#ue4-general

1 messages · Page 175 of 1

honest rune
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lol I'm just messing with ya

gentle ivy
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I can't believe most are still on win 7

honest rune
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I know right

keen birch
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The Linux community tends to be pretty enthusiastic about any game that works well on their os afaik

honest rune
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win7 has been gaining more ground over the past year over win 10.

keen birch
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I used w7 until I got my new laptop with w7 a few months ago

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Otherwise I'd still be on w7

honest rune
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@keen birch Probably very true

gentle ivy
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@honest rune not according to the stats you posted. Win7 is down -1% and win10 is up 1%

honest rune
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I thought win 10 was over 70% last year

gentle ivy
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they have the change % right there

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these stats are also from dec 2017

honest rune
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yea its monthly

gentle ivy
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is it though?

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seems like it's quarterly from what I saw

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like they only pull stats per quarter.

honest rune
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They're saying monthly on there

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for that data anyway. graphcs are difefrent

gentle ivy
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apparently they don't include steam OS stats either

high oar
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Would any1 know why I can't animate some Skeletal Meshes and why I can others? Im not understanding the difference. I've tired through Animation Blueprint as well as Martinee but no animations are showing up when im trying to attached them to a Skeletal Mesh.

gentle ivy
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probably skeletons differ

high oar
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How could I sync them to bypass that or modify to allow them to work?

gentle ivy
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uhh you probably can't there is skeleton retargetting but it's never going to give you a result you are 100% happy with most of the time.

high oar
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Nice!! Thank you Michael! This helps a lot. It'll be a good starting point. I just want to get something that works right now. Fairly new to this.

gentle ivy
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ah, yeah if you don't mind some bend bones then retargetting will certainly get you there.

high oar
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Got it, thanks again!

tawdry quail
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is hololens working on unreal 4.18 or do I need the source version?

wary wave
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Unreal doesn't support Hololens

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Microsoft's UWP branch might

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Honestly though, it really doesn't have the hardware to cope

gleaming shore
shell jetty
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there is bug in Mixed reality in 4.18 what is hot fixed in 4.19 if @safe rose is correct

safe rose
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@shell jetty Yup

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4.19 the fix for WMR is coming

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Which is good because so many WMR wanna play the demo 😉

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WMR via SteamVR btw

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Is the only route unless your branch off

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Which the majority of WMR users are using SteamVR anyway

shell jetty
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@safe rose so that is minor feature in WMR and get full use of those controllers what are able to get via UWP

prisma vector
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what do you guys usually do to get plugins from the marketplace using a source build?

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do you install a binary build and just copy it from that?

wary wave
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Should be able to install directly to source built project?

prisma vector
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doesn't seem to give me that option in the launcher

wild kestrel
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You need to build it toghther with the engine, modules from launcher are not compatible with modules build in VS, as version number thta they are signed don't fit so engine reject them. Place plugin source inside engine source plugin folder and build engine, alternativly you can place plugin inside project in plugin forder then it will be build with the project

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"Plugins" forder :p

prisma vector
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I guess what I am trying to do is get the plugin to download somewhere so I can grab it

wild kestrel
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yes install binery engine

prisma vector
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ah ok, so I have to do that

wild kestrel
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downlaod plugin it should come with the source... i think

prisma vector
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I am already on that path just taking a bit to download so I wanted to see if there were alternatives

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I appreciate the help 😃

wild kestrel
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Laucher don't see source builds anyway :p

prisma vector
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hmm I have it installed to the binary engine but have no idea where the files actually went lol

wild kestrel
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you can select path when you install, but by default in insalled in forder back to the laucher

prisma vector
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well the launcher says its C:/Program Files (x86)/Epic Games/Launcher/VaultCache/

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but that folder is empty

wild kestrel
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thats download forder ;p

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check C:/Program Files (x86)/Epic Games/

prisma vector
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ah found it in C:\Program Files (x86)\Epic Games\UE_4.18\Engine\Plugins\Marketplace

wild kestrel
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^^

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Now place Marketplace forder in same spot in source build engine

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and it should work

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build enigne and it should build the plugin too

prisma vector
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yep, always work in a source build and rarely use the launcher so just needed to get the files. looks like its working now

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thanks a bunch

wild kestrel
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no problem

rustic panther
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Why hasn't ARTv1 been updated since 2016??

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(The Animation and Rigging Toolkit) for Maya

fierce tulip
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i think the trello board mentioned something about an update coming

rustic panther
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can't use it unless you have 4.16 installed, think it's a bit outdated...

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is there a better tool somewhere? is that why it's been forgotten

fierce tulip
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dunno, dont use maya

rustic panther
loud knoll
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can someone check the launcher and see if they can set the online status? right now my is red and I cant change it

rustic panther
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mines red too

loud knoll
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kk

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thanks man just wanted to make sure my account wasn't hacked again

fierce tulip
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yea seems od they arent updating that

loud knoll
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well the down dector reports some troubles with fortnite so maybe they have a server issue related to that part of the structure.

fierce tulip
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everything server related to epic/ue4 has been crap since a few hours

rustic panther
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yesterday there was a queue to login

loud knoll
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wow

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its ok just working on my own game like a mad man so I don't get to play anything right now

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I am hoping they let me have the paragon source so I can fix the game for them, I offereed them help years ago for free but they rejected it. 😃

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that what happens when you let a bronzie 4 league player design your game

rustic panther
loud knoll
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bronzie 4 that plays teemo top lane only

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I knew the project was in trouble at that moment

rustic panther
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it doesnt even seem like anything that requires engine compatibility

loud knoll
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Sweeny our god, and lord thank you for the great engine!

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praise sweeny

oblique sorrel
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Well, Epic isn't kidding about cable component collision being an experimental feature

mystic fjord
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guys i have this problem

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so i made this character creator

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with the umg

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i made a certain button in the umg trigger a anim montage

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but when it triggers the animation

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the animation snaps

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if anyone can help me i would be extremely grateful

queen arch
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I can't find tutorials on mastering the umg

mystic fjord
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no,its regarding the animations

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the umg is fine

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i'll ask in the other section

gleaming shore
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Is it more effiecient to use functions or realistically is it just to clean up a blueprint?

weary basalt
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As opposed to using what?

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An Event?

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Events and Functions have different capabilities

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Your choice to use one over the other should focus on what those capabilities are and how you intend to use them.

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I doubt there woulnt be many people who have gauged the overall performance of Functions vs Events

gleaming shore
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Well, my blueprint was looking messy (long exe lines from custom events) so i just changed them all into functions so my custom event now just calls the function rather than a long line (i understand it still uses the long line)

weary basalt
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Large swathes of code are not ideal for alot of reasons. Condensing code down into more manageable blocks is good practice.

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If you have an large function, consider looking over it an identify parts that could benefit from being inside its own function, which at the end of the day can be reused elsewhere as well.

safe rose
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If you can't figure out what a function does in 3 minutes, it's too big and complicated

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Or so said Master Bob

gleaming shore
weary basalt
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Yeah thats fine.

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Thats small.

gleaming shore
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Ah good, I tried to make it smaller by only getting all actors once however it wouldnt let me

weary basalt
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Why didnt you just save the Array into an variable?

gleaming shore
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I just gave it ago, the get node wont accept the variable? (actor array variable)

weary basalt
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Umm you shouldnt need the Get node.

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Your ForEachLoop literally gives you the element its looking at

gleaming shore
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Yeah, looking at it I think I could move the set variable further down the line

weary basalt
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@gleaming shore This is what you should have done.

gleaming shore
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Yeah exactly what I was thinking, was just thinking it through before hooking everything up

mystic fjord
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so i am guessing no one can help me what i said above?

weary basalt
mystic fjord
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i have,but i dont think this is a matter of animations

cursive dirge
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@gleaming shore get all actors of a class can be slow

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so be cautious about using it

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also, not sure if I'd use local variable to make tht wire shorter, just use reroute node to make the wire nicely under the few nodes and be done with it

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but if the distance would be longer, definitely put a temp variable there

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also, who names events with single letters?

