#ue4-general

1 messages Β· Page 189 of 1

devout gulch
#

either way saying dynamic GI is not fesable because of hardware is old talk proved wrong

grim sinew
#

Well yeah, we have Crysis 2 to thank for that. LPV GI that cost 1.2ms on a GTX 280, so cheap that it's practically free on modern hardware.

#

And then we have current SVOGI in the Cryengine V that's running great, we have tons of screen space GI that can supplement any voxel solutions to prevent leaking, etc

#

And best of all it solves two problems at once, realtime GI can often let you get realtime reflections too on every single object.

#

It's an incredible leap forward in what a scene looks like

devout gulch
#

yes everything gets softer and more realistic

grim sinew
#

Also of course, there are more hidden benefits to it. Like you can make your assets more modular, since you don't need to worry about taking up lightmap uv space on unseen parts.

#

It's inevitably where things have to move to though. The market has spoken loudly the last few years, open world and player generated content is where it's at, and you can't bake either of those.

frank escarp
#

how enlighten works

#

from the paper

fierce tulip
#

gonna go to the physical stores now to make some photos

honest vale
#

@frank escarp and you still have to hand create the proxy geometry for it

grim sinew
#

So what, if it works?

devout gulch
plush yew
#

Good morning, how are y'all today?

#

jesus christ... why is my name Cardi B....

#

oh god, im logged in under my brothers account... forgive me ><"

wintry kelp
#

Good morning, how are y'all today? - much better >.>

crisp fable
#

compiling shaders (12,886)

#

oh god what did i press

wild glacier
#

Ahahahahah

#

Good Luck

crisp fable
#

is it a known thing that you cant combine material attributes and tesselation or something?

#

oh nevermind, i had to multiply it substantially

slow estuary
#

So I was trying to set up the gearvr motion controller following the tutorial in the docs with UE 4.18, but am unable to get the plugins listed in the content browser..
after some googling I found an answer on the forums which led me to set "installed" to "true" in the uplugin file, and now it is listed as installed, but it is still not listed in the content browser.
Yes, view plugins is checked, and the plugin is the build-in OculusVR plugin.

#

Anyway to get them into the content browser? or do I need to compile the engine from source...?

fierce tulip
#

now I own three hehe

frank escarp
#

@fierce tulip wow you did physical?

fierce tulip
#

yea

frank escarp
#

normally physical is stupidly expensive and hard to deal with from an indie/medium sized studio

fierce tulip
#

thoese where the only two copies in my town atm

#

hehe

frank escarp
#

3k dollars PEGI, 3k dollars ESRB, minimum 1000 discs to print

fierce tulip
#

quite proud of that

tall pendant
#

THQ Nordic probably helped with the physical release πŸ˜›

fierce tulip
#

I think THQ got

#

i was about to say that haha

fierce tulip
#

@frank escarp kinda surprised it made it trough esbr, my worded explosions have words I wouldnt even dare to say out loud XD

tender dome
#

hi, i want to create a light shaft kinda thing and for that i need a cone. can anyone help me out. i need a fbx mesh. thanx

grim ore
#

Is there not a cone as a basic object in the place mode?

tender dome
#

i dont have a modelling software or knowledge of one.

halcyon shore
fierce tulip
#

ooh awesome hehe

#

hugs

grim ore
#

@tender dome the Place Mode, top left in UE4 editor, under basic. it's in the engine.

fierce tulip
#

I'll forwardit to the team

halcyon shore
#

I'll tweet it from my work Twitter ;)

tender dome
#

@grim ore but can i add it to a directional light also i want it hollow with no top and bottom

fierce tulip
#

I cc-ed the team and rr twitter acc. btw.

halcyon shore
#

What's your team's Twitter

fierce tulip
#

SlipgateStudios

grim ore
#

@tender dome If you need something that specific you can look into using the geometry tools in the editor and make one exactly like that. Other wise the default cone would not be hollow. they can both be static meshes which is the result of bringing in an FBX from outside the engine so yes they would work.

tender dome
#

okk lemme see

halcyon shore
fierce tulip
#

just to point out, i have zero intention to promote the game in this chat, if anything take it as a "if you put your mind to it, you can do it too!"
Work hard, keep focussed, take some time off when you get too stressed, and dont give up!

halcyon shore
#

I probably wouldn't follow that account you'd get a lot of rubbish from us trying to sell stuff :p

fierce tulip
#

if it gets too bad I can always change settings hehe

halcyon shore
#

Yeh I'd like the clarify I did this as been a friend of luos for a while and doing out of heart :)

fierce tulip
#

awww

#

btw, re-LBP if you find a glitch/bug in lbp you can enhance the game, if you find one in ue4 you are prolly ffed XD

frank escarp
#

@fierce tulip dont worry everyone here plugs their games constantly

restive eagle
#

http://prntscr.com/iickyg
Could anyone break down how these models could be displayed? I know how to add 1 model like that, but how would you add for every single mesh, it seems a bit stupid to spawn each mesh just to get a preview. Maybe its possible to have 1 render scene for the current object that rotates and other ones would be static. If you played fallout 4 you probably know what im talking about

Lightshot

Captured with Lightshot

halcyon shore
#

I'll keep a look at for things to break ;)

crystal vapor
#

Hey guys i used to be a Dev maybe 5 years ago, im well out of practice..... Have not used UE4 much, any recommended tutorials?

vale osprey
#

@restive eagle it's fine to just spawn them

#

do you mean just GUI part or preview when you place them?

#

either way, it's not like performance will die if you spawn them

grim ore
restive eagle
#

hmm, i was trying to think of a more modular way, because if i spawn each mesh, i would need to create seperate renderer and material just for that, maybe there is a way to reuse just one hmm

crystal vapor
#

@grim ore Thank you for the tip!!!

vale osprey
#

@restive eagle there should be a way to do it programatically

grim ore
#

also if you have the launcher open the Learn tab is basically the same thing but with more examples πŸ˜ƒ

restive eagle
#

hmm i might just stick to using pre-made picture if i cant figure it out, because as it is now i only have to add a row inside DT and it will be functional

vale osprey
#

2nd option might be not the most performant but 1st maybe can be done with blutility

#

I'll be doing something like that myself, was planning to create a data table with name of the BP and position/rotation of the camera to make a capture of it

#

just to semi-automatically make images of parts

#

actually, with 2nd option you can just save results of render to texture and use as instance parameter to material that you apply in UMG

restive eagle
#

i already have second method done, and was playing with the parameters a little bit last night, but couldnt figure out how to save/update that material correctly. Will take a look at your link. thanks

#

oh its exactly what i have now πŸ˜„

#

need to spend an extra day on that, hopefully will figure it out in the end

vale osprey
#

I wonder if you can do first method with blutility for automation, I know that blutility can place objects in the level, not sure if you can create assets

soft garden
#

hi, there is a console command to remove all material during runtime?

lunar scaffold
vale osprey
#

Nice!

mellow pulsar
versed shadow
#

How do I make use of the job bot to post job opportunities?

upper heart
#

@versed shadow see the pinned message in the job board channels

versed shadow
#

gracias... I forget about pinned messages

sudden agate
#

Layered Materials are so fucking cool.
You need a Vertex Colored Mesh Material? Just make a Material Layer with Vertex Color Blend

#

You can make Instances from the Same Material and simply disable/enable other Layers for Vertex Colours or other blends. Really nice

devout gulch
#

2,117 changed files with 739,977 additions and 34,965 deletions. wtf

iron belfry
#

i have a question about streaming levels. I used the unload level, and that works fine, everything in the unloaded level disappears. However, the next node that should destroy the blueprint that unloaded the level never hits the breakpoint. So, the blueprint remains. Has anyone encountered this behaviour?

vale osprey
#

Is the actor in the same level?

harsh tiger
#

i'm using the rollingballtemplate. it's set up to work with controllers by default which is fine. the problem is. if i hold W i go forward a lot slower than what i do if i go forward on the left analogue on the controller. does anyone know how to get them to be the same?

iron belfry
#

@vale osprey the actor is in level b, which unloads level a

vale osprey
#

then maybe "completed" never happens

#

something is not removed

iron belfry
#

i think i found the cause. its a setting called "always loaded" . i will fiddle with that behaviour and come back when i have an answer

#

yeah, that fixed it

#

changed the level to streaming via blueprint, loaded it in the begin play of the persistent level and then tried again. now the unloading completes correcly

vale osprey
#

that sounds like a bug - as if it's set as "always loaded" then what it contains should NOT unload

#

at least by this command

gloomy pollen
#

Has anyone seen a plugin or API or something that allows you to access a shell/terminal on another server? Like a passthrough for a linux shell.

