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instant desire to replay it

livid haven
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Whoa. Pretty. Felt familiar from the moment I saw the ship, and then Rikers.

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Shame it's not UE4 though

final owl
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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

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as if i was falling for real* was pretty cool

fierce tulip
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i remember it well because my gf at the time was named evelyn

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nyleve <> evelyn

cinder iron
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I use a G402 mouse and I'm pretty happy with it 🀷

weary basalt
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Ive had the same Razer Lachisis (i think thats how you spell it) Mouse for like nearly 8 years now i reckon haha

cinder iron
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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.

fierce tulip
cloud cobalt
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Yup

devout gulch
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don't worry

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there rendering reinforcments comming to Epic from Poland ;d

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on other hand

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I wish there were just HFTS shadow for high end settings

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you probabaly can't get much better than it wih reasonable performance

slim parcel
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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.

plush yew
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yo

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guys whats the deal with lighting baking?

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does it auto-uv?

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why is it taking so long?

hoary brook
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I have a questionare

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Let's say after hitting a trigger box, I wanted to spawn something, like an npc for example

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How would I go about doing that?

quasi lake
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Use a trigger volumn

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And add event to its onoverlap events

thorn kayak
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anyone know how to fix the black splotches after lightmap bake?

honest vale
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you know, dragging and dropping assets into content browser from windoes explorer would be nice

wary wave
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you can already do that?

sleek spear
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if i rename my level, the cinematics dont work

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how do i do that?

fierce tulip
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might wanna post that on answerhub/forums

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not related

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"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."

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4.19

frank escarp
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one of the best features

kindred viper
plush yew
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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?

kindred viper
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ah cheers. might step up to the preview then

thick flint
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Hi there. Um... I'm new to the server and to Unreal in general. Where's the best place to start?

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I just want to learn at this stage πŸ˜ƒ

fluid stag
thick flint
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Thank you! πŸ˜ƒ

honest vale
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@wary wave, really? Could've been that I tried importing wrong type texture πŸ˜„

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also when did the editor get so damn sloooow

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it's rendering at like... 1 FPS when I have a material window open

honest vale
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now the goddamn editor is completely uinresponsive

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amazing

fierce tulip
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stop coin mining and downloading all those tb's of adult entertainment :p

honest vale
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I think it was windows antimalware process

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it hogged my CPU every time I saved anything in the editor

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excluded the process and so far it has been smooth sailing

silver crown
grim sinew
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Yes.

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Exclude your working projects folder, but not your whole computer. That's just ridiculous.

silver crown
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πŸ˜‰

upper dock
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Isn't that just asking for trouble?

light thunder
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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?

crude verge
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Hey, i have been working on a procedural landscape generator i had it working, then it broke again. i got it backto here

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does anyone know what it could be?

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it works accept down a line

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i havent added smoothing function yet

mint sequoia
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Somehow has 3 five star ratings

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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```
livid haven
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Intended blockee: 127.0.0.1 - wat?

mint sequoia
#

I just noticed that too

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Lol

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Is the wiki bugged

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I'm not using a proxy or anything weird

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Not that it'd matter

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Try making a page?

wicked tiger
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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?

mint sequoia
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It is

hexed lance
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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?

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its not just that it seams that lots of stuff regualraarly gets reverted and I lose lots of work

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even though I go to file -> save all

mint sequoia
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@wicked tiger Can you let me know when it's cleared πŸ˜ƒ Ty

wicked tiger
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Yep, I'm messaging the team about it.

wicked tiger
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@mint sequoia - mind giving it a go?

mint sequoia
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@wicked tiger Working! Thanks πŸ˜ƒ

wicked tiger
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Sweet - np

fresh galleon
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Hey guys. I’m new here to this discord and i’ve messed around with unreal for a few weeks but i’m struggling still to do much of anything on my own. Any good tuts or advice/tips on what to do?

grim ore
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watch all of the youtube videos on the unreal engine channel, read all of the documentation and follow along with both for making things.

fresh galleon
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Attention all, i am looking for a mentor to help and guide me to better learn and understand the unreal engine and it’s mechanics!

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πŸ˜…πŸ˜Ž

dusty cypress
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Hey guys

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Where is all the player information for the jump action in the blueprints menu?

