#ue4-general

1 messages Β· Page 196 of 1

frank escarp
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you would have a texture in the metal material that controls that

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and tells the material where to add the rust first

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so then you only paint 0.3 red vertex color, and thats only a bit of rust

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in the crevices

sacred dune
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i can use lerp height to use the date of my maps

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to localize more the effect

frank escarp
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thats the idea

sacred dune
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ok i see what you mean πŸ˜ƒ

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helps a lot

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thks @frank escarp ill look it right now and will test it πŸ˜ƒ

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ill let you know πŸ˜‰

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this is what i have before changing

warm river
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Hey guys, i'm c++ on Unreal. So i'm looking for some artists.. It's just for fun or for make something together, maybe eventually ship something. I can make almost everything (for now) on UE4. Cheers! (:

sacred dune
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cant help you @warm river sry πŸ˜‰

warm river
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Oh, don't worry

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it's for everyone who wants to make something but don't have any programmers

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=]

sacred dune
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guys, there is a way in UE to get some sort of cavity/height map from one classic texture set (BaseColor/Occlusion/Rough/MEtal/Normal)? i was thinking using the AO must maybe you have one much better idea πŸ˜ƒ

languid shard
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Aah YouTube comments

patent siren
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annnd thats why i dont upload stuff to youtube

fierce tulip
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hehe

sacred dune
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hey guys maybe its impossible but is there a way to get a sort of height/curvature/cavity node inside UE4, in order to use my maps to generate it ?

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i see HeightToNormal

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but not NormalToHeight

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sadly for me πŸ˜ƒ

fierce tulip
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i remember a post about that, but cant remember where

floral heart
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You probably don't want to do NormalToHeight. It can only approximately reconstruct the data.

sacred dune
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what can i use ? i have Base/AO/ROugh/metal/normal

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i need that data in orde to tell the water to only go in the cavities

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cool @fierce tulip ill check that

wide lark
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Would anyone be able to verify if this picture lets you dodge in any direction?

cobalt turtle
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hi there, I tried finding the answer for weeks over google, but I guess I can't formulate my question properly, so I'll try here. I have learnt using UE since 2.5, and it's my favorite engine so far. I have never reached the level of expert because I never had the chance to use it professionally so far. Here is my question:
on UE3 and less, to move movable meshes, we use to set up a matinee and have the possibility to change all the parameters over time and especially have a spline in the viewport etc...
The new recommended practice is to use the timeline but, there is no spline anymore like before, the interface is less easy to use (from my point of view) and I am basically lost with this new tool. I have read the documentation but I have the feeling I have missed something.

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There is no emergency here since I am not working on that at all at the moment. And I can still use the timeline without problem at all. But I have the feeling it's a lot harder to use now.

wild kestrel
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lololol

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i was thinking it was something on my side xd

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i knew this console like runtime software gonna backfire them one day

plush yew
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shaders compiling

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help

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it used to not do this but now everytime I drag a material onto a mesh it recompiles the shaders

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I just want to manually compile it before I do runtime how can I disable this

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thanks

delicate needle
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Hello folks! I'm new to Unreal 4. I was wondering in the general workflow, is it possible to edit a mesh in place, back in its orginal software. For example, I make a house in 3D studio max, export the entire model using datasmith, etc and import into unreal editor. After the fact, I find I don't like the details on the front door mesh. Can I edit the converted unreal mesh back in max, and have it update in Unreal? Instance propagation might be the term.

mint raptor
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Anyone know which factors effect skeletal mesh performance visually speaking? My skeletal mesh seems to drop nearly 10 FPS per instance for the first 3 and then slightly less for each one there after. At about 24 instances I go from 100+ FPS to 19 FPS. Reducing the bone count from 20 to 10 seemed to double the performance but why would 10 bones be too many?

grim ore
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@delicate needle ue4 does support that. There is an option to basically scan for modified files and it will reimport them when it detects the changes. Monitor directories is what it’s referred to in the settings. Or auto reimport.

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@plush yew when it compiles it adds it to the cache so it should only do it once. It does however do a best guess for the shader based on what it’s on when you create it and it will make different variations for skeletal and static meshes for example. It’s possible you can have it compile the correct variation by forcing the type it will be used on in the settings for that material when making it but there’s no way of not compiling shaders until runtime that I know of unless maybe it’s for another platform.

austere hinge
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Hii.. I want to rotate my car steering in real time with motion controllers.. Can someone help me out

plush yew
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ah thanks @grim ore

grim ore
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As a shortcut you can probably make the material, drop it on the time, then work on it so it knows by default what it should be compiling for. Might skip a step that way.

plush yew
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Protip: If you ever bind something on key ESC and you're testing in editor, hold down shift and press ESC, it will not escape the game b/c of the editor key binding, it will use actually your ESC Input event.

sacred smelt
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I'm done. 😠 😑 Still errors. Now I cant open .uproject file. I got message "the following modules are missing or built with a different engine version. Would you like to rebuild them now?" And after this I see message:
Could not be compiled. Try rebuilding from source manually. 😑

So what now? I rebuilt in vs dont help

honest vale
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your code most likely doesn't compile

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which means it has errors

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fix the errors in the code

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a drastic solution is to remove code until it works πŸ˜›

sacred smelt
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😠

fierce tulip
wary wave
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I gave up on answerhub a long time ago, when people would just give any old answer without sometimes even reading the question :/

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this is what happens when you incentivise giving any response, regardless of accuracy

languid shard
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"this link will help you" (gives a link to outdated thread without an answer)

wary wave
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"Here's a copy-paste of the first tangentially related thing I found in google!"

languid shard
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πŸ˜‚

wary wave
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my favourite is the 'here's the documentation page from the wiki!'

cloud cobalt
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"which is from 4.7 and wildly outdated"

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"also written by Rama"

wary wave
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haha

grim sinew
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What wasn't written by Rama though/

weary basalt
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Ahhh rama, he means well πŸ˜ƒ

grim sinew
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He really does

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Is he still around on the forums at all?

fierce tulip
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🌈

wary wave
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I don't think he's around UE4 much at all any more

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I haven't seen any pink-tinted madness for a while

cloud cobalt
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Rama did write some extremely useful documentation that I did use, to be honest

weary basalt
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He was an pioneer

cloud cobalt
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Also some really weird stuff I didn't

wary wave
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I feel like he took a lot of swings, some of which missed and a few hit the mark...

dawn linden
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@wary wave He's around. He recently contracted me to write an editor plugin, which we subsequently put up on the MP together.

