#ue4-general
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since they've switched to Bing
well ok then my complaint is gone as it's just moved now. I guess it makes more sense as it was a universal search
wait what
they switched to bing...
but that's msft
what
I hate that they took out search from within the editor
is it possible to play an audio from a server inside unreal?
anyone know why the docs are down? pita
works on my end.
Okay, i tried Cryengine and i must say, i do not like it. Why does it need to be difficult to find out how to fucking place a cube in your scene??
man, editing theme for the second time is pain in the butt...
light on dark vs dark on light
Any world machine wiz's here?
Im trying to figure out how to export an image from world machine that is only two colours. 100% black and 100% white.
No matter how much Bias/Gain I use i still get grey areas it seems.
This is the map in WM
Then in UE I get this
The erosion layer should just be solid red, or nothing, and nothing in between
if i have a forward vector and i set it's z component to 0, is that equal to projecting that vector onto the x-y plane?
Yes. But be aware the result won't be normalized.
I've got a pretty bad error that's causing me a lot of pain. I made a simple change to my player character (adding a widget component) and now every time I eject from the character and click on it in PIE mode my editor crashes. No crash report, no log, just "Unreal Editor stopped working. Debug?". Debugging just pulls up an empty visual studio window. I've tried reverting the C++ AND reverting the blueprint to a 3 day old autosaved version and it's still happening. Does anyone @here have any ideas on what could be causing this or how to salvage the project?
@ruby folio open in raster editor - clamp colors. You could do that in ue4 as well...so far i don't know the way to make binary mask in WM...it does not have such tools unfortunately (maybe, possible with macros)
What is best way to sort this out?
https://youtu.be/9kHZPYZTVGg
movement and look input is disabled but things like left/right click still shoot characters weapon
and i can't even drag a widget w/o first clicking once
@hushed monolith if you debugging with VS it should make a crash catch...are you sure you've hooked the editor?
easiest way is to just set a "is UI up" bool that you can toggle when you put the UI up and have that flag checked on all input. might not be the best but super simple.
but the question would be if you arent setting it to UI only then don't you want the game input to work?
UI only is clunky as far as i remember
will input actions still register in UI?
UI Only seemed to be more for things like Main Menus
input actions will not correct
i use input action listeners or w/e u call them for certain things
Setting a flag seems like best case scenario
i technically could just do that as well
to consume the input on the UI
Flag would sore sure work but i was hoping for a different solution than that
yep there is always the option when the UI is up to do the listeners and have it absorb the input in the UI before it gets to the player
let me try that to see if it fixes the other issue (needing to click once before drag would detect)
If you only need to prevent mouse input from reaching the viewport then you can override all mouse events on the inventory widget (assuming inventory widget has a canvas panel spanning the screen) and set all overrided mouse events to reply "*handled (duh)"
maybe setting the focus to the UI might help with that one as well
I tried focus once (probably incorrectly) and it didnt' fix it
ok that fixes the shooting issue
did anybody else notice assets on the marketplace, that you cant find there, but access through the direct link?
setting focus just screws it up more
@rocky portal you only want to disable clicking input?
well also when i close the UI
it's still like im using the UI
cant control character again w/o clicking mouse once
fixed the one exiting UI by adding Set Focus to game viewport on UI close
but the other still exists
after opening UI...have to click widget once before i can drag it
@next badger I am not sure I've hooked the editor but also I'm not sure the editor is still running by the time VS has started. How would I go about hooking the editor?
This is a terrible place to discuss this, lol
You have to set the focus to whatever relevant widget you want then
crap...
also have a memory leak apparently lmao
likely with my custom widget overlap crap
about the shooting I bind all my inputs on my controller, i just don't send to the pawn when I don't want to
mem leak? well gl with it
what are you exactly doing?
and whenever you debug
check out which are the values of your data structures
so you can track things
im doing stuff in DragDropOperation
so hard to explain here
deals with rect overlaps
err intersects
yeah don't worry you don't need to explain it to me hehe, if you want on PM sure! But go to profiling/debugging straight away
be sure that your pointers aren't dangling
use ensure(-) or check(-) to have an instant stack of what went on with it
@hushed monolith
ah of course. thanks @next badger
hey hey! If anyone around here knows how the graphic configuration works, please do help me with a question
I posted the question at the graphics channel
Is there any way how to slow down the time in PIE ?