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Like gravity info?

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Or how high the player jumps?

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Within the blueprint menu, I can't seem to find it. Class Defaults only show few things.

gleaming shore
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How do I use fix up redirectors?

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@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

dusty cypress
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Thank you so much mate.

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I was wondering like... what? Where is everything at?

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Looked at this tutorial and didn't see anything about what I said. lol

gleaming shore
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Yeah its pretty tricky to find lol, all the info is there though walk speed, friction, jump height, jump speed etc...

dusty cypress
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Awesomeee

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That's what I needed mate

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Brand new to this engine, used UE3 in the past but it was of course way different.

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Thank you again

gleaming shore
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No probs

hoary brook
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@quasi lake I know that, I'm talking about using a function to make it spawn.

gleaming shore
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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)

silver crown
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World settings window -> Bounds check

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@gleaming shore

gleaming shore
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It wouldnt affect performance turning it off right

silver crown
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ofc no

gleaming shore
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Thanks for the help, appreciate it

silver crown
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πŸ˜‰

mint sequoia
dusty cypress
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Hey we're all helping here.

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lol

mortal gale
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Huh, the UT4 git repo is very broken.

glossy flame
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Why do you say that? :p

torpid sage
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need help

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trying to get the projectile to not fall down when i shoot

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im new to this lol

mortal gale
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Many things are wrong with the UT4 repo.

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Also a bunch of crap about "MakeShared".

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Using prebuilt is not an option either.

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And I have plenty of free RAM.

ornate girder
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this seems pretty basic, but is it possible to scale multiple actors from a single reference point?

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Right now, I'm scaling down multiple actors and they all scale relative to their center.

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resulting is actors not touching each other

silver crown
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@mortal gale You should switch to Windows, much easier

ornate girder
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i may have found out how, "Scale Tool Settings, set "Scale Pivot" set to "Manip"."

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going to try

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or hold down d

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hmm

silver crown
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Even if Arch is awesome πŸ˜‰

mortal gale
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I'm not redownloading all the crap. lol, already took forever, and git support, and just working with code, is a nightmare in Windows.

silver crown
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No?

mortal gale
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I prefer Linux, I'll do whatever possible to stay away from Windows.

silver crown
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No need to use git in windows, as you have precompiled binaries

mortal gale
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But the gitdependencies, from the gitdependencies script, pulls in a bunch of crud, and on linux, it excludes windows files by default.

silver crown
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I mean you don't need to compile the source

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Much easier

mortal gale
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I ain't redownloading that crap, I have under a megabyte per second internet speed.

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350Kbyte/s, or 3Mbit/s down,

silver crown
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So a 3h download

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Sucks

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😐

mortal gale
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it's more than that, I've already tried.

silver crown
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I have a 3.5GB version

mortal gale
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Well, I'm not rebooting to Windows 7 right now, I have a bunch of crap going in Linux. lol

silver crown
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Like what? πŸ˜‰

fresh galleon
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never seen someone diss windows like that lol. it’s seriously great with everything

silver crown
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tbh the windows manager sucks

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Not as much as the osx one though

mortal gale
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Trying to recompile crap, 66 terminals open, 127 file manager tabs, and a ton of text editor tabs

silver crown
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wtf

mortal gale
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My specs, btw.

silver crown
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That's an old kernel?

mortal gale
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Nvidia's kernel modules headers are dickered, they don't work with newer kernels.

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I build my kernel from source.

silver crown
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lol

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Why?

mortal gale
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Just because, it runs better, less bloat, less crapification, runs faster, due to native optimizations, and takes less RAM.

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And my specific device support.

silver crown
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Performance improvements are negligible

mortal gale
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Well, it's noticeable on my dual-processor system.

torpid sage
silver crown
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You ran some benchmark?

mortal gale
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Well, after, I didn't run before because I built the kernel as soon as I install the distro. LOL

silver crown
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So you don't know

mortal gale
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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.

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Probably due to NUMA crap.

silver crown
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😐

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350KB must be a pain to update packages

mortal gale
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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.

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And eh, it is kinda, especially big packages.