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He contributed pink-tinted madness to it πŸ˜‰

cloud cobalt
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Seriously though, Epic really needs to hire documentation people

sleek spear
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so, console commands "ke ...etc." dont work on shipping game?

cloud cobalt
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They do

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Well console commands do work

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Specific ones might not

sleek spear
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@cloud cobalt ce console commands work, that call level custom events

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ke console commands that call actor custom events dont see to work for me. or am i doing something else wrong?

frank escarp
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@sleek spear not all console commands work on a packaged game, as some are editor only

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and if you package the game as "Release", the whole command window is out

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if you have console command in your own levels and stuff, those will be called no issue on a packaged game

latent moth
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Hello all, I want to make a radial interface that starts from the side and gradually covers the screen the more the health decreases

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How would you go in doing that? having a radial image that you change the alpha of, or other techniques?

sleek spear
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@frank escarp yes console command window doesnt work on shipping builds game, i know. take a look at this

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i used " ke * " and they dont seem to be working. but i am hoping something else is the problem

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"ce " commands work

devout gulch
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They don't really need documentation people

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the just need to write comments in code

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which explains what is the intention behind code

wary wave
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Epic's code is largely self-documenting

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problems occur when the system itself is undocumented or has no examples

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for example trying to work out the Sobol system was a nightmare

cursive dirge
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I gave up answerhub when I answered the right answer to a question where Epic staff has told before "can't be done", but staff marked their own answer where they didn't give solution as correct one and just closed the answer

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so, screw that

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I mean, they literally marked their own answer as correct one after my response and just closed the thing

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what's the point on even trying to help

crisp fable
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anyone got any thoughts on minimum supported resolution?

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1280 too big?

wary wave
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1024x768

crisp fable
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ok

cloud cobalt
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Though to be fair, very few people will have that

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1280x720 is our minimum here

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We found that 1280x1024 was common too

sleek spear
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i cant understand casting

cobalt turtle
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@cloud cobalt my current resolution is 1633768... I would recommend 1024768 as a default resolution

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1633x768

cloud cobalt
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1280x720 would work too in your case

sleek spear
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ok so i have a level "level0", that includes a streaming level. the streaming level has a blueprint actor. i want to cast from level0 to the blueprint actor. what do i use as an object for the casting? please someone, help

cobalt turtle
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for sure, but 1280x1024 is a tiny bit too much πŸ˜ƒ

cloud cobalt
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Yeah, I was giving that one because it's 5:4 and too many games assume the aspect ratio is wide now

cobalt turtle
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You are absolutely right.

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@sleek spear I can explain you with my own words what is casting, but I don't understand your problem at all. Maybe understanding casting would help you?

cloud cobalt
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Casting only means "I have an object X of class B that inherits from class A, I want to cast it to A or B"

sleek spear
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let me rephrase it a bit

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i have a level "level0" map, in it i have another level for streaming. the streaming level contains a blueprint actor. the blueprint actor contains a custom event in its blueprints. i want to call that event from level0. so i guess i do that with casting? but i cant figure out what to use as casting object

cobalt turtle
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hmmm... I'm not sure you need casting for that

sleek spear
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alright then, what would i need?

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i used consol commands to call these events but they dont work when i build for shipping

cobalt turtle
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let's call your actor "myActor":
In level0, I would make a variable "myActor_current" and when streaming the sublevel, I would assign "myActor_current". Then when you want to call that function from your "myActor", you first check is "myActor_current" is valid (with "isValid") and if it is, you can call your function from it.

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I'm far from being an expert, so my answer will not worth much... But at least, if it's working, you can use it temporarely

sleek spear
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i am not sure i want to add variables

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when i do that same thing, casting to the third person character blueprint, it works, i use get player character as an object

cobalt turtle
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You always have a controller, and a character... So the editor has a lot of functions bundled to get those controllers and characters easily.
Since you create a custom object, how could the engine be aware about it? You need to declare your variable somewhere! Why don't you want to add variables?

sleek spear
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i dont understand how what you described would fire the event on myActor

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its confusing

cobalt turtle
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  1. In level0, make a "escMenu" variable named "escMenu_current"
  2. When streaming your sublevel, set "escMenu_current" to the escMenu actor contained in your sublevel
  3. In level0 bp, first make a branch with "isValid" from "escMenu_current"
  4. From the "true" output, execute the function from "escMenu_current"
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the more I explain, the more my solution sounds dirty :/

sleek spear
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@cobalt turtle how do i set "escMenu_current" to the escMenu actor contained in sublevel?

cobalt turtle
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@sleek spear well, I won't be able to help you on this part. My knowledge isn't good enough on streaming. But your casting problem is gone now. You are half the way! Maybe another person could help you from now?

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as you said, the only problem now is to set the variable from the sublevel to the main level, or from the main level, you get a variable, or directly your actor from the sublevel

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well, I don't like leaving you half way... give me a bit of time πŸ˜ƒ I'll check again how streaming works

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oh, I found something interesting

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rather than putting the variable "escMenu_current" in your level, how about putting it in your controller? So you can access it anywhere πŸ˜ƒ

sacred smelt
cobalt turtle
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@sleek spear how is it going?

sleek spear
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well i have to change a big part of my blueprints

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and i currently hesitate to

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maybe i will do that later

cobalt turtle
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then I can fly away now πŸ˜ƒ wish you the best

sleek spear
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thanks man

plush yew
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how do I make an ui with text being buttons?

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basically text, press last line, more text or change text I guess, I don't know

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the way firewatch does it

grim ore
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you can make a button with anything on it as a child, let's say text? then you can just make the button's graphics with a 0 alpha so it's transparent. now you have a button that is just text you can click on.

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if you mean like text chat and clicking on it goes to the next line you can always capture the click event on the widget itself, maybe the text widget, and then tell it to load the next part.

plush yew
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I actually mean the text fading

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and changing to something else, or loading in something else, don't exactly know how I'd make that the way I want it to be

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@grim ore

grim ore
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well the top white stuff could be just text

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the red stuff could be buttons that are hidden with text on them. fading can be accomplished with animations in the UMG system.

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alternately the red stuff could just be text as well and you override the on hover and on click events

plush yew
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never used the umg system before

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so I'd love to hear about how I would actually go about it

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I know it's widgets

grim ore
plush yew
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yeah, I know about how to make it display and such

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but how do I actually make the transitions

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and do I just store all of it in variables or just as text

grim ore
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There are a ton of ways of doing it. you could just have 10 different white text parts all in the correct spots with only 1 shown at a time. you can have 10 animations that hide the old text and show the new text

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and your red text would just play the animation that is correct

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you could make an array of text that holds all the text and then when you click it grabs the next text

plush yew
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could you make an example project for me?

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or are there any online?

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so I can look into how exactly it works and see it first hand

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I learn better like that

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just one transition I guess

grim ore
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I can't right now nope, at work.

plush yew
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poop

grim ore
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but maybe googling for story text ue4 or uhm scrolling text ue4 or something like that?

plush yew
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I'll try

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oh

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I guess googling text based adventure seems like the best idea

languid shard
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is it just me or the launcher browser is borked since the update that just rolled out ?

plush yew
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hello

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i started my game-XDD

hoary brook
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Hm, for some reason whenever I spawn in a SkyLight it acts as if the intensity was set to zero, anybody know how to fix this?