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put some descriptive name for it

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you'll thank me later if you ever have to revisit that code

regal mulch
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You'd need to debug that a bit or share more info

leaden dust
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hey people i am live

leaden dust
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hey @fierce tulip are you gonna be making any more particle system tutorials any soon?

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like your tuts the only ones on youtube

fierce tulip
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there are some others who also make particle tutorials, but well.. I need time

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and time I dont have much of atm

honest raven
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Guys is it just me the compile time is alot more in 4.18.3

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Its used to be 5-20 sec in C++, and about 1 min / 1k shader compile

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Now in 12 minutes it just compiled less than 1k shader

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:/

paper kernel
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math question: I need to get closes point on axis between 0,0,-40 and 0,0,40 from vector input value

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as in, closest point on line

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best I came up with was measuring ratios, but not sure is it accurate

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and all the formulas I find are based on infinite lines, while mine is limited

silver crown
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@paper kernel You want to project your vector on (0,0,1)

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And clamp the result

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(if I understood your question correctly)

paper kernel
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mmm, dot product maybe?

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axis(axis dot input * 40)

silver crown
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Yeah projection = dot product 😉

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Clamp(v dot Up, -40, 40)

paper kernel
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it is indeed projection, I blame it on sleep

strong shoal
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Hey i would like to add the master bp to a struct so i can set the value to its child, but instead i got the variables of the master actor. Is there any other way of refrencing a child actor bp thru struct?

paper kernel
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interesting note

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single trace and multi trace initialize results differently when no result is returned

silver crown
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¯_(ツ)_/¯

paper kernel
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no wait, I guess it's the loop

sleek spear
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hello can anyone help? i am trying to spawn player at random X,Y on the landscape height, every time the game starts

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this, in level blueprint doesnt work. probably probably player gets spawned at player start before level blueprint runs?

mighty pelican
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I just wanted to start a new project in C++ and this message came up: "The project could not be compiled. Would you like to open it in Visual Studio?

Running D:/Program Files/UE_4.18/Engine/Binaries/DotNET/UnrealBuildTool.exe MyProject4 Development Win64 -project="D:/Projektek/unreal/MyProject4/MyProject4.uproject" -editorrecompile -progress -NoHotReloadFromIDE
Performing full C++ include scan (building a new target)
Creating makefile for MyProject4 (no existing makefile)
@progress push 5%
Parsing headers for MyProject4Editor
Running UnrealHeaderTool "D:\Projektek\unreal\MyProject4\MyProject4.uproject" "D:\Projektek\unreal\MyProject4\Intermediate\Build\Win64\MyProject4Editor\Development\MyProject4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
Reflection code generated for MyProject4Editor in 8.6790984 seconds
@progress pop
ERROR: Windows SDK v8.1 must be installed in order to build this target."

Can somebody help me, it can't be opened in Visual Studio, an error message keeps appearing...

fair violet
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The error is right there 😃 Windows SDK 8.1 must be installed

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You can rerun the visual studio installer and make sure it is checked

mighty pelican
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oh I tought that it requires windows 8.1, didn't know what that SDK was, I am new, and just trying to learn how to develope games, Thanks!

fair violet
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No problem, you’ll need to have these items checked when running the VS installer

mighty pelican
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Now it's checked, hope it will work manny thanks again!

fair violet
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No problem have fun!

sleek spear
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can i animate the first person camera in sequencer?

amber dune
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anyone around have experience writing plugins?

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ive added a settings page for my pl ugin, a

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atm, it just has a single setting to assign a data table but when i try to set it it crashes the editor with an array index out of bounds error

oblique sorrel
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I've a spline mesh actor in the world, is there any shortcut to insert new spline points at mouse location? Or will it all be rmb -> inster point at -> drag?

amber dune
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ok my plugin setting seems to be working now, but how do i actually access the setting to use it?

oblique sorrel
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Everybody's just doing it the hard way, I take it?

plush yew
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Does UE4 4.18 use Dedicated Server + Steam ?

gentle crypt
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I just heard the news about paragon on 80.lv. are they really shutting down? the environment in that game looked beautiful. I hope the make a mod so i can see how the environments and stuff are made.

gleaming shore
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How can I set the audio volume in game for audio in a level sequence?

surreal viper
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just wait a small amount of time then check your condition again

obtuse sable
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How can i disable an object

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in preview?

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WHenever i press play

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its still there even if i hide it

surreal viper
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search for "visible" flag in the details panel and uncheck it

gleaming shore
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Is it ethical to message developers and ask how they did certain things in games theyve made/working on?

glossy flame
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I don't see why that'd be unethical, but they're definitely not under any obligation to respond or anything

gleaming shore
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Yeah, I understand that. Im sort of new to the whole game making thing and I seen a game im really interested in and there is a mechanic which id love to know how the implemented. I just thought maybe its a no no to ask how its done

glossy flame
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There's a fairly decent chance that information is under some sort of NDA if they're not an indie studio (maybe even if they are) anyways, but I personally wouldn't say asking would hurt anything

gleaming shore
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It is an indie studio, ah well ill ask, as you say it wouldnt hurt

paper kernel
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as lethal said, information is worth money in this industry

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artists especially don't like to share their shaders

gleaming shore
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Personally I wouldnt say its worth money as the actual mechanic has been around for decades and there are tons of games using it

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Im guessing you've seen BeatSaber gameplay teaser?

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I just want some insight as to how they're dealing with spawning the "notes"

paper kernel
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you're talking about beatmap generation

gleaming shore
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I didnt know it was called that, yes

paper kernel
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afaik most rhythm games have preset maps for each song

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some do generate them on the fly

gleaming shore
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Ah that was going to be a question are they manually mapped or automatically generated using a blueprint or plugin

paper kernel
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audiosurf and beat hazard generates, while osu and ITG have pre-set maps

gleaming shore
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For example if you was to create a step mania/guitar hero clone how you go about spawning the notes, i gave level sequencer a try but it seems ineffiecent

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Ah I have that plugin and have been messing around with it for awhile I cant quite get to grips with it

paper kernel
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get numeric values out of the music data, spawn notes from said values with your desired logic, track user input based on note timing

gleaming shore
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Ah I see, would a certain beat in a song have a specific frequency?

paper kernel
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that would be all up to you really, songs have lots of usable data and patterns to work with

gleaming shore
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I know that plugin has a "get specific frequency" node which I could output to spawn notes maybe I could get frequency of certain beats and use that

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maybe that would be to unpredictable though

paper kernel
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as long as the visuals make sense to the sound

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or, there is a clear connection like low notes are red and high ones are blue

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or lows left, highs right

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but, if you do go with the generated method, make sure it's consistent

gleaming shore
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Yeah thats what im going to try and go for, I feel if the notes was in different places every time it would be frustrating to get good at the level

fair violet
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You’ll have trouble mapping freqs to notes as with most music, the spectrum is full most of the time.

opal ocean
fair violet
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Also it wouldn’t be easy to define notes apart from one another without some kind of input using the dynamics of each fundamental, also separating rhythmic atonal instruments from musical sounds is likely challenging

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Writing the notes manually would almost certainly give the best results

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But maybe a tool can get you some of the way there, like what an automatic unwrap does for UVs! 😄

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If you relied solely on get specific frequencies to spawn notes, you could have half of the notes coming from cymbals and half coming from a vocal since they both occupy the same freq ranges in most cases. If you settled purely for rhythm it would be easiest to map the loudest transients to notes which usually come from drum hits.