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Or a bunch of updates.

silver crown
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One thing that I love with Arch

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Is their server

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They're really fast

mortal gale
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I like not having to deal with a package manager constantly bitching about dependencies, I left *buntu for a very good reason.

silver crown
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Left mainly because of install size

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Got a 14GB laptop

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Which is kinda low

mortal gale
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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.

silver crown
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Well good luck with UE and Linux

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Tried that too

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Quickly switched to Windows

mortal gale
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UE works, just not UT

silver crown
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You're playing UT on Linux?

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That's awesome

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UT4 right?

mortal gale
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No, Unreal Tournament does not work, Unreal Engine from the UE repo, works.

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UT4 repo is screwed up, however.

silver crown
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Well actually it worked for me too

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Just not under i3

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UT is kinda dead, so not really surprised

mortal gale
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Having multiple workspaces clears up the task bar. lol

lilac geyser
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can anyone here help me out with compiling UE4 with UWP packaging becaue everytime i try it messes up heaps

mortal gale
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Apparently you can't merge the UT4 and UE4 repos, the project files and crap get screwed.

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IDK Josh

lilac geyser
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damn i really need some help like im having alot of issues with this

mortal gale
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that's it, screw this. closing all this crap.

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rebooting to do something else.

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PC information from Windows.

maiden swift
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@lilac geyser Try the #packaging channel if you haven't already.

turbid plover
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launcher wigging out for anyone else?

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im stuck at login and before that i was getting connection errors

surreal viper
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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? πŸ€”

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maybe im not supposed to do the profiling in the editor πŸ€”

cloud cobalt
#

You're not

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Profile in standalone game

surreal viper
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yep, more realistic values there

gloomy apex
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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

weary basalt
#

@gloomy apex
stat unit
stat unitgraph
stat fps

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Give those an go

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Put those into the console ingame

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Using the Tilde key to open it.

gloomy apex
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Yeah, thanks

surreal viper
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huh I think I just can't turn off vsynch

fierce tulip
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5 emails from different people on answerhub all wondering why their scene gets brighter if they look at the floor

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<_<

wary wave
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because the eye adaptation sucks and is on by default πŸ˜„

floral heart
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Maybe they need brighter floors

weary basalt
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Maybe the lights are dimming in the room? Faulty wiring πŸ˜›

fierce tulip
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maybe they just need to use the search function

weary basalt
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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.

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To be honest haha

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But yeah, google is your friend. The time they took to email you they would have probably found their answer lol

wary wave
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it's the new white viewports πŸ˜„

strong shoal
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i was trying to destroy and spwn a skeletal mesh but it doesnt react cuz it was pending kill. Like wtf

worn granite
#

Well yeah if you destroy it, it'll be marked pending kill and then you shouldn't try to interact with it again.

strong shoal
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Awwwwww thats too bad

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But how ami gonna do avout it?

worn granite
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I dunno. What are you trying to do specifically? That is kind of a vague thing in a way.

leaden dust
#

hey guys

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i am live streaming

strong shoal
#

No

leaden dust
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where should i put about it

worn granite
strong shoal
#

Like im trying to quickly spawn a weapon mesh and destroy it, and spawn it again

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Like a hide weapon func

worn granite
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You really shouldn't be creating and destroying a weapon mesh just for that. You can just toggle the visibility.

strong shoal
#

Woah im so noob

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you remember nothing

worn granite
#

I remember all.

weary basalt
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I screenshot it all

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Sorry

worn granite
#

rekt

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I only screenshot the interesting/funny bits. Easier to keep track of. ;)

weary basalt
#

I put notes on everyone πŸ˜ƒ

worn granite
#

I don't lol

weary basalt
#

Yours is Korku Veren or whatever you name was before

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πŸ˜ƒ

worn granite
#

Cause I don't need them and if I do I never check them.