iron belfry
#

ok, next question

#

i have a light behind the wall, how do i make it so that it wont bleed to objects behind the wall?

copper knoll
#

Hey all. I would have a quick question. I stumbled across Udemy, and wanted to know if anyone here has experience with it. Can you recommend it? I am already a bit familiar with Unreal Engine useing BPΒ΄s. What i want to do now is learning C++ within the UE. I have some knowledge also in other languages, mainly php.
I was thinking of maybe getting this two courses:
https://www.udemy.com/unrealcourse/
https://www.udemy.com/unrealengine-cpp/?couponCode=TL15ST2

Any advice, or other platforms to learn from ?
I also tried finding stuff on youtube, and such, but i find that most tutorials are quite old by now, and not very "Noob-friendly".

frank escarp
#

@Pablo Rueda#7652 SSH?

plush yew
#

I’m looking at game design to be a path that I want to go down for a future job / hobby and I was wondering if I should start with learning blueprints or C++

#

I’ve got no coding experience so neither one really jumps out to me as a better option

rugged viper
#

Hey I'm looking for a beginner modeler to work with. We already have other two modelers all beginners so if you want to learn with us just DM me

gloomy pollen
#

@plush yew I'm just a hobbyist, but I would say if you have no coding experience start with BP since its more newbie friendly. I think what really matters is that you start learning the engine and either one will allow you to do this. Even if you start with BP, those engine functions you learn will still apply to C++ if you switch.

lavish garden
#

@plush yew learn python. comparing blueprints to programming isn't something you should really do, as blueprints are really just visual shortcut chunks of code.. if you are going to learn to code, learn to code..

tribal sapphire
#

Sorry I keep not knowing the right place to put things...is there a way to import 1 asset from the example proejects into a new project? I want to import the first person character, models and all, and the third person character, models and all

grim ore
#

you can right click on any asset in the content browser then go to I want to say asset something and choose migrate. This lets you move from one project to another.

#

Alternately you can import the FP and TP feature packs/templates right into your project using the green ADD button on the content browser and choosing the top add option.

tribal sapphire
#

So to do the first choice, I'd go into the first person / third person example projects and migrate them over that way?

grim ore
#

yep

#

it will ask you for the content folder in the project you want them in and it will move them over

tribal sapphire
#

Gotcha, then I just delete the first person / third person projects after I have migrated them over... Correct?

grim ore
#

if your doing migrate you select the actual item(s) you want and migrate. you could do the FP blueprint for example and it would move over just that blueprint and anything associated with it

#

so in that case you wouldn't have to delete anything if you wanted the first person character and its animations and such as that would be all that moves over

tribal sapphire
#

Sorry if I am absorbing what you're saying of it slowly... If I'm in my main project with in unreal, how would I migrate over the FP blueprint for example without creating the FP project and then deleting it?

grim ore
#

oh yeah in that case yes, I thought you meant deleting stuff from your project that you didnt want anymore. Yes to migrate you need both projects. To import the entire template you can do that inside your project but then you would have remove anything you didnt want as it would bring in all the items in the template.

tribal sapphire
#

Thank you... Final question on the subject I hope, if I migrate the blueprint, it will bring over both of model and any scripts that has associated with it? Cuz that has been one of my hesitancies about manipulating the files at this point

grim ore
#

when you migrate it checks to see what is associated/dependent to that item and it should move them all over. It will show you all the items it thinks is correct and let you know what it plans to move. in the case of like the third person character it should move the model, blueprints, anims over

tribal sapphire
#

Thank you...

tough quiver
#

Is there any tutorial series that you guys recommend for quality Displacement? Thanks in advance.

winter galleon
#

Dumb question but where do i find all the key inputs for the third person blueprint? Want to know what you press to trigger Event Possessed lol

grim ore
#

there is no key that I know of to do that, the player is set to auto posses by player one

#

well player 0 technically

winter galleon
#

Gotcha. Thank you so much

plush yew
#

i'm sorry again if this is the wrong area...now that i migrated the assets, wen i go to test it, the controls wont work, but the controller i'm using works in the editor...wut am i doing wrong?

grim ore
#

The input settings in project settings are probably not set. You would have to match those up. It’s what let’s the keys map to events in the blueprint.

sleek spear
#

can i set widget / user interface elements properties through blueprints? the size for example

sleek spear
#

i want a throbber to spawn at random location and with random size every time a widget is displayed, on construct probably. how do i do that?

spare blade
#

I want to add a .mov file to a screen in my game. Like a tv playing some footage. What kind of file format works best when package into a game?

plush yew
#

sup people

obtuse sable
#

Is there a way to make objects snap together perfectly?

#

Like walls and floors etc

plush yew
#

yes

obtuse sable
#

how?

plush yew
obtuse sable
#

Awsome thx

plush yew
#

np

languid shard
#

huh

#

wat

fierce tulip
languid shard
#

:/

#

There was a pretty heated debate on the subject a few months ago here right ?

#

It started with the goofy licorn asset

#

which apparently isn't sold anymore

cloud cobalt
#

"I replaced all of the tables in my game with these and experienced an improvement in performance. Two thumbs up!"

languid shard
fierce tulip
#

that and the duck

cloud cobalt
#

I sometimes consider doing MP assets, not sure how much a good idea it'd be

tall pendant
#

money money money

#

they still get their 30 cut. So why care about Quality...

#

same for Steam πŸ˜›

hazy swan
#

Could someone point me to the right channel to ask this qustion?

(x64 windows) I am wondering if it is possible to attach Crash Reporter to games launched with the Launch button of the editor. If I run the game inside the editor window and it crashes, I get the Unreal Crash Reporter as expected. I can set it in project options to attach the Crash Reporter to the packaged game. But I don't know what to do about game level started with the Launch button 😦

obsidian nimbus
#

that unicorn is an emote in fortnite now πŸ˜ƒ

plush yew
#

Can we please get an option to disable auto expand on the editor? seriously, it's driving me insane

#

@fallow cliff @prisma phoenix @blissful reef @finite flame @hot carbon @plush yew

frank escarp
#

@plush yew doing that kind of tagging is REALLY rude

obsidian nimbus
#

pubg should use that unicorn instead of dacia πŸ˜›

#

I would play it again

plush yew
#

@frank escarp Why?

#

There is no tag for all Epic staff or anything, so I just tagged the epic staff that are online right now. It's been asked for few years, maybe it's the time...

obsidian nimbus
#

there are other channels for those kind of things

plush yew
#

Sorry, didn't find any better channel to post that in. Which channels if I can ask?

fierce tulip
#

@plush yew dont bother epic staff please, this will be your only warning

obsidian nimbus
#

make a reddit post? twitter tim sweeney πŸ˜›

cloud cobalt
#

@plush yew Tagging random people who didn't ask for it is generally rude to start with

#

All of them are currently away, too

plush yew
#

@cloud cobalt Not that I'm going to do it again, but rude? that's a bit of exaggeration

cloud cobalt
#

That's how many people here would describe it really

plush yew
#

only thing it does, if they didn't disable notifications (which they probably did) is leave a message on their phone if they even got the app

fierce tulip
#

none of them have anything to do with auto expand, so yea its rude

obsidian nimbus
#

some of em have nothing to do with editor dev

frank escarp
#

@plush yew its also the equivalent of showing in a group like "HELP ME NAWWWW"

plush yew
#

@fierce tulip Right, but it's been asked on reddit and their forums few times already, so maybe they could pass it to the people that have something to do with it

fierce tulip
#

or maybe its not important enough to put many manhours in atm?

plush yew
#

and how them not even anything do with it is rude?

#

at worst it would be dumb to tell them about it, but not rude

obsidian nimbus
#

thats like me sending a mail too every1 in ur facebook to tell ur mom ur tagging people here πŸ˜›

plush yew
#

It would have been rude if I demanded something, or cursed them, which I didn't

fierce tulip
#

i rather refrain from calling someone dumb etc

plush yew
#

@obsidian nimbus Ok, but that's not rude... just annoying spam and dumb. I tagged UE4 staff so they can maybe pass it, wow big deal

hazy swan
#

That's the "you can not read spam" approach

#

You're demanding their attention

obsidian nimbus
#

yup annoyin spam

#

right words, live by em πŸ˜›

plush yew
#

So exactly would I reach them? give me a better solution.