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@opal ocean Nope because AllPawnsReady will be false until you set it true, so it’d never get set.

opal ocean
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Its set to true at the start of the function

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that logic is correct, but my issue was different

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I have my pawns register, and once they all register, they init and the game can start. THe first one registers and so it returns true and runs the init, before the second pawn inits

fair violet
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Sorry my bad I misread it, it’d get set but constantly on the loop

opal ocean
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each character has an index number, so say Character index 2 registers first. But index 1 and 0 havent registered yet, So if all three arent valid, it needs to return false

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My biggest issue related to this is not knowing when what is calling its begin play and starting up when I start PIE

fair violet
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Sorry the naming is a bit confusing, yeah what’ll happen is that as long as AllPlayersReady is true before starting the loop, and there are no invalid characters, it’ll stay true, otherwise it’ll be false when the loop ends.

opal ocean
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yeah

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which is what I want. so yay, fixed.

fair violet
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Sorry it’s been a long day and I can barely think haha

opal ocean
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it was returning true and trying to initialise characters that werent actually there yet

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I can barely think at the best of times 😄

fair violet
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You might have to delay the calling of that loop if that’s the case

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Maybe set a 2 second timer or something before it gets called

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To give enough time for the players to definitely be in the world etc

opal ocean
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I'll try psuedocoding my process... Character::OnBeginPlay->Controller::RegisterCharacter : Store character in CharacterArray, all valid? if yes, run initialising code that puts stored character info into each pawn

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Right now I only have two pawns, but later might have up to 4.

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I dont know how to spawn the characters on launch, from the array of character info, so I place blank pawns in the world, then initialise them

fair violet
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You are initializing all players in a match in your controller or is it two controllable players for your player? Regardless of that, the timings of the various begin play / other unit functions are a common issue as it’s hard to know which gets called first in some cases, especially in multiplayer with latency involved

opal ocean
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2-4 pawns to be controlled by a single player/controller. Its a turn-based strategy type game

fair violet
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The spawning can be done from the GameMode which is commonly how it’s handled

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Ah I see!

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Maybe I’m missing something but can’t you simply spawn the pawns on begin play from the GameMode, have the characters initialize themselves on Begin Play, and the use the controller to possess whichever pawn you want?

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If you need character info that is chosen from another map or the menu, you can store a struct in the GameInstance and get it from the GameMode when spawning

opal ocean
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I have the character info in a save slot, But if I only put a regular player start on the map, the game automatically spawns my gamemode default pawn, and I dont know how to change that

fair violet
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You can change the defaults in the GameMode Blueprint

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If you have created one that is

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Or you can override in the worldsettings

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You can use the playerstart or any custom actor as a spawner

opal ocean
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yeah I have a gamemode, with my default pawn class set to my pawn

fair violet
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Or if you want you can drop all characters into the world before playing and possess one of them

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I’d say for your case, have no pawn by default in the GM and do your own spawning and possess whichever character you need then

opal ocean
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oooh

idle stump
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I have a projectile that is oblong shaped so I'm using a Capsule as the root for collision, however I can't rotate the capsule to be long along the X-axis. If I try making a Scene component as root and then rotating the capsule, it doesn't collide during movement (add location with sweep checked). What's the right way to do this?

opal ocean
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@fair violet That works 😄 Just doing a GetAllActors of class PlayerStart to get the starts

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which seems to spawn the two in start 1 and start 4...

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thanks for the help @fair violet 😄

fair violet
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No problem, glad it worked 😃

paper kernel
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meanwhile, I just keep finding new bugs

opal ocean
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My game has so many bugs there are exterminators lined up out my front door

paper kernel
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and it's one of those "at this floor angle, and under this delta velocity, you will fall through the floor"

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like why

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it stand fine on flat ground

opal ocean
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the solution is to stand still

paper kernel
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I think I found the problem

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fucking spheretrace

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I swear this piece of shit is causing me to lose hair

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trace true, result normal 0

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wat

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one job

pallid compass
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Out of curiousness, say i have a ore patch or crystal patch thats nade up of two parts, and the crystals are going to be see through, but the ground patch will be opaque, is there any better ways to handle this than two materials?

opal ocean
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opacity mask?

pallid compass
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like opacity dither?

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crystals tend to be mostly translucant and stuff, but i dont know how to do opacity dither for glass yet, i need to look at the robo recall demo

opal ocean
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All one mesh? Mask the part that is opaque as solid, the crystals as translucent?

pallid compass
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thats two materials tho right?

opal ocean
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no..

pallid compass
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wait how do u seperate opaque and translucent?

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when u switch to trans on something the light works differently on it

opal ocean
pallid compass
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so u cant just have solid translucent materials can u?

opal ocean
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the material would be transluscent, but the solid parts would be masked as a solid 1.0 alpha

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but probably does have a higher material cost

pallid compass
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u cant do that

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it dosent work

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trans

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big difference

opal ocean
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huh, I dunno then

pallid compass
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yeah im wondering if there is away to tackle it with out two materials

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apart from the obvious, dont have a ground mesh

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lmao

fair violet
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If they absolutely have to be see through probably no other solution

azure shore
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I never even found out how to do opacity

pallid compass
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i was thinking of opacity dither

fair violet
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But it’s likely better to have 2 mats anyway to get both looking decent

pallid compass
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like they do in robo recall

azure shore
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sure it's easy enough tho

fair violet
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It’ll look noisy but might work out!

pallid compass
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true that

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i need find a sample in the demo

keen birch
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If you use TAA it could work

fair violet
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I think in the main menu scene there is an example

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Even with TAA it’s a bit noisy

keen birch
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Could ;3

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But with FXAA it will not work

pallid compass
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might not even be worth the trade

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depends how it looks i guess

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anyone got any good examples of crystal shaders by any chance?

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starting to learn more about materials and envrio lighting and stuff now rip

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well crystal material*

fair violet
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I don’t have examples on hand but yeah trying to do a nice crystal and realistic ground in the same mat is probably not worth it over 2 separate mats

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I know someone here was posting really nice crystal mats a while back, can’t remember who

pallid compass
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wth

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i cant open any of the mats in the demo

fair violet
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I remember it was definitely possible to open them but they were greyed out the first time I loaded

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Can’t remember how exactly sorry

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But was def in the material graphs

pallid compass
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dw got some of em open

timber slate
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Hey Im building an realistic apartment for a vr application. I want to know if it´s possible to create a collision mesh of the walls just for the nav mesh. My walls are in several pieces so I can light map it. I also built a more simple shapes for the places I want it to block teleportation. Because Im always changing something and exporting it to UE I want to build these collision shapes and not associate it to any mesh (e.g: SM_wall01, SM_wall02... UBX_walls, UBX_floor). Is it possible to just create a separated mesh for the whole wall collision ?

kindred viper
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you dont need collision for the navmesh. It has a component called NavMeshModifier. Its like a volume that excludes parts of the navmesh for such cases

safe rose
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What's a sure way to crash a game?

gentle ivy
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a nullptr call

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ACharacter* Char = nullptr; Char->Destroy(); should do it

safe rose
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Hmm, need one for BP tho

gentle ivy
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you will have to write this in C++

safe rose
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Ya because I can't crash in BP easily 😭

gentle ivy
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there is no BP call out of the box designed to crash. Even then the simple stuff is protected against unless you nativize

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It's kind of the whole point of BP

safe rose
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Yeah, that's a damn shame actually

gentle ivy
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It's super easy to simply just write a UFUNCTION that does this and expose it to BP though. Just call it makethegamecrash()

safe rose
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K, thanks.

light thunder
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Anyone ever play with Unreal Web Server?

safe rose
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I'll try that if this Infinite Loop doesn't work in packaged game

gentle ivy
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I do know infinite loops are protected from in the editor

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might break in a packaged game?