@mc_lo I canโt share any plans at the moment, but you could say this is the first (big) step laying the foundation for that grand plan I have mentioned in the past
How to fix this error?
I just moved some files and folders to another folder inside the editor, than restarted the project and bam
deleted the Save file content, and did most of the things I found in the internet
I guess there's no solution
Recompile, or fix your code and recompile
It's looking for a file, can't find it, and giving a hard crash. Moving C++ stuff in Unreal is always kinda sketchy.
Does it actually crash?
Nope
Or can you select OK
It's possible to fix but it's an annoying thing to fix
it works perfectly
but I don't want that pop up
every single time I open the project
Well then go to the asset you want
Copy Reference
and then paste it into the field.
Think you gotta fix it up.
I'm just dumb, give me a second, I guess I got it
*off -> not set up properly
@buoyant pine well, maybe it's ok for you...for me it looks very chromatic
cleartype is bound to monitor
Pushing Points Polystein Kit is a Modo indie Kit consisting of an array of all-quad SubD mesh presets that can be seamlessly added to a model making mesh detailing incredibly easy. This powerful toolset positions, scales, orients and auto-stitche...
Coming Soon!
Anyone happen to be using a laptop with one of the 7th gen i5 or i7 CPUโs and a 1050/1060 with ue4? Looking into upgrading from what I have and curious how these perform.
@grim ore Wait a few weeks NVidia should be announcing their new line of video cards
This is rumor ofc
Might still be a bit before it gets in a laptop tho ๐ฆ
good point
@buoyant pine You dun goofed.
You never, ever relocate assets outside of the editor and you never ever rename reflected C++ types without using redirectors.
Obligatory: http://blog.sheevok.com/ini-redirectors Password: Ishimura
I heard a rumor that there is an NVIDIA blast plugin coming for 4.19. Anybody heard anything about this?
a password protected blog, that's new
@languid quarry you mean like there is for 4.17 and 4.18
No there is only custom build for 4.17 and 4.18
I doubt they add it into official build if it isnt in 4.19 previews
They've frozen the api and feats long time ago
I wonder if they can do it as a clean plugin vs. release related
they are moving out PhysX right?
In this talk NVIDIA will discuss new aspects and features developed for the NVIDIA GameWorks simulation libraries. NVIDIA will present a new PhysX SDK rigid body solver and new joint features that offer better overall accuracy and robustness. NVIDIA will give an overview on the NVIDIA Blast destruction library and the corresponding Unreal plugin. Further NVIDIA will present new Unity and Unreal plugins for the Flex particle-based simulation library.
Thursday, March 22 | 11:30am - 12:30pm
Leaders: Working at the Heart of the Team!
Location: Room 2014, West Hall
1, 11:30am - 12:30pm
Speakers:
Grant Shonkwiler (Shonkventures), Andie Nordgren (CCP Games), Chelsea Curran-Adams (Riot Games), Alyssa Finley (Telltale Games), Tanya Watson (Squanchtendo)
Pass Types: All Access, GDC Conference + Summits, GDC Conference
Topic: Production & Team Management
Format: Session
๐ฎ
PhysX itself can't be seperated from Unreal, it's too deep. Projectile physics, character physics, vehicle physics, all of it. Unreal has nothing without it. Destruction though, Blast has made PhysX obsolete, it's orders of magnitude faster.
Blast is a new NVIDIA GameWorks destruction library developed to replace the APEX Destruction module. It is redesigned from the ground up, focusing on performance, scalability, and flexibility.
https://developer.nvidia.com/sites/default/files/akamai/gameworks/Blast/new4.png Blast is so much faster that compared to PhysX in this profiler, it takes you a moment to realize it's even on the chart. Hint: It's the tiny peaks above the flat yellow line at the bottom.
Probably because you didn't set up your material correctly.
how does one not setup a material correctly
it's just plugging the texture into the emissive ...
not helpful I have an image with an alpha that isn't being used I don't need to relearn months worth of material knowledge
"Not helpful" it literally has an image on how to set it up how is this not helpful
Plug your texture's alpha channel into the opacity mask slot, and on the bottom left change it from opaque to masked. Done.
Hi I got a problem that when I build lighting some of the meshes turn black and some turn out fine does anyone know why this happens?
Fix your lightmap UVs.