#

There are threads about that issue from 2014

hazy swan
#

Ask a question, hope for an answer

obsidian nimbus
#

forum feature request or something

plush yew
#

That's what I said

#

It's been done already

hazy swan
#

Though this doesn't seem to work for me right now 😦

plush yew
#

Right... so I thought they could pass it to the guys working on the editor. Probably they didn't even see the message, and if they did they could ignore it if they want to

#

Calling it rude is a bit of exaggeration

hazy swan
#

Not at all

obsidian nimbus
#

might be some culture diffrence πŸ˜›

hazy swan
#

I'd be pretty annoyed if I was pinged with an unrelated question on channels I'm a moderator of

plush yew
#

Ok, tagging people on discord is rude. Let's agree to not agree

hazy swan
#

add "for no reason"

#

Oh, well, I'm back to googling my problem

plush yew
#

It's related. I wouldn't think that someone making my discord app having a small icon displaying the amount of messages I have received is rude, but whatever

cloud cobalt
#

Let's say it's annoying and counter-productive rather than rude if you like

hazy swan
#

What about the notification sound, if you have that enabled?

plush yew
#

They are all away

hazy swan
#

And that makes the sound disappear?

#

I honestly don't know, but I do get notifications when I'm away on Slack or IRC

plush yew
#

It's just a quick audio sound, still wouldn't think someone making this sound play on my PC is rude

fierce tulip
#

they are all away because we have to keep telling people not to bother them. its also why we react so forward with it.

obsidian nimbus
#

@fierce tulip how do u track the last warning, do i have 1?

plush yew
#

@hazy swan Right, but you said sound notifications, you don't hear them when you are away

hazy swan
#

Look. You get a notification, you might stop doing the thing you're currently focused on, only to see that it was a spam from someone

#

being away on a chat service doesn't mean being physically away

plush yew
#

It wasn't a spam, and seriously stop exaggerating. It's just a message, chill

cloud cobalt
#

We're just telling you how we feel about it, chill

hazy swan
#

Spam is just a message, one that the receiver doesn't want nor need

#

nor particularly related to them

plush yew
#

So he fucking ignores it, big fucking deal.

hazy swan
#

and that's what I called "You can just ignore the spam" approach.

plush yew
#

If you think that someone making your discord app having a small icon right next to the actual discord icon is rude, that's not my problem

cloud cobalt
#

The important thing to understand is that this Discord is a support community for developers, once that's not run by Epic, but that tries to be welcoming to Epic developers.

#

We want them to feel welcome here, not harassed

hazy swan
#

I'd say it is your problem @plush yew, since it was you who received the warning...

cloud cobalt
#

You might have only tagged them once but think about if everyone does it

plush yew
#

@hazy swan It's not even spam. They could pass it to the editor devs, since we have been waiting for this feature for 4 years.

cloud cobalt
#

We all have real problems with the engine too, if we were all tagging Epic staff every time we have an engine bug, they would disconnect immediatly

obsidian nimbus
#

I for one have no idea what this auto expand thing is πŸ˜›

plush yew
#

@hazy swan Well, apparntaly you aren't allowed to tag devs, which I didn't know, so ofcourse I won't do it again, but it still doesn't make it rude. Now please stop spamming me

obsidian nimbus
#

i hate the blinkin tutor thing, but others might like it

hazy swan
#

I'm glad you accepted my argument.

plush yew
#

When you edit your level it will expand everything in the world outliner, and same in UMG for widgets

#

@hazy swan I didnt, but that's a waste of both of our time. Have a great day / night

#

@cloud cobalt That's not a bug, that's been a feature that we have asked an option to disable for 4 years on the Fourms, reddit and every other place, so it clearly doesn't work. That's why I thought that it would be a good idea to tag them, so they can pass it to the devs that can change it

obsidian nimbus
#

you can change it yourself too! πŸ˜„

cloud cobalt
#

^

#

If no one cared about it for 4 years, then do it yourself, because no one else ever will

#

We all have feature requests for the engine about stuff we'd really really like and would change our lives

plush yew
#

Well, if I had an idea what code is doing this... I tried looking it but couldn't find it

obsidian nimbus
#

its there somewhere

plush yew
#

Yeah that helps πŸ˜„

vale osprey
#

"Can we please get an option to disable auto expand on the editor? seriously, it's driving me insane"
Not even sure what are you talking about

obsidian nimbus
#

thats what i said

#

When you edit your level it will expand everything in the world outliner, and same in UMG for widgets

plush yew
#

@vale osprey I already said that it is lol, look it up

cloud cobalt
#

Still don't get it tbh

plush yew
#

"When you edit your level it will expand everything in the world outliner, and same in UMG for widgets"

cloud cobalt
#

Can you explain it further ?

plush yew
#

How?

cloud cobalt
#

Might be super easy to fix

obsidian nimbus
#

ok this conversation is gettin super spammy, im out πŸ˜›

plush yew
#

That's what it does. Expand everything when you edit the UMG widget / your level

cloud cobalt
#

Expand what ? Can you hare a screenshot highlighting what's expanding ?

vale osprey
#

can you capture that?

#

yeah

cloud cobalt
#

Being really honest here, I really don't get it

plush yew
#

Here is an example

cloud cobalt
#

Is that the widget inspector ?

plush yew
#

UE4 really likes auto expanding it, and when I have UI blueprints with a lot of widgets, it's not really cool

#

it is

cloud cobalt
#

So you're saying the widget inspector auto-expands hierarchies ?

plush yew
#

Yes, same for the world outliner when editing levels

cloud cobalt
#

Okay

vale osprey
#

so you want editor to save all collapsed/open branches, everywhere, in every BP and places in editor?

fierce tulip
#

I have to agree i findthat frustratingly annoying as well

cloud cobalt
#

You're looking for STreeView or something close to that

plush yew
#

@vale osprey Why save it? just don't auto expand it when I didn't ask UE4 to do so

obsidian nimbus
#

i wunna make a jack nickolson one flew over the cucoos nest gif about auto expanding but too much work

plush yew
#

@cloud cobalt Thanks, will look into that

obsidian nimbus
#

so just make a mental picture plz πŸ˜›

vale osprey
#

@plush yew so what it should do? show everything as collapsed?

plush yew
#

It was collapsed, but UE4 auto expanded it

vale osprey
#

what else are you gong to do without saving the state of it

cloud cobalt
#

Maybe the state didn't really change

plush yew
#

No, it expands when I'm editing it

#

there is some auto expand feature

#

whenever you do some actions, not sure when

vale osprey
#

you collapse a branch, close widget then open it and it's now all expanded, yes?

cloud cobalt
#

If the contents of the tree change, then it's normal that it auto expands, because it would need really complex state save to not do it

vale osprey
#

^

cloud cobalt
#

The question is whether the contents did change - if they didn't, it shouldn't auto-expand

plush yew
#

@vale osprey Now, I dont mind if it expands when I reopen it, but it does so when I'm editing it

vale osprey
#

I agree that it's annoying - have pawns with 100+ components, but at the same time it's not something that you can just "fix"

cloud cobalt
#

We can move this to #slate , people might pitch in

plush yew
#

Why? Again, not talking about when I reopen a widget, but when I'm currently working on it and for some reason it auto expands

vale osprey
#

@cloud cobalt just dragging something around in hierarchy over collapsed branches should open them, otherwise you have to open them beforehand

#

imho that part needs more than this, sorting, layer and etc

#

at the same time, I got impression that if you have to many objects in hierarchies you are not following pipeline that Epic uses (not that I know what their pipeline is)

cloud cobalt
#

From a cursory look, it almost sounds like updates to the tree can remember expansion

vale osprey
#

that sounds really awesome

cloud cobalt
#

I'd suggest looking for one widget, like the widget inspector, and look around

#

Once you feel like you get it, you can ask Nick Darnell in #slate about specifics

weary void
#

Hey, anyone knows about Maya please ? I'm having a really noob question

#

Like, how to create a triangle between 3 existing vertices

celest creek
#

Take a look at the append to polygon tool

#

It's pretty backwards if you ask me but might get you what you need. Fill hole might work for you as well

sleek spear
#

i want a throbber to spawn at random location and with random size every time a widget is displayed, on construct probably. how do i do that?

grim ore
#

construct the object, add the object to your ui usually as a child to a parent panel, and uh profit?