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@light thunder the crash reporter one?

silver crown
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Won't crash, just freeze?

light thunder
#

@gentle ivy No, the one that lets you use HTML files to communicate and fire off events in Unreal

#

Usually pretty ususual use cases

#

but I need it for mine currently

gentle ivy
#

ah I've not seen it

#

is that with the engine or separate?

light thunder
#

plugin off marketplace

gentle ivy
#

oh okay

light thunder
#

this is blueprint but it is also html, i'll keep the pictures to a minimum

silver crown
#

HTML in BP must be so ugly

light thunder
#

not as bad as I thought but not very pretty

#

normally I have the html file already written

#

it works great but I'm trying to see if I can generate the html file in blueprint (you can) by simply breaking up the chunks and appending the array of buttons (it's an admin interface)

#

then I don't have to ever edit the html file again and can add buttons by simply adding a new element to an array

#

the only thing I'm stuck on is the formatting text

#

you can see on that first picture, the giant node on the right works but is not dynamic at all

silver crown
#

I guess you can't do any C++?

light thunder
#

I want to figure out a way to format the string into that text and send it as a response

#

I can do some but I work mainly in blueprints

#

I'll check blueprint, that's the closest thing

floral pagoda
kindred viper
#

I know there is a boolean for animations to adhere to custom time dilation, but for the life of me I can't find it anymore. Anyone know where it is by chance?

drifting ocean
#

Any tips on how to deal with the editor being super obnoxious when renaming folders? It seems to have zero issues changing all references to the new file locations, but it still throws an error and refuses to delete the old folder

plush yew
#

anyone looking forward to 4.19

#

i know i am!

obtuse sable
#

Are there any issues importing Alembic files?

#

When im doing it its just stuck at 0%

obtuse sable
#

nvm it just takes longer

idle stump
#

So, when I reach my "LevelExit", I'm disabling input on my player pawn. My movement is done in a function called every tick that uses the "GetAxis" node (GetMoveH in my case)... but my character keeps auto-walking after I reach the exit, even if I let off the key. I started logging out the axis value, and sure enough it stays "held down" once I disable input. I would expect "DisableInput" to make axises be 0. What am I doing wrong?

lost wasp
#

hi

#

i got a problem

plush yew
#

any way to replace inhereted mesh /rig system with a flipbook in third person charactar template?

lost wasp
#

how do i make a spline mesh have shadows?

cursive dirge
#

Like any other mesh?

boreal meteor
#

hey guys

#

i was wondering if it is better for camera to be inside character or to be inside the player controller in a 2d platformer game

#

i think maybe it is a better idea for a 2d platformer to have its camera inside player controller rather than character

idle stump
#

@boreal meteor I think usually you will have a camera component on the Character... but you can affect in certain situations from the Controller if you need to... like for certain camera transitions and stuff

#

honestly there are a dozen ways to do it... it's kind of a crappy answer but there isn't one correct way

boreal meteor
#

i guess it needs to be put into some tests

plush yew
#

Hey Im some noob fucking up with keybinds

#

I pressed r and it brought up these weird squares instead of arrows while trying to move an object

#

How do I get back to arrows?

#

To actually be able to move the object

idle stump
#

i think W

#

or Q

#

Yeah it's W for ǝʌoW

#

😋

crisp mesa
#

#saveparagon

#

Lol

final owl
#

Lol

frosty copper
#

Or you could change the setting to "Use old UE3 movement", which means you press Space to swap between translate, scale & Rotate transforms.

#

that QWERTY thing pisses me off to no end. o_o

turbid jewel
#

Does anyone know where to get free realistic looking car assets?

cursive dirge
#

blendswap?

lost wasp
#

do somebody know why the metal does not reflect?

sudden agate
#

Is the Reflection Capture big enough and the pipe is enclosed in it?

lost wasp
#

@sudden agate

cloud onyx
#

what object would an uncontrollable pawn be?

#

I am trying to cast a variable from it to the players ui

lost wasp
#

actor?

cloud onyx
#

yea

#

actor

#

what object would it be

lost wasp
#

idk about blueprints

sudden agate
#

a reference of your object @cloud onyx

cloud onyx
#

so what would I type in

#

get reference to self?

#

@sudden agate

sudden agate
#

no, your object you try to access

cloud onyx
#

+1ps is my object

sudden agate
#

you need to multiply the UV Coordinates (TexCoord Node) with a scalar

lost wasp
#

so how do i fix my problem?

sudden agate
#

@light lintel show your material

lost wasp
#

okay

#

@sudden agate oh i see is the enviroment

#

but my map is indoors without exterior light

#

metal is working but i have light issues

#

i think i got it

#

lets see

#

okay this part is done but i have lighting issues. i recive light from the skybox

#

okay i will see a timelapse of an indoor map`

silver crown
#

Hey guys! I'm doing a multiplayer stress test, and I'd need a few more people to join me:

timber galleon
#

hi

dapper zenith
#

Hey why does a project say it needs to be reompiled for a new version even though I haven't changed the version

#

And now I can't open my uproject cause it fails to compile

#

Fixed - delted intermediate folder

south ridge
#

@silver crown looks lovely, needs some dithering in LOD transitions for the chunks 😄

silver crown
#

How would you do that @south ridge ?

#

I'm a programmer, not a material expert 😉

frank escarp
#

@silver crown actually pretty easy

#

but its annoying as fuck

#

essentially you make every material of the chunks, masked

#

with masked dither

#

and instead of snapping one chunk to the next one, for a second you have both

#

and you fade in one, and fade out the other

silver crown
#

I can do that pretty easily indeed

frank escarp
#

issue is that now your transitions increase the polycount

#

and drawcalls

#

unreal dither LOD is a hungry feature

silver crown
#

Could do that for LOD 0/1/2 only

south ridge
#

What you can do is retain your current LOD system and add a dithered LOD transition option on top of it

#

When LOD has switched, it starts rendering old chunk as an additional drawcall with a special material (unlike normal chunks)

#

So the proper chunk goes from high LOD to low LOD, but a high LOD chunk is rendered in addition on top of it, smoothly dissapearing

silver crown
#

SetMaterial would do it right?

frank escarp
#

why set material?

#

you dont need to set it

south ridge
#

Yeah. Look into how UE4 does LOD dithering, maybe you can already use existing stuff

#

I'm just presuming he uses custom mesh rendering etc so he's not using the normal LOD system

frank escarp
#

that too

silver crown
#

"with a special material"

frank escarp
#

lod dither is probably on the shader itself, so maybe you can hijack into it

#

@silver crown but you wouldnt set a new material

south ridge
#

It might only be enabled for some materials

silver crown
#

Everything is custom

frank escarp
#

you would just dither the current one

south ridge
#

Yeah

silver crown
#

I'll study how static mesh works when I'll have time

#

Not vital for now 😉

cinder iron
#

but don't use native dithering, just use a grid like mask... if you don't want to suffer ghosting btw

silver crown
#

Ok

#

btw @frank escarp you might be able to help me on the multiplayer

#

As I have an issue with the UE networking that I really don't know how to solve

#

For the collisions I'm spawning additional meshes around the players

#

And I'm teleporting those meshes when they're too far

#

However if there's a player on it he is tp too

#

I guess because networking works based on deltas relative to the mesh under the player

#

If anyone has an idea on how to solve this 😃

faint cedar
cursive dirge
#

sure

#

main issue with that is that if you target PC and you just run that from Tick, your suspension will break on low fps

#

so you need to use substepping instead and run the traces directly from them via physics delegate

#

and never use UE4's component getters for locations as they are only updated for Tick, not for physics steps

#

that also doesn't discuss suspension damping at all

faint cedar
#

Yeah I know, suspension damping is where I'm stuck at right now, my car keeps bouncing indefinitely

cursive dirge
#

damping is just additional force to the spring

#

which is velocity of the wheel multiplied by your damping coeff

cursive dirge
#

just make sure you get the sign right

#

but that's easy to test in practise

faint cedar
#

This is my force calculation

cursive dirge
#

hmmm

#

so you just go one spring total?