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o no i can't hid

weary basalt
#

I use them for Mod reasons haha

worn granite
#

HALP

weary basalt
#

If you have been naughty you will have an Note!! πŸ˜ƒ

worn granite
#

Yeah I guess that makes sense as a mod

floral heart
#

You are now noted as "Notes naughty people"

worn granite
#

Did you tag me w/ that as soon as I changed?

weary basalt
#

Yes when you still had the SR71 profile pic

strong shoal
#

plz dont tag me noob

worn granite
weary basalt
worn granite
#

you may bow to no one, but you're too slow

strong shoal
#

NooooooooooooooooooooooooooooooooooΓΆΓ²

weary basalt
#

πŸ˜ƒ

strong shoal
#

will kneeling work

#

Or more.... 😏

worn granite
#

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 :/

weary basalt
#

Yeah we can change Nicknames

worn granite
#

neat

weary basalt
#

Wonder if i reset your Nickname it will go back to the first one you had? lol

worn granite
#

nah

leaden dust
#

Guys please join my streams

worn granite
#

to this one.

#

dude no.

leaden dust
worn granite
#

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.

fierce tulip
#

lol dat stream though

worn granite
#

amirite?

weary basalt
#

Im bored and watching it lol

strong shoal
#

Lol

#

But am i seriously tagged tho

floral heart
#

Tagging is something else

weary basalt
#

Yeah your still noob in my notes πŸ˜ƒ

#

Its only an local Note its not server wide

worn granite
#

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

floral heart
#

And 1 individual who's noted you as "Sparkling wonderhorse"

worn granite
weary basalt
#

@floral heart I wonder who did that πŸ˜›

worn granite
#

that's so specific, but it can't be @floral heart

#

otherwise he'd just say he did it

floral heart
#

Yes, I doubt @floral heart would refer to myself in the third person.

worn granite
#

that'd be quite odd, surely.

surreal viper
#

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

leaden dust
#

is there any place in this discord server where i can advertise my ue4 related discord server?

surreal viper
wary wave
#

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?

leaden dust
#

like i am gonna stream or record a vid daily

#

mostly for questions

#

and theres also gaming and offtopic and stuff

weary basalt
#

@leaden dust There is no unsolicited advertising. Please read the #more-resources channel.

leaden dust
#

like I am just asking ok

#

I am not doing any harm

#

and BTW @fierce tulip I am a huge fan of your work

fierce tulip
#

thanks

lofty edge
#

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.

weary basalt
#

Is your Editor window Maximised?

lofty edge
#

Yes

weary basalt
#

Try putting it in none Maximised mode and modify the dropdown

lofty edge
#

If it's that simple I'll eat my hat

#

Nope, still crashes.

weary basalt
#

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

lofty edge
#

It kind of displays a loading screen for a frame or two then just locks up the entire editor until it eventually crashes.

weary basalt
#

Odd

#

Bug Report?

#

πŸ˜ƒ

#

It maybe fixed in later version though.

#

Ive not heard of that issue before though.

#

Not to say anyone else hasnt

lofty edge
#

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 πŸ˜›

weary basalt
#

Yeah i get that all the time to lol

lofty edge
#

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.

weary basalt
#

I usually just fix it myself for that version until i move to the latest one with the Epic approved fix πŸ˜ƒ

lofty edge
#

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

weary basalt
#

I hate using GIT so i never do PRs

#

lol

plush yew
#

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

weary basalt
#

You can reset the editor layout

plush yew
#

i could do that, but i would like to know what this particular bar is/ why is it in there?

weary basalt
#

Thats division

#

CapsuleHalfHeight DIVIDEDBY 2

#

Woooops

#

Wrong question ahha

#

@plush yew I cant recognise it from that image, im an little tired.

frail robin
#

@plush yew just click on small world icon , it'll revert to local space

plush yew
#

doesn't work

frail robin
#

o.O

plush yew
#

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

frail robin
#

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

plush yew
#

i know that it should change to local space, but it just won't, that's why i'm asking :p

frail robin
#

oops , its weird ..

#

working fine on other levels and window

#

?

plush yew
#

yeah it's since i changed to the 2 panes layout

#

changing back to one pane doesn't work

final owl
#

?

paper kernel
#

interesting

#

delay is not a standalone time delay, but time starting from next frame

#

that's rather misleading

ripe geyser
#

Guys, when will version 4.19 be released? Usually how long does it takes between the release of the preview and the final version?

devout gulch
#

probabaly sometime before GDC

#

to make space for GDC build

#

which they probabaly crunch on now

#

;d

cloud cobalt
#

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

queen arch
#

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.

cloud cobalt
#

What did you want, and what did you get ?

queen arch
#

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

paper kernel
#

looks like your mesh is oriented to Y+, and you're not going negative angle range

queen arch
#

wait, I can't do negative angles?

paper kernel
#

you can

queen arch
#

Is there a tutorial about angles and mesh oriantation and stuff?

paper kernel
#

is it a static mesh?