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The light that is there is from the directional light

languid shard
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@hoary brook do you want it to be baked or dynamic ?

hoary brook
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Nevermind

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Figured it out

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For some reason it won't show unless there is a skysphere

frank escarp
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@hoary brook skylights have an option to use a cubemap, or to capture one

languid shard
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yes unless you setup the skylight to use a custom cubemap or a skysphere it'll be dark

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jinx πŸ˜„

frank escarp
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if you are using the "capture one" and your level is empty, of course it wont find a thing

hoary brook
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Ah

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Thanks

sacred smelt
wide lark
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Guys, I did it. I got a directional dash to work from any direction, and I made it so it dashes in the air almost the same distance as when on the ground instead of a super dash :D

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It even has a cool down :3

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You have to make sure Can Dash is set to checked as the default setting

paper kernel
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that's great, now do it without tick

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πŸ€”

wide lark
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I don't understand ticks or why they are good or bad

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Can you tell me the impact they have?

grim ore
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Ticks generally run every frame. If you don’t use them sanely you could cripple your games performance

frank escarp
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a lot of stuff also doesnt need to run every frame

grim ore
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Your basically saying β€œhey do all this stuff every time the screen updates”

frank escarp
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you can do itin a timer, like once a second

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the thing is that if you have tick enabled on too many actors, the engine will slow down just from having to call Tick() on so many things every frame

tawdry quail
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if I have a texture I am not mipmapping, is is still important to have it as power of 2?

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nvm I answered myself with google

safe rose
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@frank escarp yah but how much performance is being saved actually when disabling tick on actors, when those actos have nothing on Event Tick?

frank escarp
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more than you would expect

safe rose
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The engine still needs to poll all actors to see if Tick is enabled or disabled

frank escarp
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no it doesnt

safe rose
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Why not?

frank escarp
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if the actor has CanEverTick to false

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it never even gets registered as a ticker

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and costs LITERALLY zero

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the other bool (the one that can be toggled) still has overhead

safe rose
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Yeah that's what I am talking about

frank escarp
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it just has something like "AACtor::PreTick(){ if(bTickEnabled){tick()}}"

safe rose
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Not the one you said first

frank escarp
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epic devs have talked about it themselves

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for vr

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becouse vr its 90 fps

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so tickers get called tick 90 times a second

safe rose
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Right. If there is absolutely no need for something to tick. I get it.

frank escarp
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in the bullet system i did in DWVR (for optimization), the bullets dont tick

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but the bullets are stored in the bulletmanager

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wich actually does tick all of them

safe rose
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But when there is and someone is just enabling/disabling tick, that's what I was getting at

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If there is nothing on Event Tick

frank escarp
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i dont know if it gets disabled in blueprints if you dont have the event tick

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i would assume it doesnt, or that it just depends on base class

safe rose
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Yeah, guess would be a nice case study. I tried looking the other night for information

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Couldn't really find anything. Haven't checked source either.

wide lark
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So

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How would this impact it for me?

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Isn't a dash move very important for ticking?

safe rose
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@wide lark nah

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It's just a root animation

wide lark
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What?

safe rose
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The logic behind it can be simple

wide lark
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But the dash has to always be up to day

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Date

safe rose
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Well of course it depends on what your logic is

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Do you know what timelines are?

wide lark
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No

safe rose
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Lerps?

wide lark
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Nope lol

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I just started unreal engine this week

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I have Jumping, double jump, dash....

safe rose
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Just Google it really

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I mean this is sort of basic stuff that has been done countless times

wide lark
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I tried that.. every one I was pulling up was a double tap dash

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I don't want a double tap

safe rose
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Then you will have to fix it the way you want

wide lark
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Ive been trying that for like 3 days now

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This is the only way that works cleanly. Every other way has a weird delay in it

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Or the keys won't detect properly

safe rose
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Just do it the way you need to do it to work :)

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Then later when you are more experienced, refactor it

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And worry about optimizations

wide lark
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But I don't understand how ticking on the dash is bad

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As long as I don't use tons of ticks everywhere, it doesn't seem like it will be a problem

safe rose
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Well. The dash itself is event based

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The animation root motion

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(usually)

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You just need to get it from start point to end point

wide lark
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My brain is having trouble following probably because I haven't really done anything with animation yet

fierce tulip
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one step (or dodge roll) at a time πŸ˜ƒ

wide lark
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Should I do UI next or enemies next?

frosty bloom
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Play around, get used to the engine. No matter what you do in the beginning it won't be something you will want to use once you've polished them skills

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Do some tutorials, make something you can play around with

grim ore
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do enemies, if you want UI just slap something on the screen for now as it won't be what you use in the end anyways

frosty bloom
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@glass imp come on dude, you've already been warned twice by Luos, just move it into the correct channel.

plush yew
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alright so as Unity dude learning Unreal

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when making a new project

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the choice of C++ or blueprint only effects what form the template content is in right?

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cause you can use C++ classes in Blueprint projects

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and vice versa

dawn linden
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Correct.

latent moth
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i have a nice radial blur material, i don’t understand how i can apply it though to the main camera

paper kernel
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there's a material array in camera settings

latent moth
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i want basically to use it when the character is dying

paper kernel
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or, add post process volume

latent moth
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oh

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got it thanks

paper kernel
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then use the blend to control how much to use it

latent moth
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ok thanks

stray smelt
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any idea what will happen to paragon assets?

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just sitting on some hard drives at epic? or could it be possible they make it open source

frosty bloom
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Doubt very hard anyone outside of Epic will see anything from Paragon. They might recycle as much of it as possible into future games etc.

queen arch
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anyone knows of a reason why a simple "move to" fails?

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it goes to the target, the problem is not that it can't find its target

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it just goes there, waits a few seconds and then fails

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last night it was working perfectly, I don't know what happened

plush yew
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@dawn linden so do you recomend starting new projects as C++ or Blueprint projects then? or does it not really matter

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Epic dumping Paragon seems kinda werid

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like they had a whole thing at Sony's E3 about it

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few years back

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like it makes sense to not contintinute active development of a project that isn't doing to hot regardless of how cynical that kind of position is but

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@paper kernel long time no see

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IF epic were to make Paragon an open source community project which given they're previous releasing of the canceled Infinity Blade stuff, isn't totally out of the relam of possiblity

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what do people actually expect to happen

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like it'll end up like the new UT

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at best

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playable but basically abandoned

livid haven
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The problem with releasing anything like that is - once you've done it, there's no taking it back. You have forever ruined your ability to ever release a product with that IP without competition from anyone.

plush yew
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I mean isn't everything in UT basically still owned by Epic?

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like even with all the "community particpation" stuff Epic basically owns all of that stuff right

livid haven
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Which is entirely different than "open sourcing" Paragon.

plush yew
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yeah I used the word open source wrong

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Epic would never open source Paragon

frank escarp
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@livid haven they did release infinity blade assets

plush yew
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I'm expecting them to make it a "Epic Community Project"

frank escarp
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i expect more like infinity blade assets

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a simple "here, have some UE4 demo assets"

livid haven
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I know about Infinity Blade, but that was also a mobile game and releasing assets from ages ago.

plush yew
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we'll let the community "run" the project but with stipulation that we own all of the IP

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and they didn't "open source" the IB stuff

frank escarp
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doubt it

plush yew
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they liscensed it

frank escarp
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paragon needs the server architecture

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and anticheat

plush yew
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that any UE4 dev can use them for free

frank escarp
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and engine tweaks

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thats really not easy to release at all

livid haven
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Yep, that stuff.