#

as you do the gravity there too

faint cedar
#

I don't, I apply gravity separately before calling that. That's just a single spring calculation, I got 4 springs on 4 corners.

cursive dirge
#

I don't get why there's gravity and vehicle mass involved in the spring math

#

otherwise it looks ok, you may need to swap the sign from + to - tho

#

I never remember which way it's supposed to be

#

but you can tell it immediately by testing

faint cedar
#

That's from that kart physics template that I'm trying to replicate as a starting point

cursive dirge
#

ah

faint cedar
#

The mass I get to have the force work as an acceleration change when applying, but I'm not sure why gravity is involved either

cursive dirge
#

I think the last part is just a hack

#

it makes no sense physics wise

#

unless he doesn't apply gravity in the physics settings

faint cedar
#

He doesn't, gravity is applied manually

cursive dirge
#

but still odd to apply gravity 4 times

faint cedar
cursive dirge
#

just add it once to middle of the body and be done with

#

or let physx handle it

faint cedar
#

Yeah, there's that too

#

mind y ou, in his BP gravity is a positive numbber

#

he adds it there prior to the spring forces

#

then in his spring calculations he effectively counteracts gravity

cursive dirge
#

it makes no sense tbh

#

also, try that kart thing with t.MaxFps 20

#

or 15

faint cedar
#

Yeah I know that it breaks, I will move the calculation the physics delegate once I actually have it running at all :p

#

Right now I still get an infinitely bouncing car.

tawdry narwhal
#

might be a stupid idea but can you try turning CCD on

cursive dirge
#

it's not that

faint cedar
#

There is no collision involved here, and if you mean substepping, that's on already

cursive dirge
#

oh

#

turn off substepping

#

if you don't use the delegate

#

otherwise you'll not get stable suspension

faint cedar
#

Just did that, no change unfortunately

#

I just tried removing the custom gravity force application and just use normaly gravity

#

also removed the gravity portion of the suspension calculation

#

well, now the force is extremely low, so I have to ramp up suspension stiffness

#

but in either case, still way bouncy

cursive dirge
#

then increase the damping coeff

#

and try different sign for it

faint cedar
#

The SpringDamping?

cursive dirge
#

yes

faint cedar
#

Well, if I set it to around -0.4 instead of the default 0.1 I can get my compression to hover between 0.26 and 0.24 and stabilize after some 15-ish seconds, so that's SOMETHING, but still, if I have the car start above the ground and land, it still behaves eratically.

cursive dirge
#

0.4 sounds like super low value for that

#

altho it directly depends on your spring stiffness

#

also, what's weird about your code is that there's stiffness and suspensionmultiplier separately

#

you can have two multipliers, but it's kinda odd

faint cedar
#

Yeah about that, the stiffness is per wheel, multiplier is global for tweaking all at once

cursive dirge
#

you'd usually just have same value for all or same for both front / back

faint cedar
#

Right now stiffness is 0.75 for each wheel, multiplier I had to crank up to 1400 or so otherwise I'd just drop to the ground

#

Yeah this is just as a test to see if we can get different wheel settings for some exotic cars

#

But in most cases they'd all be identical for all 4 wheels

cursive dirge
#

you'll also face this issue with single linetrace per wheel:

#

it should be pretty obvious why that happens

#

can be fixed with level design tho

#

or by adjusting the colliders

faint cedar
#

Yeah I will switch that to a sphere cast most likely, but again, first I want to get anything to work :P

cursive dirge
#

like in that image example, that collider could just have small ramp on each side

#

and nobody would notice

#

sphere's have their own issues

#

but yeah, one thing at a time

#

basic raycast suspension is super simple tho

#

F = - kx - bv

#

k is spring stiffness, x is travel

#

b is damping coeff and v is velocity

#

you calculate those all there already

#

and bunch extra

#

so, I'd guess your damping value is still way too low

plush yew
#

Got a window asset, my shadows don’t seem to match up with the sun, the shadows move when i change my directional light which is acting as the sun, but the sun doesn’t move

cursive dirge
#

@plush yew default skysphere?

#

you need to sync the direction light to it

#

there's that update checkbox thing

plush yew
#

I’ve ticked the checkbox yea

cursive dirge
#

you need it to be dynamic?

faint cedar
#

I know it ought to be simple, which makes the fact I can't get it to work extremely frustrating

plush yew
#

Tried changing between static dynamic and moveable

cursive dirge
#

@plush yew no I mean, you need the sun to move in-game?

#

or only in editor?

plush yew
#

Only in editor

cursive dirge
plush yew
cursive dirge
#

those extra things like world location and transform getter are there are mainly so one can use it with substeps

#

@plush yew then just put the directional light ref to your sky sphere blueprint in the level and hit the refresh checkbox after you've changed the directional light angle

faint cedar
#

Wait, it's enough to move from Tick to Update(float PhysicsDeltaTime) forr it to work in physics step?

cursive dirge
#

nah

#

Update on that component is just something I call manually there

faint cedar
#

yeah, thought it seemed too simple

cursive dirge
#

yeah, you wish 😄

opal ocean
#

argh, I dont know what I did but I cant seem to rotate objects in the BP viewport now >_<

faint cedar
#

Your mouse broke?

opal ocean
#

no, I rotate the on the transform gizmo, and nothing rotates... trying to rotate a camera

cursive dirge
#

@opal ocean is it the root component?

opal ocean
#

no

plush yew
#

@cursive dirge if only i knew what you meant. Sorry i’m new to all this

cursive dirge
#

you can't rotate the root in BP editor

opal ocean
#

if I create a new object, it works fine

#

deleted the old camera and put in a new one...

cursive dirge
#

is that BP derived from your own c++ class?

opal ocean
#

nope, just a pawn

cursive dirge
#

k, just checking

opal ocean
#

I was following a tutorial and I button mashed by accident, and things stopped being able to be rotated

faint cedar
#

@opal ocean - Those kind of things happen to me as well sometimes, just restart the BP Editor / UE4 and it should work

opal ocean
#

ok

cursive dirge
#

it's common for blueprints to break with hotreload

#

hence asking about the parent class

opal ocean
#

yeah. lots of stuff breaks with hotreload, afaik

cursive dirge
#

you need to have your directional light ref right on the sky blueprint

#

and then you can refresh it

#

that will move the sun

#

you need to do that again each time you rotate the directional light

#

with the stock skysphere anyway

silk torrent
#

I am making a RTS styled game and am trying to spawn a unit from my PlayerController. My unit is a Character object but when it's spawned, it's stuck in the air. I read that you need to give a Character a playercontroller before it can do anything so tried calling Character->SpawnDefaultController(); but that doesn't work. Is making the unit a Character an okay approach?

faint cedar
#

@cursive dirge - Thanks for the help, I'll play around with these numbers and see what's missing. Would you mind telling me what your values for SpringCoef and DamperCoeff are?

plush yew
#

Ah ok, thank you

tawdry narwhal
cursive dirge
#

@faint cedar float SpringCoeff = 250.0;
float DamperCoeff = 50.f;

#

but I use those to make a simple "ufo" on that example

#

I think there's like 8 of those which I just use as thrusters

faint cedar
#

Enough to get me started, thanks

#

I quickly went t hrough how you hook up the Update function to the physics tick. With that setup I need to have substepping on in the project, yes?

cursive dirge
#

that project is basically my test bed for testing determism for fixed timestepping for physics but it also hooks those physics steps to the physics delegate

#

so yeah, the setup is there

#

it's not the most straight forward example for that purpose tho

#

if you want something more robust

#

you could check out MMT

#

it has whole suspension stack that implements all these things

#

there are sphere traces and sweep options too

#

it uses the old physics step delegate

#

it still works

faint cedar
#

Oh shit nice

#

Got a lot of reading to do

cursive dirge
#

he has a simple 4 wheeled vehicle example on the demo level too

#

it's pretty basic I think

faint cedar
#

I'll dig through it and see what I was missing, this'll be a great resource

cursive dirge
#

one of the biggest factors on vehicles is the tire physics, after you get the suspension done, how you deal with tire friction will be the next biggest factor on the overal feel of the vehicle