#

or just change the import settings of the mesh

queen arch
#

it is a static mesh, converted from bsp

paper kernel
#

or set empty scene component as actor root component, then you can adjust the mesh rotation in the details

cloud cobalt
#

@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

queen arch
#

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

cloud cobalt
#

UE4 has forward = X, up = Z, right = Y

#

Look at your mesh for the XYZ axis

frosty bloom
#

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

wary wave
#

there'll likely be more to the warning than that?

frosty bloom
#

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;```
silver crown
#

Don't use IsValidLowLevel

frosty bloom
#

How come?

silver crown
#

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 😐 )

frosty bloom
#

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 πŸ˜›

vast pine
#

Hi

#

How does one compile for Mac without a Mac? πŸ˜‰

silver crown
#

You can't IIRC

vast pine
#

Wonder if you can get away with hackintosh then

silver crown
#

Yeah

#

Or VM

#

But if you want to deploy on OSX, you should have a mac anyway

#

At least for testing

vast pine
#

Yeah. Expensive for something I don’t use aha. Maybe if I write a nice letter to Apple they’ll give me one ? Kek

grim ore
fierce tulip
#

the gamejam toolkit is nothing more than just a collection of some stuff from a variety of example packs from learning tab

obtuse ocean
#

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

silver crown
#

@obtuse ocean You've restarted VS?

obtuse ocean
#

Yes

#

Wait everything just went back. Thanks

silver crown
#

lol

obtuse ocean
#

kinda stupid of me its fine though

grim ore
#

Visual Studio + UE4 codebase = FUN-FUN

cloud cobalt
#
  • VAX = it works
safe rose
#

What's...

#

UE4 Gamejam Toolkit

#

lol

#

Ah, needed to read further...will be introduced during the event

silver crown
#

@cloud cobalt True

fierce tulip
#

can already download it

safe rose
#

Aye

#

reading thread now

#

It's interesting

fierce tulip
#

its just some base content already available plus a few bp's

safe rose
#

Aye

low dust
#

anyone make phone apps here

upper heart
grim ore
#

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.

azure shore
#

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?

grim ore
#

how does it know to move forward?

azure shore
#

it uses the usual movement but I added swimming into the input in project settings

grim ore
#

ok so character movement with forward and such?

silver crown
#

Performance β„’

midnight yoke
#

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?!

frank escarp
#

@silver crown do you have actual stats?

#

precisely, how much per frame

azure shore
#

@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

silver crown
#

@frank escarp The issue I have is that running the profiler is extremely laggy

frank escarp
#

do you know about std::chrono?

#

you can do "simple" benchmarking like that

silver crown
#

Ah πŸ˜‰

frank escarp
#

essentially you get a "now" clock at the start, a "now" clock after the calculations, and check the difference

silver crown
#

Will do that now

frank escarp
#
    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

silver crown
#

Actually it's not that easy to profile

#

But I'll try

frank escarp
#

if its fully multihread yeah its an issue

silver crown
#

Like a thread to create the new octree

frank escarp
#

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

silver crown
#

It's 95% values computation

frank escarp
#

95% values?

silver crown
#

So not really interesting, as it depends on the world generator

#

Like get the voxel densities and materials

frank escarp
#

ah

silver crown
#

Β―_(ツ)_/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

frank escarp
#

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

silver crown
#

btw I guess it's a big issue if profiling is broken with the plugin?