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Difference with IB is that IB wasn't a modern, ongoing recent project - Paragon was.

plush yew
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they didn't actually release IB code

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just art assests from a canceled game

livid haven
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... wat? Infinity Blade is a released game.

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It came out in 2010.

plush yew
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no i mean they didn't release the soruce code of IB

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just the art assets

next dome
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hey guys, can someone help me here with unreal engine?

plush yew
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yeah they made like three of those games

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they were pretty dope

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the art assets were from a canceled IB duengon crawler

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not the main games that got put out

livid haven
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Yes, but regardless, the point is that IB's art assets being released wasn't all that much of an opportunity loss, compared to what happens if they let anyone use the characters from Paragon however they want.

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If Epic wants to turn around and revamp Paragon some day or use the characters for something else, they're screwed for having let everyone just go ahead and use the characters for free however they want.

plush yew
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compared to what happens if they let anyone use the characters from Paragon however they want.

I don't think that's what anyone is expecting them to do

livid haven
#

Literally, that was the question that started this thread.

plush yew
#

oh

next dome
#

ehm.. anyone? can someone help me here please

livid haven
#

@next dome Don't ask to ask, just ask.

plush yew
#

@next dome well what are you asking about?

frosty bloom
#

Jumping in with a quick comment. You are talking about a next gen AAA quality game. There is NO way they would give it out in any form or way, to anyone outside of epic.
There is no gain in it, rather the opposite.

livid haven
#

Ask your question, don't ask if you can ask a question - that's the point of the community.

next dome
#

idk how to fix it

plush yew
#

if they were to release anything from it at this point, I'd be as an "Epic Communty Project" like the new UT

#

so something that is nominally "community managed" but is owned entirely by Epic

#

and is basically more or less stagnant

livid haven
#

Sure, that's somewhat more feasible, I'd think. Not sure it's likely though.

plush yew
#

@livid haven wait you work at epic right?

livid haven
#

Not quite. Contractor, remote.

plush yew
#

oh

#

i was gonna ask "what's happening with UT4"

#

but you probably wouldn't know that even if you were an internal employee

#

other than "it's not happening"

livid haven
#

You can ask me what's happening with Fortnite, but I'd have to kill you I can't answer that.

weary basalt
#

Yes Mr Bond

plush yew
#

i mean yeah i figured that's NDAed

floral heart
#

What's happening with Fortnite? kappa

frosty bloom
#

Tell me the UI Framework of fortnite, in detail please alex

plush yew
#

making bazillions off the back of 12 year old dabbing memelords

#

(for the record Fortnite is pretty solid)

floral heart
#

"I can't answer that."
"I knew you'd say that."

plush yew
#

is vaping and in game memeing coming to fortnite

livid haven
#

I do share bits of the knowledge of how we go about developing the UI and frameworks in Fortnite, where relevant.

next dome
#

and my question just got ignored.. you said dont ask to ask just ask, i told my problem and just got ignored .. sad

livid haven
#

Nothing I'd get slammed due to NDA breach for.

#

@next dome I said you should just ask. If no one is answering, that implies no one knows the answer.

#

I don't know why you're direct a crash in some rendering code.

#

But you're also not using an officially supported version of the engine, so... there be dragons.

plush yew
#

@next dome you might want to ask this in #graphics ?

next dome
#

okay ill go ask there

#

thanks

plush yew
#

i mean i don't know

livid haven
#

He's using the VXGI branch from Nvidia, so it'll be difficult to find support outside of Nvidia

plush yew
#

@next dome the VXGI stuff isn't supported by epic themselves and not many community people use it so I don't know how much help you're actually gonna be able to get

next dome
#

i mean since its unreal engine discord, i thought someone would know how to solve that

plush yew
#

i mean i'm a noob

floral heart
#

Several people here have tried out that VXGI branch successfully. Could be something they've encountered.

plush yew
#

coming from unity so I don't know shit tbh

worn granite
#

Yeah I mean its worth asking IMO

next dome
#

i wanna use VXGI only because when you apply emissive to the mesh, the light from the emissive lights up the map/object too around it, without building lighting, but in official unreal engine you have to build lighting and wait till it builds, i dont want to build lighting, thats why i want vxgi

livid haven
#

Aye. Can try, but don't assume no one is answering because they're ignoring you - you'll be lucky to find someone who is a) using that branch and b) has any idea how to debug that.

next dome
#

or is there a way in official unreal engine, to emissive effect the world/objects around it without building lights?

livid haven
#

That's a really dramatic choice to make just to avoid building lighting.

next dome
#

XD yeah it kinda is

livid haven
#

I also don't quite understand what you mean.

next dome
#

the neon light on the ground

#

its emissive

#

looks so nice

livid haven
next dome
#

and effects the map too

wide lark
#

I wish there was more free stuff

next dome
#

yeah that video you sent, the emissive is not really effecting the world, its just bloom effecting the actualy cube and sphere with emissive

floral heart
#

Neon light on the ground is a light source.

#

Seems like a silly thing to say, but that's distinct from an emissive material that doesn't serve as a light source.

cursive dirge
#

well, light building takes forever

#

you need to make separate UVs for some assets (if not all, I have no idea how good the automatically generated ones are nowadays)

#

also anything more dynamic and you can't use static lights anymore

#

like, take fortnite for example

#

there's no baked lighting

floral heart
#

How expensive are light functions?
In comparison to shadowed dynamic lights, cached shadowed moveable lights, unshadowed moveable lights, stationary lights... all the lights. On second thought, that would be quite the project.

sacred dune
#

hey guys, i dont get why my border of the vertex paint i have done (rust) have this whitish effect around ???

#

i paint Blue in order to see what i linked to blue in my MAT and its the RUST but why im seeing a brighter version of my metal around the brush???

floral heart
#

Not sure. Try keeping roughness the same for both layers, I want to see what happens.

sacred dune
#

the rust and the metal?

#

ok

#

i put the same Map ORM to the blend for the 2

#

the exterior is what im looking for

#

the inside is a erase brush paint

#

does this mean i have to put the same rough for all my blends ?

devout gulch
#

omg

#

I had spend past hour

#

fixing substance intregration

#

because itbecause it missing tons of paths for includes ;/

sacred dune
#

@Dementiurge#1853 it seams is the alpha that break it all

#

@devout gulch UE live link or imported maps or impoorted Substance

devout gulch
#

nah just code plugins (;

sacred dune
#

ah ok, i had many issue importing maps froms SP to UE , many things to do, not what they sell like its easy in one clic πŸ˜ƒ

plush yew
#

hey is there any kind of project trying to implement something like an ECS for unreal?

cursive dirge
#

@sacred dune the white part is from metal transitioning

#

you should have linear falloff for metallic

#

it's usually either metal or not

#

or at least, it looks like that

sacred dune
#

thks for the help @cursive dirge here is my metal part in MAT

#

maybe i lost the metal data with all the LERPs ?

#

i dont know how to fix it.... 😦

#

i have to put the same Metallic value for the 4 blends ?

#

or maybe just for the 1

#

?