#

if you need it positioned randomly it would have to be a child of a canvas since those are the ones that let you use positional positioning

mental cliff
#

Hey guys, I'm making a file parser for reading .ini files, but I'm still kind of confused about what the ".", "+", "-" and "!" prefixes mean

#

Is this the channel to find out about that, or would the programming section be better?

uneven fractal
#

Programming

sleek spear
#

@grim ore but how do i access objects via blueprints. i can find the appropriate blueprints

#

also i cant access parameters of widget objects via blueprints?

uneven fractal
#

Your saying you have a refrence to a widget object but cant access its variables?

hazy swan
#

Is repeating questions allowed if sufficient number of messages/amount of time has passed?

steep trout
#

Hi everyone, I've made a Reddit thread that's intended to collect information about what sorts of infrastructure (tools, software, etc) developers are using to make their games. If you have a moment, mind contributing to the thread? I'll be collecting the data and making a spreadsheet with the most popular. Thanks! https://www.reddit.com/r/gamedev/comments/7zpyb1/game_development_infrastructure_whats_yours_2018/

sudden agate
#

wtf is epic doing? I cannot create Material Instances anymore.
The parameters won't be saved!

#

4.19 P5

#

someone else has this issue?

kindred viper
#

perhaps its to do with the new material layer system

cloud cobalt
#

Works fine here

sudden agate
kindred viper
#

are you sure the original material has the parameters?

sudden agate
#

the parameters are literally in the upper right corner

#

its an instance

grim ore
#

the alpha in that picture is 0

sudden agate
#

doesnt matter

grim ore
#

yep it looks like a bug in p5 for sure. When you turn on layer blending in experimental that section changes to Global parameters and it stops you from changing them like you expect. Disabling layer blending fixes the problem. So far I can't seem to find a way around it

digital anchor
#

why do i get some artifacts, when i try to bake to render target

#

the material is fine

#

but it only appears to happen with noise

unborn matrix
#

is 4.19 gonna be out soon soon?

#

its on preview 5 i know but I have a new project that I might just wait

grim ore
#

accord to the thread not "soon" but "soonish"

#

and p5 seems to have some nasty bugs so maybe p6 then 2 weeks final? so 2-3 weeks maybe?

sudden agate
#

isn't it time for 4.20 already? πŸ˜„

plush yew
#

Would the menu in Fortnite be UMG or Slate do you think?

#

Main menu / ingameHUD

grim ore
#

UMG

honest vale
#

is there a more manual way of drawing to the render target?

#

like, I want to paint a pixel at XY with colour RGB

#

I don't want to use a material

snow crown
#

you can draw to a canvas and then render that to a texture

honest vale
#

ah, okay

quiet harness
#

They should have made Fortnite open source like UT

kindred viper
#

If they did then it would have been really difficult to develop any anti-cheat methods for it. Which I think in the longterm would serve the community better this way. from a dev standpoint though, I would harness the power of those optimisations.

sleek spear
#

@uneven fractal i dont know how to do that. how to have access to a widget element from within the widget blueprints

gloomy pollen
#

time to find out how fast UE4 builds on a dual proc EPYC server πŸ˜„

vivid girder
#

Anyone have 4.19 previews?

cursive dirge
#

@vivid girder ?

#

anyone can get access to those

#

or do you actually have question about it?

vivid girder
#

Yeah, looking for someone that has them downloaded

floral heart
#

Each individual one?

vivid girder
#

Nah, any of them

cursive dirge
#

it would be easier for everyone to just ask the thing you are wondering about

vivid girder
#

I'm trying to verify an engine breaking crash in 4.19 before submitting the bug report

#

Don't feel like sitting through a 4 hour download to make a 30 second check

cursive dirge
#

how do you know it crashes in 4.19 if you don't have it?

vivid girder
#

I'm trying to verify it hasn't been fixed

icy basin
#

Has anyone ever had that happen in their viewport?

uneven fractal
#

I like how GNE image manipulation program(GIMP) is a skill on freelancer.com yet unreal 4 isn't

sleek spear
#

do i have to use the unreal logo in my game?

opal hornet
#

is it a good or bad idea to use anim notifies for dealing damage?

#

(for melee)

#

im reading the docs and I would think a melee combat mechanic would utilize anim notifies, but all they keep using as primary examples are sounds or particle effects

uneven fractal
#

that's one way to do it I suppose

opal hornet
#

I'm basically trying to figure out the best approach for a melee system where damage is dished out at a certain point in animation

#

using delay nodes seems clunky lol

uneven fractal
#

I would just have the hit event do all the processing that ends with an multicast event that uses all the processed data to modify stuff like sounds/animations/particles for all the players to see

#

Animation you say? I don't really mess with that so you would probably want to ask #animation

opal hornet
#

ah okay, thanks

faint cedar
#

Anyone know if it's possible to define a "minimum length" for a spline mesh actor?

plush yew
#

hello

#

I'm getting an error

#

Dis

#

"ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe"

#

I have Microsoft Visual Studio 2017

elfin jacinth
#

In Visual Studio, you may not have the dependencies installed for a 32-bit compiler.

#

or C++ as that link suggests.

plush yew
#

I'm confusled tho

#

Ok

#

I'm doing a thing

elfin jacinth
#

When you installed Visual Studio 2017, what options did you pick?

plush yew
#

I opened the installer again, clicked modify and now I'm installing "Universal Platform Tools for C++'

#

I pretty much just installed it right away.

#

Not choosing anything.

elfin jacinth
#

Ah right-o.

plush yew
#

Should this fix it?

elfin jacinth
#

Potentially.

plush yew
#

I'll report back if I die of cancer.

#

waot

#

I mean if it works

plush yew
#

nay

#

still not working

#

I even have "VC++ 2015.3 v140 toolset for desktop (x86,x65)" installed.

#

So it should work right?

#

I just can't find any other option when modifying my visual studio installation

plush yew
plush yew
#

noep

#

pls gib help

devout gulch
#

there os some open world

#

work going on

#

in l;ast frtnite branch

#

fortnite

#

thoigh not much leaked ;d

merry gazelle
#

I have a question regarding character rigs. I've assigned a new (UE4 manq) skeleton to a character mesh. The joints seem to have been applied however the shoulders seem extra wide on the new mesh

quasi lake
#

Bros how do solve endian problem of data sent from a third party server?

plush yew
#

Hi guys i've some technical question
just for a learning purpose im writing a simple minecraft like cube builder.
1). instancing cube, do it cost more in performance than face optimized "ProceduralMesh"?
2). do ue4 automaticaly cull hidden face of a cube? so can i avoid point 1?
Actually im setting a flat 1d bool array as if it is 3d
with that formula "bArray[x + HEIGHT * (y + WIDTH * z)]" then rebuild the mesh to fit it
3). is there actually a better way of storing a cubegrid?

Using instanced cube actualy avoid me to use an array, couse the engine store all the information for me and i just need to remove the instance that i'm pointing at with a raytrace but it seem to have sphere trace issues between cube

soft garden
#

Any news for 4.19 stable?

cloud cobalt
#

Probably not before end of the month

soft garden
#

πŸ‘

gentle ivy
#

additionally you probably don't want to upgrade most production projects until the first hot patch anyways

desert gorge
cobalt mountain
#

for what

desert gorge
#

this account is spamming with movie links

#

You can check out the post of that account

#

I am going though the answer hub and I found some accounts are posting pirated movie links πŸ˜‘

obtuse sable
#

Anywhere you can get some nice high quality textures for free?

#

with normal map and such

cedar snow
obtuse sable
#

its a

#

monthly sub tho

#

so not free πŸ˜„

#

oh i see here now tho

#

3 free downloads per month

languid flax
#

You could go to textures.com, where you sign up an account and have like 10 credits daily or something like that. Then get B2M to make maps out of it. B2M free has watermarks tho, but I think there are other apps out there that do something similar.

#

It's what I do, just that I have B2M full.

#

"Awesome Bump" is apparently something similar, but free.

cloud cobalt
#

Photoshop can generate normals too

#

Out of the box

cedar snow
#

depending on your exact needs you could also make them yourself via photogrammetry (https://unity3d.com/de/solutions/photogrammetry) or if at least some money can be spent could go the Substance Designer route

Unity

Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.

languid flax
#

I find substance is really worth it :9

#

but I realize that wasnt the question lol

cursive dirge
#

I have it, never tried it

#

there are free normal extractors out there too but usually the workflow isn't that nice

#

@teal tulip what did you contribute to it?

teal tulip
#

The preview models

#

and some changes in code I think

#

I'm everywhere

#

That is why i posted that tool here years ago

#

Don't think have much difference that tool

#

But its like th 100$ tool from Allegorictmic

#

Actually I was in more things back in the time

obtuse sable
#

Is there anywhere i can learn more advanced techniques about the sequencer? Like making realistic camera motions and such

fierce tulip
#

@desert gorge I removed his posts/banned him

obtuse sable
#

Really cant find anytihng on it

cursive dirge
#

@obtuse sable you may want to ask that in #cinematics instead

obtuse sable
#

Ah yeah just saw it πŸ˜›

#

sry

fierce tulip
#

i always suggest bitmap2material for normal map creation

cursive dirge
#

(just thought you might get more answers there)

#

b2m is nice as you can include it with your substance pipeline

#

like literally feed it in your substance graph

#

or use with their automation tool

#

(B2M is just substance file itself)

rough garnet
#

Anyone wanna try something as a test real quick? Not sure if me or engine bug.