18 Important Principles for Creating and Using Lightmaps in UDK and lightmapping basics - an introduction
Thx a lot
@grim sinew blast is destruction library, not simulation one...blast meant to replace APEX, not Physx
Well, PhysX destruction exists, and I never really considered APEX to be anything more than an addon for PhysX.
Everything APEX does is just faster PhysX
APEX is a framework based on Physx SDK
it includes APEX Destruction...that was replaced by Blast
also, seems like Blast is lacking support bonding...
The walls in the tests are not joined by extended support (a feature of APEX). Since this feature is (by design) absent from Blast, we turned off extended support to get a valid comparison.
Yeah, there's a blast build out already you can mess with. I did some tests with it, the only "supports" I found were these glue volumes you could make that froze the bits they touched.
It's also crashtastic, probably because it was the first release they had with it.
Search results...looks like a lot...
hey, what the which way is better to scale a character, should i scale it first in a 3D program (Maya,Zbrush,3DS Max) or after I import it to UE4?
like so my character is measured 150 cm in 3DS Max but i want my character to be scaled at 180 cm, should i do this in Max or should i import it to UE4 then scale it there?
Better to do it before import
Especially for characters since animations can sometimes not like being scaled
oh right animations will do get messed up if i scaled my character on UE4
This isn't confusing. These both do two different things, but have the exact same name. 
@steel meadow if you're going to use ue4 skeleton, it's very desirable to have a character with same proportions upon import. otherwise you have to retarget all animations in ue to your small skeleton and then scale up the result...
if your target, however is smaller version of ue4 skeleton, it's simpler to make it similar to ue4 skeleton (180cm) and scale down later...
in both cases it's desirable to have character as close as possible to the original size of the skeleton...
it's not the case when you going to make own animations or planning to retarget them all anyway
On my LFT post, I meant to do freaky cookie#3445, so if you are looking at it, that is the contact
@tender ginkgo If you wish to change it i can delete your old one.
ok, please?
Your free to repost your alterated version
I would like to make a 4 player multiplayer game with 3 player using the computer screen while the other one using VR
How to make the screen splitting between the screen and vr ?
So, I'm not sure if my answer here is correct, so please wait other answer or check google, but as far as I know/understood it, this isn't possible in UE4 yet?
There is a spectator screen, but that is really just for spectating the VR player
By now I only found the one way of having the VR player actively connect or host a lan session
https://i.gyazo.com/ef252d2bdce6453f100d3473079cbcfc.png
imho if you are too lazy to read documentation, you have no right to ask a question, especially replying as if you have "months worth of knowledge" yet dont even know how to use an alpha channel.

seems legit ๐ค
hello, what is the best recommended way to avoid a gun help by a character to go through walls?
what
oh I think I understand!
@latent moth panini projection implementation onto the material of the gun
and first person arms
or... just some animation work with some trace or overlap checking for walls
I would prefer to avoid animation to disable a gun when next to walls
this one looks awesome for example https://www.youtube.com/watch?v=-xvvncRvVCI
wall/box weapon resting (for increased accuracy) should be fairly easy to make from here.
but I don't need as much as that, having the gun not penetrate the walls would be enough
Hello everyone, I'm having a bug which makes my foliage disappear once I save my level
I can place it well and nice, I see if correctly when I'm using the brush tool
But once I save the level, it disappear
It is still here because I can see the instance count staying the same (400)
@latent moth then panini projection would make the trick
there isn't an easy solution per say
https://gyazo.com/2cb6c72aea6f4006068992a2c63ddde1 this is something I implemented while ago
orange: clipping, red: not clipping
It's pure material math
I see, however it's a MP game so others need to see the animation too
i will do some reverse transformation application based on collision, i guess
this is only for first person, If you want your weapons to not collide you can make the collision capsule of your character bigger ๐คท
yeah that's one possibility
people could bother on first person
however this doesn't solve that when you are prone for instance you can look down and everything goes into the ground
I don't see it that relevant on tps
i'd like it to stop
usually when proning you would clamp the pitch range
i tried putting collision on weapon mesh but couldn't find anything that was useful
and the panini would for sure help in first person
just think of it as a visual improvement
sometimes you are proned at the edge of a mountain cliff so it doesn't make sense clamping
unless of course i start ray-tracing the shit out of it ๐
you can always look what battlefield did back in the day
I don't remember how they clamped the pitch
But I remember not being able to aim down 2 much while being on that position
:)
has anyone seen good assets in the spring sale?