#

i crashed UE πŸ˜ƒ

#

ahaha great

ember dove
#

alright, so I've packaged my game multiple times before, but I've recently changed to UE4.18 and it seems my game instance doesn't work in shipping builds

cursive dirge
#

@sacred dune point is, you shouldn't have lerp on metallic at all

#

it doesn't give you pbr correct values

#

you'd either have metal or not

sacred dune
#

i can just input the fist one in the metallic (the B channel) and thats it for all

#

?

cursive dirge
#

you'd need to figure out what part of the final result is metal and what is not

sacred dune
#

ok maybe you can help me for this. I have One set for the clean metal, the 2 with dirt and used same texture set, the 3 mega rust and 4 water (puddles)

#

i hva ti tell the material that when i paint water there is no MEtal right ?

cursive dirge
#

well, you can just bias the lerp result and clamp it, or if you want simpler version just put if -node there

#

and if the value is below the threshold you want, you put 1 and otherwise 0

sacred dune
#

bias the lerp result of each ?

cursive dirge
#

only the thing that goes to metallic

#

unless you want it otherwise

#

but try first with if

#

it's way simpler to get right

#

might not be as efficient

#

but that's not important now

sacred dune
#

so you recommand to put value for metallic in lerps (for the vertex paint) and see what happen ?

#

like the rust dont have it, as the water

#

i put constants to lerps

cursive dirge
#

you want the final value for metallic to be either 1 or 0 usually

sacred dune
#

yepp

cursive dirge
#

not something between

sacred dune
#

ok

floral heart
#

smoothstep?

sacred dune
#

i try something

#

?

#

@Dementiurge#1853 whats that ?

cursive dirge
#

Smoothstep is a family of sigmoid-like interpolation and clamping functions commonly used in computer graphics and video game engines.
The function depends on three parameters, the input x, the "left edge" and the "right edge", with the left edge...

#

does ue4 already have smoothstep exposed?

#

or do you still need to use it via custom node?

floral heart
#

Not sure. I was trying to remember another node, cheapcontrast.

sacred dune
#

i cant read the link beaucase i cant read this kind of math πŸ˜ƒ sry guys hehe

cursive dirge
#

anyways, that'll make the transition bit faster but I doubt that will solve the issue

floral heart
#

Could use an if node if you want to 'solve' it.

cursive dirge
#

yeah, that's what I've been trying to say here πŸ˜„

#

also, you don't do "metallic boost"

sacred dune
#

yeah i just erase it

#

😦

#

im learning but im going to quiclky without understanding

#

damn

floral heart
#

proper docs for this sort of thing are a bit sparse, I think?

sacred dune
#

the node BreakOutFloat3 is cool but in can use one inverted )

#

yeah the blends are very blurry.

#

they show only the base color and not rough , and not with packed maps

#

and they show only with 2 blends

#

there is doc but not one real example

#

i just want to do this kind

#

but the shared material ha expired and only this image exist

#

i get shitty results with mine

#

and after research i have to get a very high floor for that quality of vertex paint

#

i tried using LerpHeigh to fill the water first and then the rest, without succes.

#

the only difference is that i put the water on the alpha channel and he out it on the red

#

put if so on dont see where is has the wood

#

so lost 😦

#

3 days searching solutions for this

#

he said he use vertex paint but i see in his shader some Material layers, so i dont get it... can i paint with that to ?

grave nebula
#

@sacred dune It is totally fine to have metallic values in between 0 and 1. To get rid of the white outline, you would need to tighten metal map so that transition is biased more in favor of non-metallic surface.

sacred dune
#

@grave nebula how to do so when i have packed maps and non packed for the blend ?

#

and thks

grave nebula
#

you can do it In the material itself

sacred dune
#

i have this now

grave nebula
#

multiplying metal input by itself is usually enough

sacred dune
#

the top left is the water, the orange is the packed rust maps

#

sry to ask but i undesrtand why i have to do what you say but i dont see where to do it, on what

grave nebula
#

after break 3, the blue output that goes into metallic

#

multiply it by itself

sacred dune
#

ok

grave nebula
#

ensure that it is in 0 -1 range before doing so though

sacred dune
#

the 2 fisrt maps are a mix of plastic and metal

#

the rust is oxyded and water doent need metal

#

when i paint rust (blue channel)

#

if i use the same packd maps for the rust and water i get this

#

not bad

#

but not sure if its the right thing to do

fierce tulip
#

afaik its a limitation in the metal pbr workflow in ue4, the only thing I can think of is increasing the contrast between the metal and non metal blending

#

random idea, try plugging a "round" between whatever goes into the metal and the metal input

sacred dune
#

ok

fierce tulip
#

if that doesnt work, try a truncate.
thats all i can think of. though it might result in a too sharp a metal/non metal

sacred dune
#

with round

#

pretty nice the transition

#

sort of a noise πŸ˜ƒ

#

i try truncate

#

truncate

fierce tulip
#

ouch hehe

sacred dune
#

but i think that with what you told me i get somting i like

fierce tulip
#

are your metal/roughness textures set to RGB instead of SRGB btw?

sacred dune
#

yep

fierce tulip
#

hm

next badger
#

How long ago Epic updated the docs?

#

i.e. new UI

fierce tulip
#

yea i just noticed it

sacred dune
#

but now all my mat is guided by the AO/Rough/Metal of the two maps, so i dont have the control on the water rough

fierce tulip
#

not longer than a few days

next badger
#

my theme got broken ;_;

#

need to remake one

sacred dune
#

i think i got it

#

but

#

i use the same value for all 4 channels so my roughnees is lost for the water and rust

#

i dont know i to have the same ramification than the pakaed map when i dont have it for water

#

can i put 2 constants and tell to a node that one is G and the other B, in order to plug it to the lerp ?

#

this its what i mean

#

they changed the doc some hours ago i went all day long and its was not updated

sacred dune
#

not possible?

#

πŸ˜…

harsh tiger
#

im making a game similar to the trails S.P.H.E.R.E gamemode and i've made a few maps and i was wondering how I would create a editor to allow players to create their own maps and then save them to play again. i've done some research but finding it really hard to find information on this type of thing.

any help is appreciated

sacred dune
#

Amazing

ember dove
#

alright now

#

how

sacred dune
#

The full crossplatform

#

@harsh tiger sry cant help you

#

Epic Want to race pubg all along πŸ˜ƒ

harsh tiger
#

@sacred dune from what it seems it close to impossible in UE4

sacred dune
#

China will show the best seller

#

@harsh tiger πŸ˜”

weary basalt
late gorge
#

@weary basalt Ah, thanks πŸ˜ƒ

grim ore
#

the best part about that is it's cross platform for playing together except for xbox...

grim ore
plush yew
#

is there no way to make a merged actor act like a character pawn

#

?

grim ore
#

chances are no as a character has things like the character component as part of its base class that you would inherit. You can try changing the parent class to character in your blueprint and see if that works for you.

plush yew
#

I mean I merged actors with developer tools -> merge actors

grim ore
#

well then no for sure as that is just static mesh actors I would assume

plush yew
#

and now I have a group of actors in one but I think it is static only

#

yeah dang

#

is there no way to make it a skeletal mesh or something idk

grim ore
#

you could always turn that into a blueprint then repararent it?