#

Make a bp struct and within it make a few arrays (in my case 5). Then populate the arrays with a few items each. Reference that struct as a blueprint variable somewhere and open the struct pin so you see the arrays. Look in details and see you have x y z arrays with 1 2 3 items in them. Now go back to the struct and remove an item from one of the arrays. Save/compile/reload both files, even reload the engine. I can't seem to get the 'amount' of stuff in the array to change on the reference.

#

The only way I can get the new array count is to make a fresh struct variable in the editor. Nothing will make the amount change. I was going for a setup where I was gonna put lots of fixed info into a large struct array, all by buttons/scrollers will have limits based on counting the length of one of these struct arrays (so if I want to add a map, and all the data that goes with the maps appearance, I can do so in the struct, keep adding, game keeps scrolling further, etc).

#

But looks like, if the engine won't update the variable properly, I'll have to do it elsewhere like game instance, would have rathered struct arrays, seems a good way to store packs of info

teal tulip
#

@cedar snow yeah that textures can't be used in commercial games

#

@obtuse sable go and use Awesome Bump do more than the Paid tool

cedar snow
#

@teal tulip i guess that's understandable. though when you're releasing a commercial game with PBR materials, there has to be some budget for them πŸ˜ƒ

cursive dirge
#

awesome bump lets you batch process?

teal tulip
#

let you store the preset you made

#

but no idea if him added batch process

#

But not all the images can be edited in the same way

#

A batch process to convert images is a bit absurd or someone is trolling you

#

Cause each image have a different range of black-white

#

And the metal etc is calculated by it

#

You won't get the same other if are total procedural

cursive dirge
#

you can use these tools for more than just recognizing normals from photos

teal tulip
#

So the best one is go https://www.textures.com/ and take https://github.com/kmkolasinski/AwesomeBump/releases Awesome Bump and generate the tiled textures and then the normal etc

#

Well yeah the normal is a bit different still an artist is needed

#

The tool do his best but need to calibrate the colors

#

And yeah that web is 15 credits per day can be 15 images or 5 decent quality images

#

If you need some better then you can do as they said @cursive dirge etc and get the 300€ Allegorithmic pack

#

If you want procedural things etc

desert gorge
#

Thanks @fierce tulip
but still I can see some other accounts doing same things maybe they are bots

obtuse sable
#

yo

#

how can i get bokeh depth of field to be in the middle of something?

#

If you see here

#

its blurred near the camera but not in the middle

#

then further away its blurred

#

again

#

So its like focusing on something

#

Here in my scene

#

i only have a blur infront of me

urban gyro
#

Has anyone experienced a discrepancy between animations in a 3d modeling program and in Unreal?

bitter meadow
#

Hi guys, anyone here with a good AI perception knowledge ? I am trying to call if the AI has heard something, how do i achieve that ? Because when i break the stimuli, it only returns successfully sensed and now the AI does always the same, on seeing and on hearing

fierce tulip
#

@peak light yea, every few days we see an influx in bots. we try to get to em asap whenevre we get an answerhub mail that looks spammy, but sometimes they fall trough the cracks.

frank escarp
#

in soulcalibur 6

#

check those flashy weapon trails

#

its ue4

#

like somehow every single japanese fighting game lately

fierce tulip
#

nothing too special on the trails, and imho the impact effects are rather generic atm. though knowing general fighting games they end up looking much better near the ending stage of production

#

refraction all the things hehe

ruby folio
#

Can anyone tell me which was the last Adobe Photoshop released that wasn't subscription based?

glossy flame
#

CS6, but it's no longer sold

ruby folio
#

I was thinking I could probably get a copy off eBay or Amazon

bitter iris
#

Can anyone help with this

#

I have it depleting at 25 and max hunger is 100

#

But it still has the green left in it even though its supposed to be empty

regal mulch
#

Well, show us your code etc.

bitter iris
languid flax
#

If I work collab with somebody, does he need a plugin like Linter if I use that?

regal mulch
#

Only if Plugins give Code/Nodes

latent moth
#

Hello all, what is the proper approach to replication of firing events? Having the client to wait for the server to confirm that a firing is happening does not make much sense to me as the player would perceive a lag. I understand that the actual computation of hit must be done on server
So how do you guys do it?
Fire effects local on client that then runs the event on server that checks and multicasts the fact that a client is firing? But then how to avoid the client firing twice?
Or do you approach this differently?

languid flax
#

thanks!

regal mulch
#

@latent moth Client Presses Fire -> Client does local LineTrace/Projectile Spawn -> Client tells Server to fire -> Server does LineTrace/ProjectileSpawn -> Server tells all other clients about LineTrace ProjectileSpawn

#

Local Client and Other Clients only do Effects

#

Server actually deals damage

#

And maybe Effects if a ListenServer

#

If you multicast and you want to filter the local player, just check if the owner is valid on Remote

#

Usually you specify a PlayerController as owner

#

For Pawn or Weapon

#

And that is only valid on Server and local client

#

So the other clients won't have that. So only proceed if owner is not valid

latent moth
#

Oh nice

#

Thank you, will try that

#

Sorry, I don't get what you mean with specify a PlayerController as owner

obtuse sable
#

Can i transfer a project or lik everything inside a project in to another project?

#

like blueprints

hoary wadi
#

Yep, right click it and choose export. It'll also export everything that it depends to your other projects content folder @obtuse sable

obtuse sable
#

Awesome

plush yew
#

Who here has steamworks? I have some questions

sleek spear
#

about the unreal logo, do i have to use it in my game?

plush yew
#

ffs

paper kernel
#

@sleek spear I believe the splash screen is mandatory

#

for default licence at least

sleek spear
#

cant find more info about it, do you maybe have a link that talks about these things?

paper kernel
#

I can't recall source, but someone has asked it before

#

toss email at Epic, they will probably tell you more

plush yew
#

does anyone have steamworks

floral lion
paper kernel
#

I assume it's the section 26

#

about custom licence

floral lion
#
  1. Proprietary Notices and Attribution
#

also

ocean ridge
#

@plush yew

#

is discord down right now?

plush yew
#

no

sleek spear
#

alright, i see

plush yew
#

please can someone answer my question

ocean ridge
#

I can't enter virtus discord

plush yew
#

does anyone have steamworks

#

I can @ocean ridge

sleek spear
#

though i still cant be sure about unreal splash screen

ocean ridge
#

ahh I think it was temperal problem

plush yew
#

@ocean ridge do you have steamworks?

sleek spear
#

@thanks @floral lion and @paper kernel

ocean ridge
#

never tried steamworks before

floral lion
#

@plush yew i guess no one currently here has

plush yew
#

fuck

ocean ridge
#

I don't even know what it is

#

XD

floral lion
#

(like in who is writing right now)

plush yew
#

Well, I just need to know if we can put a game up privately on steam

#

I dont want it public

floral lion
#

Well I actually have it - but ... never bothered with it

plush yew
#

Like I want to know if I can put an unlisted game on steam

#

and not have it show up in the store

#

or community

floral lion
#

you can set it to closed beta somewhere iam pretty sure

plush yew
#

Okay

#

because I want to put my battlefront 3 build on there

#

just not have it show up to the public

#

Because well...people would freak out and then the legal issues

elfin jacinth
#

When you upload the build to steam you decide how people access it - if it is pushed to teh store, obviously people will be able to access it.

#

You can put it on a beta branch of it is on sale, and you want people to be able to buy the game, and have access to the beta.

#

You can put your build up and key restrict it, you'll just need to request keys

plush yew
#

wait

#

@elfin jacinth what do you mean request keys?

elfin jacinth
#

I mean the only way to give people access to a game on steam (Unless you want to add them to your dev team in the back end) is requesting keys generated from Steam to provide users to download

plush yew
#

And I can do that as many times as I want?

paper kernel
#

duly note, Copyright takes effect immediately when you share the project with someone

elfin jacinth
#

Request keys? Sure

#

I just requested 300,000 keys for a partnership I am doing with an org

#

Took a few days, but got them pretty quickly

plush yew
#

Ah alright

#

And you can have your custom steam game name on there if you want?