#

well, there are three main things IMO

#

good suspension with damping, tire friction done right and antiroll bars

#

well, engine sim is also one factor but your use case might not always require realisticly behaving engine

faint cedar
#

This is for a very cartoony karting game, so I don't think I'll do much more than what that video suggested (moving the center of mass below the vehicle)

cursive dirge
#

you don't even ned to spoof the mass below ground if you do things properly

#

antiroll is basically fixing the rolling issue those space dust racing guys fixed by the COM hack

#

another downside of putting the center of the mass below the vehicle is that it'll lean in wrong direction after that

#

like if you accelerate the vehicle, it'll tilt forwards

#

when you'd expect the exact opposite

#

same happens when you turn

#

your vehicle actually leans into turn direction

#

well, if you handle the turning with friction anyway

#

if you just use torque like in that video, then you'll not notice

faint cedar
#

Well, I suppoe I'll burn that bridge when I get there

#

for now, I've replicated your suspension calculation, let's see if it actually works now

#

@cursive dirge - Got it to work man, thanks a bunch. Although my damping is ~500 and my stifness is ~15k

cursive dirge
#

those values depend on your rigidbody mass

#

and eachothers

faint cedar
#

Ah, yes, mass

cursive dirge
#

with vehicles, it's constant tweaking if you change one parameter

#

you usually end up changing bunch of others as things depends on others

faint cedar
#

Yeah, I'm just happy I am finally getting somewhere

#

So last thing - I'll move this thing to the physics delegate thingy now, do I need to turn on substepping in the project for it to work properly?

opal ocean
#

thats my physics question! I've got a 6DoF ship, and I got it to fly right while using a placeholder, I switched ONLY the mesh to a larger ship mesh, and suddenly its all sluggish!

cursive dirge
#

when you do, then yes, you need to enable substepping

#

just remember what I said about ue4 getters

#

none of the regular location etc getters have up-to-date data during substep

faint cedar
#

aye, get the body instance data instead, yes?

cursive dirge
#

so you need to read the transform via bodyinstance which reads it from physx

#

yes

faint cedar
#

Goodie

cursive dirge
#

things like velocities are read directly from bodyinstance anyway so those you can read with basic getters

#

and things that execute right away

#

like linetrace which returns the result immediately

#

I tend to check the t.maxfps thing when I work with these things

#

it's really quick to test with it if you have missed somethin

#

as lowering the fps will break the thing immediately in such case

faint cedar
#

I got some firsthand experience with that...

#

While we're on that subject of that... Epic implemented some sort of kinematic substepping, right? For Robo Recall, to be able to hit fast moving bullets if I remember correctly

cursive dirge
#

kinematic CCD or something like that

#

it's different thing

faint cedar
#

Meaning I could theoretically now have my swords swings just be normal colliders and play the animation, I no longer have to fuck around with tracing the sword's path

#

Oh, last question... if I wanted to apply a custom gravity force, I'd do that in the same physics step update as the suspension forces?

cursive dirge
#

yes

faint cedar
#

Thanks

#

This is probably stupid now, but if I just apply GetGravityZ() * DeltaTime, it's way too slow on its own, even though the math is correct

#

Do I skip the DeltaTime bit for gravity? Sounds wrong

cursive dirge
#

in arcade game, you usually use bigger gravity values to make it more responsive

#

to apply gravity you use F= ma where m is your mass and a is acceleration (gravity value)

#

there's no deltatime in the equation

faint cedar
#

Yeah but a is m/s^2 so there's time in there

cursive dirge
#

since you use AddForce for that, deltatime is taken care of automatically

faint cedar
#

Oh

cursive dirge
#

don't mix the units with the actual values in the equation

#

force in SI is same as 1kg * m/s^2

#

if you want to put the units in, they'll add up eventually

#

but you don't really need to care about them if you use the same base units as what's expected in the equation

faint cedar
#

I stopped doing that once I figured out that AddForce boils down to something extremely stupid like decanewtons orr something silly like that

cursive dirge
#

in UE4, the core issue is that base unit for lenght/travel is one cm instead of meter

#

so that kinda messes up with everything

faint cedar
#

yes, but mass is still kilogram, so it calculates force as cm/kg

cursive dirge
#

yeah

#

everything else is pretty standard

#

it's just the cm thing that's wrong

tawdry narwhal
faint cedar
#

@tawdry narwhal - I've tried it briefly but didn't get very far. It's an extremely advanced technique and there are some papers on jumpflooding that you can read up, but don't expect to get up and running in an hour

tawdry narwhal
#

yeah I guess it ain't easy, but since then guy actually did it I thought he might have made a tutorial or some such

#

he's doing exactly what I want to have in an effect

faint cedar
#

I doubt anyone here could really help with that, it's quite an advanced technique

#

also 0lento, it seems that the shift to the physics update worked, it works fine at t.MaxFPS 5

#

thanks again for your help

cursive dirge
#

np

faint cedar
#

So if I wanted to do a break function, I would directly do BodyInstance->SetLinearVelocity() and just feed it GetLinearVelocity() * BreakingFactor?

#

or just set LinearDamping to FMath::Lerp(OriginalDamping, MaximumBreakDamping, BreakInput);

#

that seems more sensible

obtuse sable
#

Any way to do actor hidden in game on everything except one thing?

#

So basically solo show something kinda

foggy kraken
#

Is there anyone that would be able to help me with my college project please? I've unfortunately lost all my work on a USB Stick and need to start again, however it's not been particulary helpful my Game Engines Lecturer being ill all the time, barely teaching the class and my own health issues. Need to create abilities for an Overwatch Character. Already have the ideas, and an Overwatch Template, just need help with the mechanics/blueprints etc.

plush yew
#

Hii

tropic pilot
#

anyone know where i can grab som free GUI / UI stuff?

cerulean nova
#

i need awnsers to everything 😄 someone willing to help ? 😭

brave drift
#

Hey everyone, anyone know that when we are gonna have 4.19 release? This week?

floral heart
#

re: Konners
42

devout gulch
#

did anyone tried to replace broadphase collision detection in unreal and integrate it with physx ?

#

Just wondering where to start looking, if I wanted to have my own system for sweeps/overlaps/traces and let the physx handle rest of simulation (ragdolls, cloth, etc)

cursive dirge
#

@devout gulch then use immediate mode

#

It allows you to solve constraints and sim without physics scene

#

So you can implement your own and solve what you want manually

devout gulch
#

you mean Immediate ?

#

(I see plugin Immediate physics)

grim juniper
cerulean nova
#

@floral heart 42 does not help in that case

cursive dirge
#

@devout gulch oops, yeah, immediate

#

but the plugin itself drives the animation physics

#

you actually want the functions that plugin calls

#

they are set to private in that plugin, unless they've changed that

#

so you need to make your own plugin or modify that

devout gulch
#

idk if it cloud be made into plugin, replacing broadphase would mean changing tracing functions, overlap handling in components

cursive dirge
#

oh

austere yacht
#

If learning the blueprints is like learning a language, do you learn the language by constructing easy games first? Like i have it in my mind how its supposed to be but i cant word my thoughts if you get my drift.

cursive dirge
#

you would need to implement a whole lot things yourself

devout gulch
#

and use physics to simulate ragdolls etc, only around player

cursive dirge
#

well

#

you can already use immediate mode thing as is for ragdolls

devout gulch
#

yes, unfotunetly replacing the real backbone of unreal physcs is not that easy ;s

cursive dirge
#

depends on what you want out of it

#

you can just ignore the build in thing

devout gulch
#

basically I want to bypass 20km limit for simulation. for that I need 64 bit positions (fixed point). Origin rebasing is not going to work for multiplayer, but things like overlaps and traces should work in single space for all players

#

I figure out I don't need any kind of physics server side

#

(I mean I don't nee detailed simulation, just broadphase)

#

and let clients simulate the more fancy visual stuff

cursive dirge
#

well

#

you could just ditch the built-in physics

#

it's pain to work and modify anyway for this purpose

#

just run your own physics in doubles outside of engine core

#

bullet can run in doubles for example

tropic pilot
#

Natalie Imbruglia - Torn

#

great song

#

anyway

#

anyone know where i can grab som free GUI / UI stuff?