I mean, assets you would recommend buying
How accurate are Timers (are BP and C++ Timers the same?)
Let's say I want to create Shoot Functionality that utilizes a Timer for a machine gun but my game runs at really low FPS (worst case)
How will this affect my shooting logic?
a 15 FPS player should shoot the same amount of bullets as a 60FPS player in the same time.
(Not working in Multiplayer, just to clarify)
The timer will always be triggered the same number of times. But if your FPS is low/fire rate is high, then you may want to do some extra handling to prevent multiple bullets being fired in from exactly the same location/direction.
Yeah, that's what I was thinking about aswell.
Probably need to use Tick then and keep track of remaining frame time to spawn multiple bullets...
hey guys, does someone know any reason Vertexpaint Mode dont work if i only check/uncheck the RGBA channel ? i order to xork i have to enter values, like if i paint with the RED vertex color channel i have to put 1 in red and 0 for the rest. I dont anyone doing this in any videos/doc ect...
from what i saw it seam you have only to check the color channel you want to paint
but someone told me there maybe an errore with RGB and Windows
kind of lost right now ๐ฆ thks guys
@sudden agate yes, thatโs the way to go. You can spawn bullets at positions (or move immediately) where they should have been with unlimited FPS
Does anybody know where I can find a tutorial for picking up items similar to this?
Pre-Alpha is out now for free, get it now -- http://HelloNeighborGame.com Wishlist on Steam - http://store.steampowered.com/app/521890 Hello Neighbor is a St...
@Kerriganson#6993 third time you are doing this, I warned you two times. imagine what happens now.
...
lmao
ahah funny ๐
Luos for UE4 president pleease๐
what did kerriganson do?
kept posting his stream in this chat instead of #share-your-stream and politely told him twice to not do that.
lol ๐
not even a reaction or sorry from him, just ignored me completely
hehe
yo luos u good with physics in ue4?
nein
a
is the HUD class initialized before, or after the player controller?
"on target perception updated" fires multiple times, while the only target doesn't leave the sight of the actor
any ideas?
doesnt it update per tick?
also did epic remake the entire documentation? Google links no longer work, and the docs look much more different
i mean correct me if im wrong, but this isn't teh same docs?
I am not sure if this is the place to ask but whatever , I have made a simple mesh of a tree in blender with the goal of importing it to unreal engine 4 but when I import it and use it somewhere it says "Invalid lightmap settings" right on my mesh . Do you know a way to fix that?
how many uv channels u have
hi uh, am I able to somehow put a blueprint in another project?
yes
what is this setting for?
@azure shore To move a BP from one project to another you open the project with it in, right-click on the BP in the Content Browser and select Asset Actions > Migrate, then locate the "Content" folder of the project you want to copy it to.
If you right-click a BP (or any asset) and go "Asset Actions > Migrate" you should get a standard file browser that will let you go anywhere on your HDD after you click OK to the "These assets will be migrated" message
oooohh man this is so hard jesus
god I've done it but I'm gonna have to redo my whole project aint I
just for the sake of a damn model#
What's up with the model?
if u screwed up the project just revert to an older version
even if you dont have version control, autosave runs once every 10 minutes
i think ๐
no like I made a copy of my project for a new one, then I replace the character model and everything basically breaks
The character model, or character class?
also how did u replace him? reimported?
I just imported the model and replaced all the current ones with it
by replaced you mean reassigned or like actually replaced, i.e. deleted and pasted with the same name?
like in the viewport, the mesh
OK, so you changed the Skeletal or Static Mesh that the character is using for a different one but it's still the same Blueprint?
Also (sorry for the interrogation!) but by "the viewport" do you mean the Viewport tab in Blueprint, or the actual UE4 world viewport?
viewport in the blueprint. but yeah I changed the skeleton too sorry
hmmm. what has broken?