#

So when you play it shows the game name

#

if you have it on private ofc

elfin jacinth
#

If the game is unlisted, to anyone playing it - their friends will just see 'In a steam game'

#

Unless their friends also have the game

plush yew
#

Oh okay

#

Yeah I just need some sort of DRM and multiplayer stuff, thats why Im putting it on steam

#

Its not going to be publicly released

#

Its just a small game for me and my friends to play, so if someone leaks it they cant play it πŸ˜ƒ

elfin jacinth
#

Are you integrating steam into the game? To use Steam servers/Friends list?

plush yew
#

yeah

elfin jacinth
#

Have you already done that work?

plush yew
#

Yeah

#

Like the whole spacewar test thing

#

and the replication and shit

paper kernel
#

to be fair

#

doing a master html login wouldn't even be hard

#

no need to get steam involved

plush yew
#

nah its also the fact that alot of the free radical devs also have steam

#

And my goal is to give the game to all the FRD devs

#

since theyre still super pissed their game got cancelled, they gave me alot of the files for me to finish it

#

Ive just gotten to the point where its nearly finished and I want to put it up on steam so they can play, so that reason too

elfin jacinth
#

Do you have account auth outside of steam?

plush yew
#

WYM?

#

what do you mean? @elfin jacinth

elfin jacinth
#

IE Are users going to have to link their steam account to your 'X accounts' that sit outside of Steam

#

Or just pure steam auth?

plush yew
#

steam auth

#

normal pur

#

pure

elfin jacinth
#

ahh gottcha

#

Makes life MUCH easier

plush yew
#

Yeah having to have them link to my account to auth would be waaaay too much work

elfin jacinth
#

I ask because we had our own OAuth and integrated with steam was a butt ton more work

plush yew
#

ah I see

#

Ill keep that in mind

#

Thanks for answering my questions though, really helps

elfin jacinth
#

Most welcome!

plush yew
#

Is it okay if I add you as a friend and when I get steamworks and if I have more questions I can just PM you?

elfin jacinth
#

Sure

plush yew
#

Alright thanks

elfin jacinth
#

But, I'll forewarn

#

I am moving to North Carolina this week, so I will be a bit out of touch

plush yew
#

Oh, ill have it in like 2ish weeks

#

Im doing a side job to get the money

#

So itll be a bit before I get the money to buy the pass

elfin jacinth
#

Right-o

mellow pulsar
#
Game Jolt

Malus us a spiritual successor to Increpare's "Salome." In this game you are a ball that you control with 6 buttons, the goal of the game is to reach the end of each level, you will soon realize...

#

just finished my first game

azure shore
#

nice congratulations

#

I think I should do some more

#

I was wondering about animation blending, so somehow luckily the aim offset I made works while running and standing but not with falling

#

I was wondering how that's detirmined

#

*determined

plush yew
#

In general is ShooterGame still a good example to base a multiplayer game on for reference?

#

In terms of coding standards

upper heart
#

yes

#

mostly

plush yew
#

Any things in particular that may need to be overlooked? It seems to tackle many different things at once- pc (steam + non steam)/consoles/lan/splitscreen/local multiplayer/dedicated servers etc

#

UI stuff can definitely be redone in UMG for sure

#

I just ask as I have been creating the same classes to break down how they work and you can't really get it to run correctly without completely recreating all of the subsystem / session / UI stuff which has tons of logic, so I wanted to make sure it is all still relevant and valid

regal mulch
#

Uff, probably

#

It didn't change that much in terms of c++

#

The base framework is still the same

#

There are a few things that are a bit over the top

#

Like inheriting SessionSettings, just to set default values

plush yew
#

Great to know thank you! I've wanted to just make sure I'm doing things in a way that would make sense as my first prototype was just what I thought should work, not the best practices.

#

I just made that class for session settings which basically just did that- set the defaults, I'll keep in mind that it's not essential!

#

Any other things spring to mind? Anything is really useful to help me figure out what is mandatory, thanks a lot!

regal mulch
#

Well, the whole system is not necessarry, despite making sure to keep in mind what exist on server, client etc.

#

:D

#

You can desgin that your own way

#

You don't have to do put Session functions in the same class as epic did

#

Or handle returning to the main menu the same way

#

It's ONE way

plush yew
#

Got it! I'm trying hard to separate each element into its own separate chunk so I can then break them down into what I need, but it's all completely sandwiched together - pawns get spawned by gamemode which makes calls to gamesession and game instance before it properly starts the match, so everything has to be implemented for it to work without knowing what you can strip back

#

Thanks for the help!

#

Also I can't find this class from the ShooterGame docs This is stored in the RemainingTime property of the game replication info class (AShooterGRI), which is then replicated to clients.

#

Any idea where I can find it? "AShooterGRI"

cedar snow
plush yew
#

Yes those docs are the ones I'm reading

cedar snow
#

ah cool. will also take a look at it and try to fill the gaps

plush yew
#

Great! The docs are nice for the weapon systems but there is loads more stuff that I wish they had the same amount of detail on

sterile stream
#

is it hard to import materials from substance designer?

#

into ue4 that is

#

or does it get all messed up

grim ore
#

Haven't had too much of an issue here. You export out your textures and then just match them up to the correct inputs on a material

azure shore
#

for some reason when I press E it causes a slight height offset for my character, it goes slightly above the ground, when I respawn or start its fine again

#

I swear there's no E scripts even in the blueprint

azure shore
#

hey anyone how do you change the walk speed in the blueprint?

glossy flame
#

If you're using the CharacterMovementComponent, it's a simple float to set

azure shore
#

but I'm not sure what it's called there

paper kernel
#

it's included in characters

weary basalt
#

Its called MaxWalkSpeed

azure shore
#

like normally where you change the speed it's called maxwalkspeed but I typed that into the blueprint and nothing shows up

weary basalt
#

Its on the CMC as explained above

azure shore
#

I can't think where to find that sorry

sudden agate
#

Your Blueprint has a "CharacterMovementComponent"

weary basalt
#

The CMC is an Component on your Character

sudden agate
#

drag it into the Graph and drag a pin off of it

#

then search for Max Walk Speed

azure shore
#

ah ok thanks

#

thanks guys now I've made basic sprinting

#

lol if I respawn whilst falling it sends me to space

#

it used to just give me the fall damage there but now it does that instead

urban gyro
#

Just out of curiosity, why isn't there a Radio Button in UE4? I know how to use the Check Box and turn it into radio, but damn those things are standard pretty much everywhere.

sudden agate
#

A checkbox is not a radiobutton

#

Checkbox : Allow multiple settings
RadioButton: Allow only a single setting of a given set

azure shore
#

Well at least even though I haven't used ue in ages when I did today I actually made some little bit of progress

#

I mean sure all I did was make running and walking but you know, it always feels good

radiant fable
#

imported a bunch of new stuff to a new fps char project, set the imported ground to have col, but i get erratic spawn behaviour on play, launching me outside the skysphere falling down the side of it

tiny prawn
#

lookin for feedback in wip. ❀

radiant fable
#

nvm, somehow the surrounding env sphere acted solid, with collision on

grim ore
#

ooh I had that problem before. I want to say the firelands demo map has collision turned on for the sky sphere by default. Took me a long time to figure that one out.

halcyon shore
#

anyone know why my UE4 is going super slow all the sudden?

radiant fable
gentle ivy
#

ah that cisco brand licensing

urban gyro
#

@sudden agate Yes, and there is a checkbox widget, but not a radio widget, they aren't hard to set up, but is annoying when you have several.

simple pebble
#

anyone avaliable to give a guy a hand

weary basalt
#

Just ask your question and someone maybe able to answer it for you.

simple pebble
#

im making another level, in the first level you can see your character in the viewport, in the second i cant i only have the playerstart, im trying to reference my character in the level blueprint

grim ore
#

If it’s a template and default map then you probably have a blueprint character in the scene is why. You can just drag it in from the content browser in to the new map if you want.

#

Also you might want to think about if you need to do it in the level blueprint as that is generally not used for common events

simple pebble
#

i tried dragging it but it just spawns another of the same character

grim ore
#

You need to change the character you have added in to be auto possessed probably. Check the details on the added character and look for that section at the bottom and change it to player 0.

simple pebble
#

il give it a shot

quiet harness
#

Does anyone know any other 2D editors with visual scripting or some good C++ tutorials?

languid quarry
#

Anybody know what ever happend to destruction 2.0? Is that going to become Blast now?

bitter iris
#

Does anyone know why I'm getting this

#

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

quiet harness
#

Follow the directory and check out line 203 of D3D11Viewport.cpp

#

But try reinstalling DirectX too

#

Here go to the directory C:\Program Files\Epic Games\UE_4.18\Engine\Source\Runtime\Windows\D3D11RHI\Private and run D3D11Viewport.cpp, find line 203, delete the line and paste "checkComRefCount(BackBuffer->GetResource(),1);"

#

@bitter iris

plush yew
#

Hello everyone

#

I'm having some trouble with UE4 and I need to make a question...