#

Like 5s freezes quite often

#

Seems I was wrong πŸ˜…

frank escarp
#

whats the "per tick" cost ? (apart from hogging one core)

#

i would like to try this on PS4

#

wich is 6 cores

silver crown
#

The cost on the game thread?

frank escarp
#

yes

#

essentially i ask "can i run this in vr"

#

not for my next game, but i would like to try some shanenigans anyway

midnight yoke
#

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?!

silver crown
#

@frank escarp You'll have to try 😐

#

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

keen birch
#

@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

spring fjord
#

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?

silver crown
#

@spring fjord No

#

Stop asking that πŸ˜‰

azure shore
#

hah lol I get that reference in that name

spring fjord
#

lul

midnight yoke
#

I'm writing you in pm since here seems a bit crowded @keen birch

spring fjord
#

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)

surreal viper
#

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

plush yew
#

lol

#

is there a 4.19 preview

#

thats on github

#

besides the 4.19 branch

#

because it usually is still being modified every day

cloud cobalt
#

There should be a 4.19 P1 tag on the 4.19 branch

azure shore
#

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

north nova
#

anyone here know anything about getting planetary gravity to work

silver crown
#

@north nova There's a plugin for that

north nova
#

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

silver crown
#

Then don't ask for help

#

And do it yourself πŸ˜‰

north nova
#

wow

plush yew
#

@silver crown no need to be a dick man

north nova
#

its almost working just some small things i cant seem to figure out whats going wrong

keen pawn
#

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?

silver crown
#

@plush yew Yeah sry 😐

azure shore
#

UHH

plush yew
#

did you change to forward lighting otheer than that try removing your lighting and then placing it back in @keen pawn

keen pawn
#

forward lighting?

plush yew
#

yeah theres a setting in the project settings render

#

change to make sure its not forward rendering

keen pawn
#

nope not selected

keen pawn
#

Yeah i just nuked a restarted

silk torrent
#

is there a way to add a playercontroller actor to your map directly?

hard pier
#

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 ?

weary basalt
#

@silk torrent No

#

Why would you want that?

silk torrent
#

So is the PlayerController spawned from the PlayerStart actor?

keen birch
#

A PlayerController controls a Pawn

weary basalt
#

Any PlayerController is spawned by the GameMode when an Player first connects.

keen birch
#

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

weary basalt
#

Its not β€œpointless” its just limited in ability

silk torrent
#

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.

weary basalt
#

Id have to know more about your setup to comment.

spring fjord
#

Guys, is there any way to see blueprints in already packed game with cooked assets?

fierce tulip
#

nope

weary basalt
#

You cannot read uassets outside of the editor

spring fjord
#

But what does the editor do when it cooks? Does it convert blueprints to c++?

cloud cobalt
#

Not unless you enable nativization (which may be the case)

#

But baked assets are not meant for use

#

Textures are compressed, etc

spring fjord
#

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

silver crown
#

If you're good at hexa yes πŸ˜‰

cloud cobalt
#

There isn't, really

spring fjord
#

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?

fierce tulip
#

would take you months if not more

spring fjord
#

I don't care about time, i just want to learn

cloud cobalt
#

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

gleaming shore
#

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

fierce tulip
#

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

gleaming shore
#

Thank you, thought there would be a better way

analog cedar
#

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.

gleaming shore
fierce tulip
#

lemme load my project to show you the setup

gleaming shore
#

thank you, is that using flipbook in the material?

fierce tulip
#

yea

#

wait

#

show me the material just in case

gleaming shore
fierce tulip
#

how are you flipping between the images?

#

are there 4?

gleaming shore
#

Yes

fierce tulip
#

ahh you probably using real time preview

#

ok

#

cpu or gpu particle?

gleaming shore
#

Gpu, also i have different sub uv options than you?

fierce tulip
#

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?

gleaming shore
#

Not a lot, once the final texture is finished maybe 20-30?

fierce tulip
#

no need to use gpu particles then

gleaming shore
#

Ah ok, how do i switch to cpu and make the images stop changing once spawned

fierce tulip
#

this will take long, care to do a short hangout?

gleaming shore
#

How long we talking this particle is not all that important

fierce tulip
#

if i an hangout 5 - 10 minutes

#

if i need to write and explain, an hour :p

gleaming shore
#

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

fierce tulip
#

as long as you can share screen and i can talk its fine

keen birch
#

Look at Luos being a nice guy <3

mystic fjord
#

@gleaming shore i have that same problem

fierce tulip
#

join the hangout then XD

mystic fjord
#

Okay

keen birch
#

Lol

#

Enjoy ;3

fierce tulip
#

waiting for dbbk

keen birch
#

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

mystic fjord
#

that would be awesome

#

are you familiar with ai?

gleaming shore
#

Props to @fierce tulip helped me big time, thank you

fierce tulip
#

np

#

πŸ˜ƒ

turbid plover
#

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?

gleaming shore
silver crown
#

I'm currently testing the multiplayer of my voxel plugin, if anyone want to join DM me πŸ˜ƒ

turbid plover
#

@gleaming shore ok thanks... hrm i wonder why its weird for me

gleaming shore
#

Its deffintiely a google chrome issue you're having, have you tried a different browser?