leaden venture
#

so im trying to remove the eye adaption from my camera, its disabled when im in the viewport but when i play the game its enable how do i remove it?

cursive dirge
#

@leaden venture project settings, PP volume, pick one

leaden venture
#

i cant find anything under project settings about that

cursive dirge
#

project settings->rendering

#

it's in the same group that has bloom

leaden venture
#

there is nothing there about eye adaption

cursive dirge
#

auto exposure

#

right there

leaden venture
#

oh allright

#

then why is lens flare still enabled..

plush yew
#

is UE4 playable on gtx 960m 2gb? ;V

#

I'm lagginnnggg

bitter iris
#

i think you just answered your own question @plush yew

plush yew
#

;V

#

so time to start saving

nocturne goblet
#

😁

#

Depends on the game tho

#

And their optimizations

#

And on the UE version

cursive dirge
#

UE4 version is hardly a factor

plush yew
#

i downloaded soul cave and clicked play to see it and rip xD

cursive dirge
#

also

#

had no issues running ue4 with my old gtx670

#

960m should be fine

plush yew
#

i know, i see other people with lesser graphics and they work fine with it

#

maybe 8gb ram isnt enough?

#

it says that it's recommended

cursive dirge
#

8 GB is fine unless you need huge worlds or need to build static lighitng

#

if you build lights, you need more RAM in most cases

#

but that will only make the building slow

#

not lag the edior

plush yew
#

or is it problem because im using laptop

cloud cobalt
#

Mobile GPUs are really not the best for UE4

#

or gaming in general

kindred viper
#

if someone said to me "from now on you have to do unreal editing with 8gb". I would say "screw you honcho im off to Unity !"

cloud cobalt
#

Like @cursive dirge said, 8GB can be enough for UE4 development. I only moved to 16GB for heavy Blender baking onto 8K maps

kindred viper
#

I read that as ram btw. not GPU ram. 8gb gpu is more than enough :p

#

yeah its not that UE4 particularly takes up all the ram, its the artwork editing on the side that does it

cloud cobalt
#

Yeah. Photoshop can be voracious too

kindred viper
#

yeah it does use a scratch disk tho so its not that bad

cloud cobalt
#

If you're on the programming / gameplay side I'd say 8GB is a least concern

kindred viper
#

I started out on 8gb but it definitely didn't seem enough for my tastes. So I moved to 16gb and that was fine. Then I went to 32gb just in case.

frank escarp
#

uhm, visual studio chugs ram

#

i got 16 gb specifically for that reason

#

i was hitting the limit constantly with VS + unreal at 8 gb

kindred viper
dim merlin
#

Hi, retargeting a skeleton gives 'Invalid Assets' ? anyone knows why?

cloud cobalt
#

Anyway, it's obviously better to have a fast 8-threads / 16GB system with a great desktop GPU 😃

#

And a dedicated SSD

cursive dirge
#

yeah, SSD is a must

#

if you value your time that is

dim merlin
#

anyone knows how to fix that?

tropic pilot
#

uhm

#

everytime i try to save in UE4 i get this

#

The asset '/Game/GAME/Widgets/Player_Interface' (Player_Interface.uasset) failed to save.

Cancel: Stop saving all assets and return to the editor.
Retry: Attempt to save the asset again.
Continue: Skip saving this asset only.

grim ore
#

do you happen to have the project open more than once?

frozen horizon
#

Hey guys anyone wanna have a conversation?

#

@ me

harsh tiger
#

hello everyone, im making a city in a open world and for performance im using level streaming. but it seems really annoying to use. i was wondering if theres a better way to make is items on the other side of the world arent rendered until i get close to them

plush yew
#

hi

grim ore
#

generally items not visible or at a certain distance should be culled out or using lower LOD if you set it up like that.

sudden agate
#

is it only me or does 4.19 crash when trying to type something into the console?

gilded crest
#

I've had more problems with 4.18 than in any other version 😛

kindred viper
#

I guess you dont remember the great war of crashing bugs during the 4.13 period then. It was the best of times, it was the worst of times.

grim ore
#

I've had more problems with every version I use compared to the ones I don't 😦

kindred viper
#

I accidentally got the 4.20 pre-release from github and it lasted less time on my pc than it took to compile.

grim ore
#

heh

cloud cobalt
#

4.18 was pretty decent for us, except on Linux

grim ore
#

some of the master releases can get quite funky depending on when you grab em. I've had some that just refused to even start lol.

#

then you see a commit a few later saying "Fixed the startup issue"

#

or "backed out change #XXXX"

cloud cobalt
#

Yeah, using master only makes sense if you're an engine dev working in the office

#

I think Epic game devs work with the promoted branch, which is a nightly ?

gilded crest
#

I don't remember working on 4.13, sometimes I skip whole versions cause I don't migrate my project yet for months 😛

grim ore
#

so 4.19 p3 this week, p4 next then 2 more for final so 4.19 release on 2/20?

#

yay for new stuff 😃

kindred viper
#

Im so hyped for the Audio engine. I've been planning some Markov Chain work with it and see how far it can go

grim ore
#

I wish I could understand the Audio Engine on a basic level. There is quite a bit I should know but Audio, like math and graphics and art and shaders and physics and lol..., is one of those black boxes for me

fiery harbor
#

so I'm having the issue that some (very very few) people who are trying to play my game are having one very, very weird issue:
The best example is one guy with a threadripper 1950x. the issue is that his CPU is always at 100% and everything lags due to that. it is definitely not my code creating such a crazy amount of CPU usage on a 32 thread CPU, so do you guys have any idea what could cause that or how I could find out how to fix it?

silver crown
#

@fiery harbor 100% usage by your game ofc?

fiery harbor
#

@silver crown by my game, yes

#

sometimes it works for a few minutes and then suddenly starts to get 100% CPU usage

silver crown
#

So UE is creating at least 32 threads

fiery harbor
#

yeah

#

and the fact that it lags and stuff likely means that it creates quite a few more threads so that its more like 60 or 100 threads or so causing the game thread and render thread to be slowed down a lot

silver crown
#

Maybe some issue with the code detecting the number of physical cores?

fiery harbor
#

but that would just mean it would spawn too many threads for some things, not actually use them

#

all those threads have to be in something like a while(true)

silver crown
#

Do you have his log file?

fiery harbor
#

shipping config has no log files

silver crown
#

TIL

fiery harbor
#

I also dont think the log files would help

silver crown
#

There's that at the beginning of mine: ```
LogTaskGraph: Started task graph with 5 named threads and 14 total threads with 3 sets of task threads.

fiery harbor
#

yeah but even if that would say it spawned 1000 task graph threads that would still not cause this issue

#

1000 threads that do nothing are not a problem

silver crown
#

Yep ofc

#

Maybe some weird AV issues

#

Unlikely, but who knows

fiery harbor
#

hm

silver crown
#

He is on default Windows, not Insider or anything like that?

fiery harbor
#

quite sure, yeah

#

the other person having the same 100% CPU issue is on a regular i7 4xxx

silver crown
#

How many users do you have?

fiery harbor
#

well my game released on friday, so its not a crazy amount yet

silver crown
#

It could even be Spectre fix

#

So many possibilities 😐

amber dune
#

Why the heck isnt this working? World->SpawnActor<AWorldItem>(Result->WorldItemBlueprint, FVector::ZeroVector, FRotator::ZeroRotator, FActorSpawnParameters()); Result->WorldItemBlueprint is TSubclassOf<AWorldItem> WorldItemBlueprint;

silver crown
fiery harbor
#

@silver crown hm, I wouldnt expect it to be related to spectre. especially that it happens on both AMD and Intel means its unlikely I think

silver crown
#

No

amber dune
#

It's saying there are no overloads that take these parameters but the default fps character does exactly this to spawn a projectile

silver crown
amber dune
#

ok thanks

fiery harbor
#

I just wonder if theres any way how I can remotely find out whats going wrong for those people

silver crown
#

Almost every system is affected by Spectre: Desktops, Laptops, Cloud Servers, as well as Smartphones. More specifically, all modern processors capable of keeping many instructions in flight are potentially vulnerable. In particular, we have verified Spectre on Intel, AMD, and ARM processors.