#

I want to add some walking animations on the standard UE 3D humanoid model, but when I open the Blendspace, it only shows Horizontal Axis, and Vertical Axis is missing. I don't know how to show Vertical Axis to work on it, I need some help...

#

I'm also using UE 4.17

jaunty zephyr
#

Can anyone explain why looking for work is read only thanks πŸ˜‰

grim juniper
#

It says how to use it in the pins for that channel

vivid girder
#

Still looking for anyone currently using 4.19

#

If you are, could use your help testing this

#

Go into any material Add a SetMaterialAttributes node Click the + icon a few times Click on 0 and try to change from "missing" to basecolor or something

#

Save your work first

#

Lemme know what happens

latent moth
#

@restive eagle did you manage to solve the Aim Down Sights with Set View Target With Blend? I can't seem to manage a working example...

#

I am unable to just blend to the new camera. All positions get messed up.

#

I mean, this should be ptretty trivial, moving from one camera to another

plush yew
#

Would Unreal engine be fit for a game as big as Kingdom Come Deliverance? ( I'm not gonna make a game like that obviously I'm just interested)

latent moth
#

Ok, I got it. If anyone searching this chat in the future needs a proper aim down sights with Set View Target With Blend so that you can have a smooth transition and set your ADS camera in the weapon BP, just ping me and I'll share it with you.

grim sinew
#

@plush yew You can try, but you're going to fight the dynamic lighting performance a lot.

#

It's not impossible though, especially since the game's singleplayer.

quasi lake
#

Bros what's the difference between
Func(TSharedRef<MyClass> &val){ }
and
Func(TSharedRef<MyClass> val){ }
?

#

Isnt TSharedRef already a reference to the object?

latent moth
obtuse sable
#

Can i delete the DerivedDataCache

real bolt
#

How do you make a brush invisible and only serve as collision ?

latent moth
#

"hidden in game"?

weary basalt
#

@obtuse sable Yes. It is auto generated.

obtuse sable
#

so it will come back when i open the project again?

#

no point in deleting it then right?

weary basalt
#

You can if you want. It wont break your project if you do.

obtuse sable
#

yeah

cedar snow
#

when i reload a level, will the game mode be reset/newly constructed?

regal mulch
#

@real bolt Use a collision primitive

#

@cedar snow Yes, given it's not a seamless travel

#

Even that should reset though

cedar snow
#

on that note: for single player games there's no other choice than using a game mode on client side?

weary basalt
#

An single player game can just be considered an listen server

cinder iron
#

you are not playing online so, consider you are the server

paper kernel
#

stupid question, can you rotate capsule trace?

cedar snow
#

thanks ladies/gents πŸ˜ƒ

cinder iron
#

@paper kernel setting its origin and end point

paper kernel
#

no

#

lul

cinder iron
#

what do you mean

paper kernel
#

putting capsule sideways

cinder iron
#

can you do a quick paint picture?

paper kernel
#

imagine capsule in any other rotation than it usually is

#

it aligns on z-axis

cinder iron
paper kernel
#

yea

cinder iron
#

oh, hold on, character capsule

#

or capsule trace?

paper kernel
#

capsule trace

cinder iron
#

well setting its location and end point would make it imo lul

cursive dirge
#

@paper kernel you can't

#

but you can sweep your own convex collision

#

not sure if you can do it from blueprint only, I think @vale osprey might know more about that, I've tried to stay away from BP stuff for years

paper kernel
#

I've tried doing a custom c++ function for BP usage, turns out not that easy

cursive dirge
#

it's not that difficult once you get used to it

#

I think the wiki example had one error

#

if you followed that

#

it missed ctor from other file

paper kernel
#

it's inside a component, whiich then screwed over my world context

#

and google just wants to give me VR related results

cursive dirge
#

oh right, unreal didn't expose convex collision shape on sweep πŸ˜„

#

physx can do it

#

they just don't implement it on ue4

cinder iron
cursive dirge
#

@cinder iron not unless you rotate the whole UE4 scene 90 degrees

#

the shape traces in UE4 orient themselves always so that Z is up

real bolt
#

@regal mulch What you mean ? How do i conver bsp to collision primitive ?

regal mulch
#

Bsp is not made for gameplay

#

It's a Blockout Tool

real bolt
#

um i know

cursive dirge
#

you can convert BSP into staticmesh

real bolt
#

No thats not what im looking for

regal mulch
#

Yeah but then he would need an opaque mat

#

He should just use a blocking volume

cinder iron
#

good to know, I supposed something like this would mimic the behaviour @cursive dirge

cursive dirge
#

btw, while having worked on game physics for years, I almost never use blocking volumes πŸ˜„ it's kinda funny as it's so basic concept that you'd expect to need it all the time

real bolt
#

The ut devs usually convert bsp to collision meshes somehow

cursive dirge
#

@cinder iron @paper kernel well, if you need a horizontal capsule trace, you can just use sphere trace

#

capsule doesn't even make any sense in that context

cinder iron
#

not really but I mean, wouldn't this work as supposed?

cursive dirge
#

other than for getting the initial hit easier

#

not sure what your image means

#

but sphere trace in trace direction should do what ctzn wants

cinder iron
#

its a capsule trace with 50 radious 0 half heigh origin on scene 1 location on scene 2

paper kernel
#

already tried, problem is spheretrace will yield biased normal results toward the start

cinder iron
#

since half height is 0 sphere would make more sense

#

in this context

cursive dirge
#

yeah, I can see the issue if it hits before full capsule length

#

but it's not very clean approach

cinder iron
#

they actually included some kind of improvements on the sphere/capsule/box trace

#

to know which is the first hit on the full sweep

#

I think Zak M posted something about it

cursive dirge
#

it doesn't really help here

cinder iron
#

🀷

cursive dirge
#

as if his sphere trace hits something where it's supposed to be capsule side and sphere trace hits it on front, it gets wrong hit normal

cinder iron
#

oh, right.

cursive dirge
#

technically, you could calculate the hit normal yourself still

#

I think at least

paper kernel
#

I tried calculating the normal from impact point to capsule center line, works fine on flat surfaces, angled gets random negative results

cinder iron
#

are you sure they are random? because maybe you are embeding somehow the orientation

bitter iris
#

@quiet harness thanks

paper kernel
#

I was still using the normal, but for some reason the trace penetrated the surface and got result from the other side

cinder iron
#

you can always discard weird results =/

#

not the best though

paper kernel
#

guess I just have to live with Z oriented traces for now πŸ˜“

cedar snow
#

when (re-)loading a level, is the GameInstance the only thing that doesn't get constructed new (w.r.t. to the GameFramework)?
aka where do i put data that should survive level changes?

cinder iron
#

as controller or stuff?

cedar snow
#

@cinder iron are you asking me or @paper kernel ?

cinder iron
#

you

cedar snow
#

i just need a place to store the player state that survives a level (re-)load. the actual PlayerState, configured in the GameMode, gets constructed new on (re-)load so i guess all it's data is gone. same for the configured GameState.

cinder iron
#

you can make the controllers survive using seamless travel between levels

#

and there is indeed a way to recover your player state data

#

but I cannot remember the actual setup, but pretty sure cedric's compendium says something about it

cedar snow
#

it's for a single player game, though i might want to keep the MP path open
i'am currently using level reload as a way to reset the level after the player has lost

#

so i guess in my case seamless travel would be counterproductive

cinder iron
#

I've never used PlayerState on a SP game

cedar snow
#

so you keep track of things in game mode and/or player controller?

cinder iron
#

usually every persistent thing gets saved on the GameInstance as is the most accesible stuff to save.

#

so for example if I need to save the Lifes my character has, or the total coins I've recollected in my way through I'd do it on the instance

#

it serves aswell to hold game settings

#

since it's very accesible and persistant

#

so I don't need to worry about anything else

cedar snow
#

thanks for clearing that up for me

cinder iron
#

but level related things

#

you can do it on the controller as is more accesible by the UI

#

and... well things get easier

cedar snow
#

nah, you got that right in your example: i need to store data that's not specifically tied to a level

cinder iron
#

level related things as... a property you get in the levesl that oyu dont need to save afterwards

cedar snow
#

yeah

#

player controller seems a good place for those

#

or player state if one really wants to be proper i guess πŸ˜„

plush yew
#

hi, I don't know where to say this, but my agame is not using the put down thirdperson, rather spawning one

vale osprey
#

@paper kernel in BP to make a custom shape sweep you just need to move mesh with setPosition and set Sweep flag to true

plush yew
upper flame
#

thought i would share this haha

still ingot
#

So my game has some weird stutter every few seconds when I'm running the packaged project or when I'm running it as a standalone game. It even happens on a completely blank project. Has anyone encountered this before?