#

@turbid plover

upper iris
#

@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

fierce tulip
#

dont @ everyone please

#

not that it works, but still

light thunder
analog cedar
#

Have you tried 'Set Fullscreen Mode' node?

light thunder
#

I'll try that, thank you

wet berry
#

What would cause an AI to work in editor, standalone, but not a package build?

bitter iris
#

Is there anyway to see why my lighting is failing

#

when i click build

safe rose
#

Praise the UE4 BabyJeez

#

Except...

#

4.20

floral heart
#

4.21

tawdry narwhal
#

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).

grim ore
#

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

tawdry narwhal
#

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

weary basalt
#

Traces are relatively inexpensive. You can perform hundreds of them in an single frame and not see any major performance issues

tawdry narwhal
#

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

weary basalt
#

Honestly an Sphere Volume would probably be better for you.

#

Keeping track of who enters and exists

silver crown
#

An octree would probably be the best solution here

#

A bit too complex for the problem though

tawdry narwhal
#

@weary basalt you mean with overlaps i.e. physics?

weary basalt
#

Yeah using an Sphere Overlap

tawdry narwhal
#

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 πŸ˜ƒ

#

meant physx sorry

weary basalt
#

Its incomprehensable wizardry

#

Just trust in the fact that it works πŸ˜›

tawdry narwhal
#

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!

weary basalt
#

Good luck

safe rose
weary basalt
#

πŸ‘ Awesome man

grim juniper
weary basalt
#

Wow they still havent fixed that

#

I reported that almost 18 months ago....

west badge
#

Yelloo.

light thunder
#

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?

weary basalt
#

Probably

light thunder
#

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

leaden dust
#

hey

#

I am live people

trim trail
#

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?

wary wave
#

you'd be better off just disabling Defender entirely

trim trail
#

it actually never hindered me until now

#

and ive been using it for years

wary wave
#

I've had a few problems with it in the past

trim trail
#

ive added ue4editor + launcher, seems to be doing fine for now

#

yeah, i can imagine

#

but 0 protection sounds really bad to me

wary wave
#

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

trim trail
#

like what?

wary wave
#

Malwarebytes is reasonable

trim trail
#

defender used to be praised/tested, but perhaps it changed over last years

vale osprey
#

Using Avast, wouldn’t complain if they wouldn’t start to add Avast signature into emails....

trim trail
#

even gmails?

vale osprey
#

Yes πŸ˜„

#

Imagine that

wary wave
#

dafuq

trim trail
#

so av peeks into your emails, nice πŸ˜„

vale osprey
#

Paid version

#

Yeah

wary wave
#

this is exactly the kind of thing you install AV to prevent!

vale osprey
#

It can be disabled in options but still irritating

cursive dirge
#

it's silly alright

paper kernel
#

ahh, this spheretrace is really screwing me over

#

by not being able to get impact point properly if initial overlap occurs

kindred viper
#

is it using the built in sphere trace or are you doing a custom one with a sphere mesh?

paper kernel
#

built-in

#

I did juggle the idea of custom shape, but I would prefer this to be adjustable

kindred viper
#

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.

paper kernel
#

oops, infinite loop

wary wave
#

you can't get an 'impact point' from a non-line trace

dim merlin
#

hello, my new editor window is like two times of my screen

#

setting the pixels wont change it?

paper kernel
#

have you tried r.setRes console command?

dim merlin
#

nope. how to use that?

paper kernel
#

in the console

dim merlin
#

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?

silver crown
#

You tried it though?

plush yew
#

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?