#

definitely not unless you export it out and bring it back in

plush yew
#

will I still be able to use and change materials if I export it?

grim ore
#

but even then if you expect it to work like a character and a skeletal mesh you would still be missing the actual skeletal part

#

if you export it out as a fbx then yeah you can do whatever you want in your program and bring it back in

plush yew
#

isn't the skeletal mesh like

#

the mesh part

grim ore
#

it should export out with the same material slots

plush yew
#

not the bones?

grim ore
#

the mesh is the thingy you see, the skeletal part is the skeleton and weighting part of it

plush yew
#

ah

grim ore
#

right now its just a static mesh as it has no skeleton or weighting or rigging

plush yew
#

I'm confused at how the layout works

#

not how the 3d models and bones work

#

still getting used to unreal

#

with my first project I had a mesh as the skeletal mesh idk

grim ore
#

yeah the static mesh actor is just going to be for looks mainly. Technically you can animate it by hand but you wouldn't really get much out of it in terms of animations and such. IF you just wanted it use it as a basic mesh in a character you can export it out, then reimport it back in and tell UE4 its a skeletal mesh and it will bring it in with no real bone setup

#

but that would let you slot it into a character

plush yew
#

I made a character blueprint

#

and I cant set the mesh as the merged actor is what I mean

#

I guess I am stupid

#

and should have known that wouldn't have worked

#

idk what to do lol

grim ore
#

well I just tested and what I suggest does work.

#

you can export out the merged mesh, save it somewhere, then import it back in and tick skeletal mesh to change it over

#

this would atleast let you drop it into your mesh slot on a character

plush yew
#

where do I export it

grim ore
#

right click it in the menu, asset actions, export

#

alternately you can just cheat and make a static mesh as part of your character and use that and just keep the skeletal mesh empty

#

the Skeletal mesh doesnt really "do" much but show up and animate, the rest of the character is what handles moving and collision

plush yew
#

no smoothing group was found

#

UGH

#

to blender!

grim ore
#

well yeah you will get errors since it's not a real skeletal mesh and you never really messed with it but it would work as a basic.

#

honestly I would just add a static mesh to the character and plop it in there and see how that goes

#

unless you plan on animating this in blender and adding a skeleton

plush yew
#

wait suprisingly I can still use materials

#

sweet

#

it works I guess

#

which method is better

#

the cheating part or fbx export

grim ore
#

do you plan on needing the skeletal part of this mesh? if not just keep it as static

plush yew
#

I don't need skeletal part of mesh I just need it to be a character pawn

#

pretty much

#

be able to be used in a character pawn*

#

sorry for asking you even more questions but uhh

#

in the character blueprint pawn thing editor thing

#

is the capsule component the hitbox or is that just useless

#

idk

grim ore
#

It's the hitbox and it's also where the movement is applied against basically

#

the character class has a ton of stuff that drives how it works, the character movement component is what controls how the movement works and the capsule is basically it's hitbox and also collision for moving

plush yew
#

anyway uhh

#

it is the hitbox

#

got it

#

lemme make it bigger

#

@grim ore

grim ore
#

the mesh is a child of the parent, if the parent gets bigger the children will as well relative to them.

plush yew
#

ah

#

so how can I increase the hitbox without dying?

leaden wave
#

How do I make a blueprint character class that has an actor component that inherits 1 function and all it's required variables from a pre-existing .cpp file?

next badger
#

Hmm...documentation is really broken for me

grim ore
#

scale down the mesh to fit in the hitbox

plush yew
#

problem is it's taller than the player

#

nvm found it

weary basalt
#

@next badger Yeah its broken for everyone at the moment

coarse wigeon
#
PCGamesN

At today’s reveal event for Artifact, Valve made clear their plans to start releasing games again, after years of focusing on the Steam platform and new hardware endeavors. Succinctly, a presentation presided by Gabe Newell said β€œnow we’re going to start shipping games again.” Half-Life 3 is not confirmed, but feel free to add "Half-Life 3 confirmed" in the comments below.

#

HALF LIFE 3 CONFIRMED πŸ˜›

tender ginkgo
#

Hey, I am using the FPS template, and I am trying to make the bullet faster, and I cant find the section in the Blueprints to change the speed the projectile has.

next badger
#

i was excited about new documentation ui...but it suck, way more than old one

#

lot's of small bugs

#

and not much improvement

#

RIP tags

ember dove
#

An Unreal Engine bug triggered me just now

humble shuttle
#

has anybody ever had an animation that'll play in the preview editor window but won't play in-game?

ember dove
#

I've never even heard of that rooThink

next badger
#

@humble shuttle no...but i assume it somehow related to game mode... have you debugged it? does the branch that runs animation event triggered?

humble shuttle
#

yea, i've debugged it, the play animation BP node I'm using is running

#

I've also tried setting the animation mode on the skeletal mesh to "use animation asset" and i point to the same animation, but that doesn't work either :/

grim ore
#

@tender ginkgo the Projectile itself handles itself when it is spawned in. If you open the BP for it you can see it is using a projectile movement component and adjust the speed in there

plush yew
#

do y'all know of how to script(blueprint) a sprint function where the character will stop sprinting if you stop moving without having to click shift again??

next badger
#

@plush yew there are release events on each key...just make a respective action for it

#

@humble shuttle i wanted to search an answer for you, but seems search is broken -_-

humble shuttle
#

@next badger i appreciate you taking a look, I'm gonna keep trying some stuff on my end; just wondering if this is something others have run into

next badger
granite sky
#

because remove returns true, but the object is never removed

granite sky
#

the set length is 1 before the remove, and is 1 after the remove - looking at the TSet source, I can only assume that the actual remove command is failing, because the counter for number of removed objects is incremented following that, and if that counter is > 0, it returns true

next badger
weary basalt
#

? You can post your jobs on the forums and in here.

#

We are unofficial and have no power over what people post on the forums, except for the Forum Mods who frequent here. But there is no rule about posting an job listing in both #looking-for-talent and the forums

#

Unless i misunderstand your issue?

next badger
weary basalt
#

Whats the issue here?

#

I dont follow?

next badger
#

those are 2 different topics...in 2 weeks

weary basalt
#

Like i said, we are UNOFFICIAL we dont have any power to moderate the Forums

next badger
#

oh...wait... i've should use @ forummods ?