#

It only happens when I'm moving the player character. While standing still everything seems normal

plush yew
#

how do I block ambient sound inside a volume

fierce tulip
#

Going to do a livestream presentation/turial for the israeli meetup in a few hours so did another test-run and obviously everything went wrong.
oh, ue4 crashed.
oh, material broke.
Oh, my cat is singing the song of its people, loudly.

lime cobalt
#

and i'm not this cat

fierce tulip
#

*pets @lime cobalt *

restive eagle
#

@latent moth y you are correct, new view target needs to be a blueprint with its own camera and it will work

latent moth
#

ok thanks

restive eagle
#

such a simple solution but didnt see a single tutorial using that method... all of them have a crazy workaround which just brings more problems..

plush yew
restive eagle
#

there should be autowrap check box

plush yew
#

I did use it

#

but that just moves it a line down

#

still continues on with it

#

in fact, I was using that on the screenshot

#

so why is it doing that?

restive eagle
#

not sure what you are trying to achieve, you just want to hide extra text?

plush yew
#

what laptop whould you guys recomend for unreal game development(if you would recomend one at all)?

restive eagle
#

any high end laptop would do, but still if possible try to get a pc

opal spindle
#

Guys does UE4 support raw mouse input?

lime cobalt
#

yes you can get it via Input:: in cpp and via the player controller in blueprints

opal spindle
#

Is that raw though?

tall pendant
#

isn't ue4 using dinput?

lime cobalt
#

get player controller => get mouse position , that's how i get it anyways

tall pendant
#

i dunno about actual raw input support

opal spindle
#

I get that, Pillows

#

That's what I'm doing now

#

But I'm talking about a deeper level

lime cobalt
#

i guess you could get it from cpp, but it's kinda difficult to get what you mean

opal spindle
lime cobalt
#

you mean getting infos like " mouse moved X pixels up and Y pixels right ? "

opal spindle
#

No

#

It's a setting in most FPS games

lime cobalt
#

then i'm not aware of that

#

interesting issue though

#

@tall pendant and UE4 uses directX as well as openGL and whatnot

tall pendant
#

raw mouse input is usually used for all the comp. shooters

lime cobalt
#

so i'm not too sure about directInput

tall pendant
#

@opal spindle app. there is an raw input thingy starting from 4.15

#

@Pillows#3505 yes. its xinput by default. Not dinput. my bad πŸ˜›

lime cobalt
#

@tall pendant sure, then it's awesome because xinput may allow to get the raw input for every platform

plush yew
#

Hello All

#

i have a question if anybody could help

#

how do i make a texture loop a ring over and over concentrictly

#

@restive eagle no

#

I want the text to continue, not cut off or go out of the screen

restive eagle
#

put it in a horizontal box and set text box to fill

#

you can probably use a size box too

opal spindle
#

@tall pendant that is only for misc devices, raw mouse input is something else

#

Difference between raw and non-raw input is that raw input takes the mouse input directly from the hardware while non-raw goes through the settings you have set in Windows first, generating a tiny bit of lag

warped topaz
#

Anyone that does archiviz here, would you be interested in streaming on twitch? Or if you already have posted tutorials?

plush yew
#

@restive eagle where do I set it to fill?

opal ocean
#

Grr. My temp placeable mesh for building objects collides with pawns, BPs that I've placed, but not static meshes placed in the world 😦

#

the placeable is set to overlap with everything, the static meshes seem to be set to block all

warped topaz
#

I'm guessing that's a no...

warped topaz
#

But if anyone does that or is interested, please do let me know.

azure shore
#

oh great, my windows are broken again

#

like before it was just really tiny but now it doesnt seem to open properly

#

on the bottom of the screen when I hover over it it just shows the ue logo

#

uuuuhh please ue just work for crying out loud#

azure shore
#

never mind

south ridge
#

Anyone here working with planetary/terrain rendering and UE4?

snow crown
#

@latent granite please don't spam multiple channels with your crash

#

#cpp is probably the best channel for it, but you will need to provide more information

latent granite
#

i did

floral heart
#

But you scared the blueprint peoples.

#

πŸ˜›

snow crown
#

also, pastebin your stuff

#

and share samples of the crashing code

#

that's generally the best way to get help

analog cedar
#

how do you capture gameplay in the editor? I know matinee's can get footage but I can't 'play' the game while it's recording

grim ore
#

Has anyone here used the new Material Layers in 4.19p5?

plush yew
#

can you make a 2d game in unreal?

grim ore
#

yes

plush yew
#

how

south ridge
#

Using unreal engine

noble barn
#

Hello. Reading into installing Prerequisites on client's PC's for UE4. Found a thread that said I need to check the "Include Prerequisites" box in the launcher config, however there is no such setting

#

The post was created for 4.15, we are working on 4.18

#

Oh nevermind, I found it unter "Packaging settings". However, if we build our game via a custom profile created in the project launcher, how do we transfer those files over to our build-server?

#

We use the UAT command line to build our app on a remote server

plush yew
noble barn
#

so apparently this "Include Prerequisites" is checked by default, however I want to make really sure those Prereqs are in the build release version

#

@plush yew

#

or the arrow on that icon and select "build lightning only"

plush yew
#

o

#

TY SO MUCH

#

now do find out how to put a third person cam in my game.

fierce tulip
plush yew
#

nice

fierce tulip
#

I expected maybe a dozen people, but room was filled to the brim.

plush yew
fierce tulip
#

when starting out with materials and the like I always suggest going over all the nodes in the material editor: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/ExpressionReference/
in your case, check out this: https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/ExpressionReference/Coordinates/ and focuss on the texturecoordinate node.

Reference for all material expressions available for use in the Material Editor for creating complex node-based shader networks.

Expressions that perform actions on texture coordinates or output values that can be used as, or to modify, texture coordinates.

noble barn
#

Luos, can you confirm "Include Prerequisites" is defaulted to true when building via the UAT command line tool on a remote server?

plush yew
#

oh

#

ok

fierce tulip
#

i do materials, particles, and their optimization. I never touch that stuff XD @noble barn

plush yew
#

how do i do that

noble barn
#

oh I think I confused you with someone @fierce tulip sorry πŸ˜„

fierce tulip
#

s'all good

plush yew
#

also when i make a blank empty room it says i don't have visual studio

noble barn
#

and do you?

plush yew
noble barn
#

huh, where does it say that? Need to go now, 2am in the morning here, but maybe someone else will help you out. You seem new to UE4 and programming in general, just an adivce before I go, keep doing it. It won't be easy, it will be frustrating a bit at the beginning, but it will be wort it. And don't be afraid to annoy others in here, we all did at some point (in some forum). Just stick with it and good luck solving your issues

plush yew
#

ty

south ridge
#

Where did you install visual studio from?

simple pebble
#

hi there so iv used GetActorLocation and wish to put it into SetActorLoactionAndRotation but i want to add 1 to the x coords before setting actor locaation

faint cedar
#

Has anyone here done spline / spline meshes that loop vertically?

spare steeple
#

how can i save bone transformations to a skeleton and apply them to the mesh?

sleek spear
#

can i manipulate planar reflections through console commands?

azure shore
#

@analog cedar I have he same problem with OBS well if it runs fine whilst recording the output is horrible

#

I can't find a way to fix it

vale halo
#

Is it just me, or has UE4 become more unfriendly to Intel HD over time?

#

I remember getting like 40-50 fps a while back, even with some things in the level, but just the default level won't get me much more than 20fps πŸ€” Even while editing (and not using PIE)

floral pagoda
#

For those of you who need project names

vale halo
#

πŸ˜‚ I kinda like that generator...pretty cool

floral pagoda
#

πŸ˜ƒ

faint cedar
#

It seems that every single solution to vertical spline loops without twisting is either not working in the latest engine version anymore, or I am simply implementing it wrong

#

I am leaning on the latter but the former wouldn't surprise me either πŸ˜›

grim rock
#

Hey guys i seem to have run into a bug and I've been trying to fix it for the last hour or so and can't seem to get it right XD

#

So basically i rigged a prop and put it in a pose. I save that pose > export to unreal. But when i place the prop into the scene it goes back to it's original pose before i edited it.

south ridge
#

@faint cedar there was a bug with splines related to that

#

I don't remember what it was, but if you don't figure it out till tomorrow, I'll help you (just highlight me tomorrow)