dim merlin
#

@Phyronnaz#5830 cant manage to open the console in editor

#

just set the key to F10, nothing happens

silver crown
#

@dim merlin You have to select the editor before pressing F10

#

Like not the viewport

#

Click in the content browser for instance

#

Should work

plush yew
#

anyone here worked in 4.19 yet

#

and if so, have u had any major issues

#

and if so, what issues

amber dune
#

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

cloud cobalt
#

Plenty here, just ask your questions

cloud cobalt
#

Just store it in another variable at that point

silver crown
#

Hey guys, I'm currently testing the multiplayer of my voxel plugin, and I'd need a few players to join me πŸ˜ƒ

light thunder
#

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?

fossil ore
#

@silver crown I can try

silver crown
#

Thx

warped silo
#

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

light thunder
#

@warped silo Did you try Fix Redirectors?

warped silo
#

@light thunder I didn't think to try that, but I just checked, and there are currently no redirectors in the project at all.

light thunder
#

So when you Right clicked on content and hit, Fix Redirectors, did you try that i mean

warped silo
#

I mean, yeah, I just did it, but it didn't do anything, because there are no redirectors in the project

light thunder
#

It's just that one asset?

warped silo
#

Yep.

#

For some strange reason

#

I just migrated from a pre4.18 engine version to 4.19

light thunder
#

Is it a wav/mp3? what kind is it? have you tried deleting it and reimporting it?

warped silo
#

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.

hazy lynx
#

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?

timber galleon
#

Hi

warped silo
#

@hazy lynx by project launcher, do you mean the Epic Games Launcher or the Editor Landing Page where you select a project?

turbid plover
#

@gleaming shore it was fixed when i switched to OpenDNS

fierce tulip
gentle ivy
#

@fierce tulip that sucks.

safe rose
azure shore
#

hey I saw that message but I didn't even read it as my internet was playing up so I thought nothing of it

fierce tulip
gentle ivy
#

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.

gleaming shore
#

If I was to mess around creating a guitar hero/step mania clone would spawning the notes via level sequence be the best option?

gentle ivy
#

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.

gleaming shore
#

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

gentle ivy
#

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.

gleaming shore
#

Theres nothing online about rythmic games in unreal engine, there is some showcases however no insight as to how it was achieved

gentle ivy
#

some showcases are downloadable

#

if they are by epic that is

#

or nice people from community πŸ˜„

gleaming shore
#

Oh no, theyre just by people from youtube

gentle ivy
#

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.

gleaming shore
#

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

inland epoch
#

so right now i cant login to work in the engine because too many people are playing fortnite? o.O

gentle ivy
#

@inland epoch yup

#

or are also logging into the epic games launcher to play games

inland epoch
#

thats awful :c

gentle ivy
#

thankfully they have a github

#

so you just pull source from github πŸ˜›

inland epoch
#

i cant pull the marketplace from github can i now? :p

gentle ivy
#

nope

wicked tiger
#

We're experiencing some issues with login - the team is working on a solution.

#

Apologies for the inconvenience folks.

gentle ivy
#

not a problem πŸ˜„

inland epoch
#

@wicked tiger are you guys looking into spereating the games from the engine login wise?

gentle ivy
#

How does linux people download market place stuffs?

silver crown
#

They don't

gentle ivy
#

oh...

silver crown
#

πŸ˜‰

gentle ivy
#

but they can use the website to buy it.

silver crown
#

Yep

gentle ivy
#

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.

silver crown
#

You'll need a Windows machine anyway

#

At least for testing

gentle ivy
#

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

shell jetty
#

well also fortnite is getting more known too

wicked tiger
#

You should be able to get back into your accounts now. If not, just let us know. Thanks all!

shell jetty
#

should it go online?

shell jetty
#

i am online now finally

honest rune
#

@gentle ivy Linux gaming is such a tiny market share that honestly it isnt even worth targetting

#

so is Mac gaming really

cursive dirge
#

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

honest rune
#

to be honest, for PC gaming the only platforms I would target are win 7, 8 and 10 all x644

#

x64*

cursive dirge
#

so your game will not run properly on them anyway

gentle ivy
#

I'm not even touching this argument

cursive dirge
#

it still pains me that MS still sells 32-bit OS

#

even on win10

honest rune
cursive dirge
#

there hasn't been non-64bit PC CPU's around for decades

#

or decade

gentle ivy
#

@honest rune I am well aware of the stats