#

or they have no such power as well?

weary basalt
#

DM an Forum Mod if you have an issue.

granite sky
#

at a guess, I'd say that forum mods have the power to mod the forums lol

next badger
#

not an issue per se...but, ok

#

@granite sky well, you could try to type @ forummods but there're no such group appear

weary basalt
#

You need to DM one

#

Like i said

next badger
#

@weary basalt i did πŸ˜ƒ

weary basalt
#

You should really be using the Report button on the forums instead though.

next badger
#

duh...you've should say so before alex

plush yew
#

does anyone know why my hud wont be visible to me on the view port when i click play

weary basalt
#

Did you add it to viewport?

surreal viper
#

introduction to the Niagara VFX system

#

why to introduce a system you never release πŸ€”

sand spear
#

Hello Guys, I want to know is it possible to add installed UE4 in my previous windows to Epic Games launcher without re download them again ? They're installed in my other drive.

coarse wigeon
#

@surreal viper It is already out in beta form in 4.18

#

Just need to enable it

devout gulch
#

@surreal viper Niagara in 4.19 is very useable

#

It's complicated as fuck

#

and I have no idea what I was doing

#

I had*

#

but it didn't crashed

#

and have everything you need to create FX

#

that being said I expect something else a bit

#

I mean from graph based FX editor I expect that actuall emitters will be placed on Graph like nodes

#

where you can directly code some logic

#

to emitters

#

I mean to which emitters are used

tall pendant
#

you dont place emitter as nodes? huh thats a bit odd

devout gulch
#

like if this emitter spawned 10%5 particle trigger this emitter else this emitter

#

no you place them in side panel

#

otherwise everything else is node based

tall pendant
#

aye. i have to give it a shot when 4.19 goes final

devout gulch
#

but I doubg average VFX artist make any use of it, it's heavy math stuff

#

I can't even speculate much I really need some 101 expalantion of how it works

tall pendant
#

I'm interested in whats their plans for a transition phase cascade -> niagara

devout gulch
#

I assume it can be far easier controller just from blueprints, that'w why you don't really use emitters as nodes

tall pendant
#

since i doubt everyone will/can just switch

devout gulch
#

you probabaly won't be able to click on cascade particle and convert it

#

they will rather focus on recreating all the default functionality of cascade

#

right now it's pretty bare baone

#

bone*

tall pendant
#

*another thing they initially promised gone πŸ˜„

#

IIRC

devout gulch
#

my speculation (;

#

the might pull it off

#

but no sooner than all the cascade modules have equvalent in Niagara

#

equivalent*

tall pendant
#

yeah. i guess we have to wait a few months and see how it develops

devout gulch
#

anyway, I really excitied for the GDC presentation

pure jacinth
surreal viper
#

yep

gloomy pollen
#

clang++ slurps up threads like spaghetti, why doesnt microsoft c++ compiler do this

pure jacinth
#

probably the same reason microsofts intellisense crawls

faint cedar
#

Did anyone else here receive a "Epic Games Dev Site New User Registration" email?

devout gulch
#

I take it back

#

you can script individual emitters in niagara system

#

to the point of controller how exactly will individual particle behave -;-

plush yew
#

@weary basalt yeah I figured why it wasn't tho , it was below the viewport so I had to use full-screen

honest vale
#

@faint cedar nope

#

sounds like a scam

flat pilot
#

is it more worth to save bandwidth or backend processing time ?

honest vale
#

depends πŸ˜›

vale halo
#

Anyone else experiencing issues with the docs?

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It appears to be refreshed, and now all the links are broken or something 😐

languid shard
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@vale halo it was borked a few hours ago but now it seems to be alright

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what pages are you getting trouble with ?

vale halo
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Going through to find it now

languid shard
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yeah that one is down for me

cedar snow
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no redirects from old docs 😦

vale halo
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Search won't work & the thing is impossible to navigate

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Like quite literally 🀦

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One step forward, two steps back 🀦.....I hope this won't be the same as the Forums

cedar snow
vale halo
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bing search?! 🀦

cedar snow
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no it actually didn't

vale halo
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Yep, it's broken too 😐

languid shard
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yeah links are still broken

vale halo
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Guess I'll use github

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But even if it's just the links, the old system wasn't perfect, but at least I can find stuff/have hierarchies/etc.

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This filter system/etc. 100% isn't working

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Got it.....but only because I literally had to go to Github/the source & try and find exactly where it should be

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Might be related to being on the api. subdomain?

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Okay, so for those broken c++ links change docs. into api. and it should work πŸ˜‰

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(eg. https://docs.unrealengine.com/INT/API/Runtime/Slate/Widgets/Views/SListView/ (for example a google result) -> https://api.unrealengine.com/INT/API/Runtime/Slate/Widgets/Views/SListView/)

turbid jewel
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wtf happened to the docs???

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thesis due monday, cant lookup shit πŸ˜„

granite sky
#

docs are fscked atm :/

weary basalt
#

@turbid jewel Source code is the only docs you need πŸ˜ƒ

granite sky
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I think the help that I need right now is to use git - I might have just lost my entire project

weary basalt
#

How did Git lose your project?

granite sky
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it didn't - I didn't have it on source control

weary basalt
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Well thats why you lost it

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lol

granite sky
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yup :/

weary basalt
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πŸ˜ƒ

cloud cobalt
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Epic really needs to have some kind of warning in the editor

weary basalt
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That SC isnt active?

cloud cobalt
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Yeah

weary basalt
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They do, its an red box on the SC button

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πŸ˜ƒ

granite sky
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is it just me that's having trouble creating new cpp files?

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every time I do, the editor crashes when it tries to compile

cloud cobalt
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Programmers have the source control culture so it's obvious for us to create a new repo for a new project

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Artists and amateur devs don't

weary basalt
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Good point

cloud cobalt
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Doesn't help that there isn't a great free VCS that's not actively hostile to artists

granite sky
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well, as an amateur dev I think I may have just learnt my lesson

crisp fable
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all the unreal docs are dow

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n

weary basalt
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Thats how it goes @granite sky

crisp fable
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wtf

weary basalt
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@cloud cobalt I dont think SC is hostile inside the editor.

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Using it outside the editor maybe an different story.

granite sky
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I've mostly been using bitbucket's client

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sourcetree

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really need to learn the cmd though

weary basalt
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Grab Perforce, its free for up to 5 users.

granite sky
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oh, I have heard of that

weary basalt
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Check the #source-control channel, there are some good tutorials pinned in that channel.

granite sky
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thanks, I'll take a look

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lemme see if I can salvage this first

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I didn't have a lot of stuff, but I'd rather not have to make it all again -.-

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fsck yesssss

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all is well in the world

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uploading to git right now, I aint making that mistake twice lol

fierce tulip
tall pendant
#

wow. Does he just made fun of you? Being compared to Cryzen is like the sadest thing in my book.

fierce tulip
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ikr

tall pendant
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He's the most overrated wannabe ever πŸ˜›

fierce tulip
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and friends with that bones guy

tall pendant
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poor luos here get a hug πŸ˜„

weary basalt
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Whos Cryzen?

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πŸ˜ƒ

fierce tulip
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the omg look how i ported a snes character into ue4 kite demo get 100000m views and a devgrant guy

languid shard
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looks like some kind of streamer or something

tall pendant
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perhaps cryzen is truebones?

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since truebones def. has multiple personas

fierce tulip
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multiple is an understatement hehe

tall pendant
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πŸ˜„

fierce tulip
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suddenly views on truebones page +100

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guess he is still at it XD

plush yew
#

i cant find tutorials for a racing game using accelerometer GWnanaFeelsDumbMan

crisp fable
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i mean.... who would buy this?