#

FYI

#

But it's 100% unrelated

fiery harbor
#

any way how they can look at how the threads currently running are named or something like that?

#

I guess it would show whats the issue if I would know the names of the threads that are taking all the CPU

silver crown
#

😐

fiery harbor
#

it has no names, right?

silver crown
#

Yeah I'm dumb 🤦

fiery harbor
#

maybe... I could add a shortcut to the game making it crash, then let me send the minidump file from the user who also showed me the screenshot of that thread list...

#

do I still see the TID of the thread on a opened minidump?

#

hm, maybe not...

silver crown
#

You need symbols to see threads names

fiery harbor
#

oh I think I do still see the TID then

#

yeah I would open the minidump file on my system where I have the symbols

silver crown
#

(just learned that, you probably already knew)

fiery harbor
#

thanks 😃

silver crown
#

If you can, you should do a remote desktop

#

Just to check the issue

fiery harbor
#

check what?

silver crown
#

Well confirm it

#

Like it could be an user error

fiery harbor
#

confirm that the task manager really shows 100% CPU usage?

silver crown
#

Yeah

#

And that io/ram isn't full

#

See if nothing's unusual

fiery harbor
#

hm

#

even if RAM is full that would not be related

silver crown
#

Can also see thread count in task manager

#

Well who knows

#

¯_(ツ)_/¯

#

I guess a failing hardware could increase CPU usage?

fiery harbor
#

well if 30 threads out of the 32 ones would be dead then yeah

bright wave
#

hi

#

is there any way to get better performance in unreal engine (pubg), with decompressing the .pak files?

#

i know it from earlyer unreal engines, there was a way to unpack them

silver crown
#

No

bright wave
#

then you got better performance

silver crown
#

No

bright wave
#

😦 kk

opal ocean
#

Making a vehicle, will mostly be driving from inside.. Better to be a seperate mesh from the exterior? or all one object?

tranquil moth
#

is there a unreal content library to download free models?

#

looking for a turret that i can use in a tutorial

opal ocean
#

opengameart has some turrets... may have to convert to fbx tho

tranquil moth
#

does the startercontent have anything that can act as a turret

opal ocean
#

yeah, it has basic shapes that you can call a turret

tranquil moth
#

im trying to follow that tutorial, but he doesnt have a link to download his turret model

fossil socket
#

can you no longer report posts on the UE4 forums? i'm logged in and i don't see it

tranquil moth
#

its a blend file right now

opal ocean
#

you'd have to open in blender and export to .fbx

#

and make sure of the scale

#

if you just need a stand in for a tutorial, the starter content would probably work fine

tranquil moth
#

just like a cylinder and cube on top?

opal ocean
#

yup

tranquil moth
#

thanks man

high oar
#

Which Source Control do you guys recommend to use if I’m just casually sharing assets/projects with a friend?

sturdy walrus
#

Hello

tiny coyote
#

when I play in the viewport and press f8 for the free camera movement the courcer is blocked by the screen edges, any idea hot to solve this problem?

silver crown
#

FYI, SetScalarParameterValue doesn't work if the value is too big

#

ie if Value - 1.f == Value 😐

#

Which seems to be true for Value = 1e10 😦

livid haven
#

Define "doesn't work"

silver crown
#

Well it doesn't update the value

#
void UMaterialInstance::SetScalarParameterValueInternal(FName ParameterName, float Value)
{
    FScalarParameterValue* ParameterValue = GameThread_FindParameterByName(
        ScalarParameterValues,
        ParameterName
        );

    if(!ParameterValue)
    {
        // If there's no element for the named parameter in array yet, add one.
        ParameterValue = new(ScalarParameterValues) FScalarParameterValue;
        ParameterValue->ParameterName = ParameterName;
        ParameterValue->ExpressionGUID.Invalidate();
        // Force an update on first use
        ParameterValue->ParameterValue = Value - 1.f;
    }

    // Don't enqueue an update if it isn't needed
    if (ParameterValue->ParameterValue != Value)
    {
        ParameterValue->ParameterValue = Value;
        // Update the material instance data in the rendering thread.
        GameThread_UpdateMIParameter(this, *ParameterValue);
        CacheMaterialInstanceUniformExpressions(this);
    }
}```
#

The - 1.f is lost for too big numbers

#

¯_(ツ)_/¯

livid haven
#

But... that's universally true.

silver crown
#

Yep sure

#

But SetScalarParameterValue(1e10) does nothing

#

Even if default value is 0

livid haven
#

Ah, that's a different story. Weird.

silver crown
#

To be clear it doesn't work the first time

#
if(!ParameterValue)
    {
        // If there's no element for the named parameter in array yet, add one.
        ParameterValue = new(ScalarParameterValues) FScalarParameterValue;
        ParameterValue->ParameterName = ParameterName;
        ParameterValue->ExpressionGUID.Invalidate();
        // Force an update on first use
        ParameterValue->ParameterValue = Value - 1.f;
    }```
wicked tiger
#

@fossil socket Thanks for mentioning the spam post. It's been removed.

ashen brook
livid haven
#

@silver crown Yeah, that's odd. I'll mention it.

silver crown
#

So doing ```cpp
NewMat->SetScalarParameterValue(FName(TEXT("EndTime")), 0);
NewMat->SetScalarParameterValue(FName(TEXT("EndTime")), 1e10);

ashen brook
#

@wicked tiger when can we expect the announcement of where the Unreal Fest will happen?

keen birch
#

Yeah

#

Would've been nice to at least know that

ashen brook
#

Hehe

kindred viper
#

its at my house. dont mind the kids. please take your trash with you when you go thanks.

ashen brook
#

I suspect details aren't finalized so

keen birch
#

I'll take it

#

Yeah, same

kindred viper
#

I hope its close enough for me to get off my arse and go outside for a change

keen birch
#

But then they could've just waited with announcing it until they knew the place?

#

Because I'd rather not have to keep this in the back of my head while not having a clue about whether I should even care

#

:/

silver crown
#

The important part are the dates

keen birch
#

But that's just my take on it

silver crown
#

"to save the date" 😉

keen birch
#

I'd say time and place. Both are crucial to knowing if you're available

wicked tiger
#

@ashen brook Soon (TM)

#

😉

keen birch
#

Well yeah, but saving the date is silly if it ends up being on the other stide of the continent ;3

#

Gotta love dat ™

kindred viper
#

Im selling fake doctors certificates in case anyone needs to get off work.

#

2 dallars

silver crown
#

Yay!

kindred viper
#

I may as well get some use out of my photoshop subscription :p

ashen brook
#

hehe alright

wicked tiger
#

Will let you all know more once we can share.

ashen brook
#

awesome 😃 really looking forward to this

#

and hoping it's not too far away 😉

kindred viper
#

Are Epic going to fly us all there in Lear jets with their Fortnite money? 😉

keen birch
#

I doubt I'll be able to go, though

#

That's more or less a week before my finals

#

Possibly actually during some of my finals

#

😛

unique ocean
#

I got unlucky and my PC crashed while I was working, everything seems to be in place but UE4 set all my project settings back to their defaults?

#

I have a backup folder with my project but I've never had to use it before, which files should I replace

livid haven
#

Take a look at your project's Config folder

#

Those ini files are likely what you need to restore.

celest creek
#

Hey, I'm pretty sure I've seen a non-executing branch node... but can't seem to be able to create one, how do I do that?

ashen brook
#

look for select

celest creek
#

hmm.. that doesn't seem to be it?

livid haven
#

Select is the data equivalent to branch. Or vice versa in a sense.