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look at that face

granite sky
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wtf is that

crisp fable
#

that truebones guy is still around?

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i remember him

granite sky
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it's so front heavy lol

crisp fable
#

these guys are on a tear

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on the other hand, this Jonathon Frederick guy is one talented SOB

granite sky
#

I am having so many issues with UE crashing tonight >:C

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specifically, crashing on launch

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can't even open my project right now

crisp fable
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your c: got enough space?

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it makes alot of temp files and it will spit the dummy if you're running out of space

sacred dune
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hey guys! thks for the help yesterday πŸ˜‰

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i have one quick question about duplicate meshs. is there any shortcut or tool to to do multiple duplication of a mesh , like 10 in that direction with the same space between the 1 and 2 (in max there is the Arry tool)

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?

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i didnt find it mabe because it has an other name

languid shard
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@sacred dune make your own with blutility πŸ˜„

sacred dune
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hey @languid shard how you doing ?

languid shard
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o7

sacred dune
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i can create such tool b blueprints ?

languid shard
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yep

sacred dune
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so you create the tools you need directly inside ? thats why i don t find many tools ?

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can a bluprint bend a mesh ?

languid shard
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bend ?

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I thought you wanted to do an array tool like max

sacred dune
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yes to a angle in one direction

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yes

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but i was looking for that the other day πŸ˜ƒ

languid shard
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well you can't bend a mesh with blueprints

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you could do it with a material offsetting vertices or pixels

sacred dune
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amazing

languid shard
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you can also use spline meshes

sacred dune
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so no tools to duplicate many times rapidly , except making one in Blue

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whats thats ?

languid shard
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meshes following a spline

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to make roads, railworks, cables

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you can make an array tool quite fast with blueprints

sacred dune
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so cool!!!

languid shard
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with a bunch of loops spawning a mesh actor every X row on every Y column

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stuff like this

sacred dune
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never tried blueprint,

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for now πŸ˜ƒ

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thks for the advice πŸ˜‰

sacred dune
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you made this now ???

languid shard
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a few days ago

shell jetty
#

stairs to cloud city

sacred dune
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nice!

languid shard
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using one railing mesh, one stair mesh and one floor mesh

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and HISM

sacred dune
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?

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Hism?

languid shard
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instanced meshes

sacred dune
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ok

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i never knew you can select objects and apply blueprint on them

languid shard
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that's kinda the whole point of blueprints and scripting in general

golden sierra
#

Does anyone have any good resources on making a Grid-Based inventory system in BP's?
Think Diablo style or Path of Exile or a more recent game Escape from Tarkov.

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Or even in C++

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Seems there is a lacking amount of resources out there

wary wave
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I don't think there's much in the way of reading material, no

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but I don't think it would be that hard to work it out for yourself

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in other news, I found another bug

languid shard
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bit of UMG stuff

wary wave
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today I discovered that if you have a DateTime and subtract an identical DateTime, the Timespan that comes out is complete garbage

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Now - Last = Diff

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the two DateTimes are identical, but the diff is complete nonsense

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or to put it another way, Time Now - Time Now = 736,761 days, 14 hours, 9 minutes, 8 seconds, 682 milliseconds

dim merlin
#

hey guys, where can i supply some ue4 editor bugs the best way?

wary wave
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you want to supply us with more bugs

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πŸ€”

grim sinew
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Without a regular supply of bugs, what will QA do all day?

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He's just looking out for their job security

dim merlin
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guys, i mean, i found some bugs, and want to send it to epic

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sorry for my wierd language:)

wary wave
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Answerhub is the intended place to send them

floral lion
fierce tulip
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@wary wave not anymore, they use another platform for that nowadays

floral lion
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yeah the report form

wary wave
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fair enough

dawn linden
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AKA the black hole.

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Don't be discouraged though ;)

cloud cobalt
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Be sure they're real bugs, too

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@dim merlin In my experience most "UE bugs" reported aren't really bugs

dim merlin
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@cloud cobalt thanks, submitted the bug !

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@cloud cobalt my does, its a crash

cloud cobalt
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Blueprint project ?

serene nest
#

After switching to Unreal studio I'm getting packaging failures with message "PackagingResults: Error: Visual Studio 2015 must be installed in order to build this target."

#

so for studio I have to install an outdated IDE in order to package the projects?

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You can't even download VS2015 from the VS product site any more

languid shard
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are you working with 2017 ? @serene nest

serene nest
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I wasn't working with anything before. 2017 is installed. Not sure what changed between UE4 and Studio

languid shard
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shouldn't have changed anything

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I'll try to build on my end and see if it changed stuff

serene nest
#

all I wanted was a working VR demo for this show!!! ARRRRRGGGHHHH!!!!

dim merlin
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@cloud cobalt its about skeleton

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@cloud cobalt removing a virtual bone crashes

spare steeple
#

how can a rotate a texture on a static mesh correctly?

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this just stretches it as it rotates

languid shard
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@spare steeple it shouldn't

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what kind of mesh are you applying to this ?

spare steeple
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just a regular static mesh

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flat surface

floral lion
#

Oh nice in PhAT editor there is actually a help text which shows you what the combination for editing is .. always forgetting this one

sudden agate
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@spare steeple how much do you want to rotate?

fallen tundra
#

have any of you guys tried playing a .wav file from a url inside of ue4?

next badger
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Ok. My first impression about Docs was wrong. @EpicGames trying to make a huge step forward. @UnrealEngine docs now has control panel, where you could manage subscriptions and messages. Probably even edit Documentation. Check your Epic registration email. #UnrealEngine #gamedev

safe rose
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omfg

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the new docs look terribad

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Where to complain

safe rose
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yeah, i was being facetious

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I mean, I'll get used to them, just like we got used to the forums

pure depot
#

Am I just being really dense here? I add a sphere to the default level, make it moveable, enable physics sim, and the sphere doesnt simulate...

safe rose
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But, I don't like it so far because I can't tell how old the docs are by engine version anymore (some pages still seem to have the old code in there though)

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My RPC page looks cooler tho

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Has some new things in there

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Makes me want to go through every docs page to see what's new and not πŸ˜‰

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Wonder if they still have the new/updated page

next badger
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@safe rose tags exist, you could use them in search filter

safe rose
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tags?

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Can I tag pages myself?

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Oh, you must mean the search

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I do like the new search bar

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Even though it's ugly

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context sensitive searching is always a plus

next badger
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@safe rose i hope so...there're different roles with different access levels, maybe Epic provide access for that in future

safe rose
#

I wonder if they are taking my suggestion about community docs (curated by doc team)

next badger
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I've asked Jeff Wilson about it

safe rose
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If that's the case

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How many levels are there?

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And what are the titles

grim ore
#

@pure depot did you turn on gravity and physics on the object itself?

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The only issue I can see with the docs now is the uber search is gone unless it's hidden somewhere. no more searching multiple sites.

next badger
grim ore
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yeah that one, where is it at now lol?

next badger
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near the name on the top

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glass icon

grim ore
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uhm... it's not for me lol

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oh gotcha

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so the actual search bar is for the docs now

next badger
#

well, it was always πŸ˜›