If you changed the skeletal mesh then the animation BP might need changing too
if your new skelleton is not identical to the old one, you'd need to create a new skelleton asset
can still use the old one tho
just retarget the original bones and animations will stack with the new ones
so u have a different skelly?
yeah
ok thanks
but I think I'd need to redo all anims
yeah that won't work
I can make all anims again easily, its just a matter of not breaking the gameplay
like wtf??? the sprinting and stuff is broken with the new mesh
sprinting, jumping (makes a height offset which I can't seem to find to fix), crouching, basically all of it
ur giving very little information
what errors
a screenshot would help
u get nulls or what?
there are no errors coming up
Guys i have this error since 2 hour i don't know how resolve this,
i know value is falling but how fix this? ๐ฆ
I can't really screenshot much
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [mergemanifest] Found Deleted Target File
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [mergemanifest] Merging AndroidManifest files into one.
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [mergemanifest] Manifest merger disabled. Using project manifest only.
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [echo] Handling aidl files...
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [aidl] No AIDL files to compile.
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [echo] ----------
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [echo] Handling RenderScript files...
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [echo] ----------
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [echo] Handling Resources...
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [aapt] Generating resource IDs...
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [aapt] Z:\JavaLibs\androidlib-1.0.0\bin\AndroidManifest.xml:38: error: Error: No resource found that matches the given name (at 'value' with value '@integer/google_play_services_version').
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): [aapt]
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): BUILD FAILED
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): C:\NVAndroid\android-sdk-windows\tools\ant\build.xml:597: The following error occurred while executing this line:
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): C:\NVAndroid\android-sdk-windows\tools\ant\build.xml:649: The following error occurred while executing this line:
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): C:\NVAndroid\android-sdk-windows\tools\ant\build.xml:694: null returned: 1
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): Total time: 1 minute 5 seconds
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,ETC1)): ERROR: cmd.exe failed with args /c "C:/NVAndroid/apache-ant-1.8.2/bin/ant.bat" release -Djava.source=1.7 -Djava.target=1.7
UATHelper: Packaging (Android (Multi:ASTC,PVRTC,DXT,ATC,ETC2,E
it's this line:
[aapt] Z:\JavaLibs\androidlib-1.0.0\bin\AndroidManifest.xml:38: error: Error: No resource found that matches the given name (at 'value' with value '@integer/google_play_services_version').
also when I land from a jump I slide around on the ground and can't jump again
i have no idea whats wrong with ur code when all u tell me that it doesn't work
theres nothing I can tell you
I replace a model, everything dies
well the physics asset seems to suddenly be working
and I can jump if I don't walk after landing
or not with the physics asset
it seems ur state machine is smashed
but thats just anims right?
so why would it break sprinting...
should I just carry on making the other anims, replace them and see if it magically fixes it
ok I tried replacing the model with the default model and the same result, except I can jump and land fine now
like I reset to when everything worked
then just replaced the model and no sprinting
dude i have no idea what you are doing or replacing.
just revert back to whatever was working and reimport your skeletal mesh
whatever new things uve added should be reflected on it
I've tried
wait I haven't tried reimporting instead of replacing, but idk if that would work
I give up
I'll just remake everything I've ever made
or you could post a few screenshots and have a chance of being helped out
there is nothing too screenshot
If we could see what the model is doing wrong then would help to narrow down the issue.
Dunno if you can screengrab or record what happens when you hit play?
Hello there
I need some help
I just made a fence and imported it succesfully into ue4
But sadly, it's WAY to big
And scailing it doesn't work
Can't someone tell me how to make it smaller?
when you import a fbx you can adjust the scale. alternately in the mesh window when you double click the mesh you can adjust the import scale and then choose to reimport it from the top
also, when you export the fbx, do you do any scale conversion or anything finiky>
@azure shore in that case i suspect you replaced your entire blueprint and wiped the event graph
anybody know what the normal impulse on the hit event return?
is this the impulse that the hitting object is going to impart on the target, or is this the impulse that the other object sends "back"?
Guys, is it only here or http://api.unrealengine.com/INT/BluePrintAPI/AI/Navigation/ProjectPointToNavigation/ is really offline? ๐ค
I think they are in the process of migrating the documentation (?)
the C++ one works fine
yeah the docs are smacked
almost every link gives 404
and if u navigate to the docs manually theres whole secions missing
:/
is anyone using Simplygon?
did any managed to compile Gamelift SDK foor Linux from windows (crosscompilation ?)
No I didn't replace anything other than the model! I've restarted the whole project anyway, it's easy now I know what to do I guess
Is there a way to automatically add textures to a mesh?
so far, my workflow has been
Import mesh -> import textures -> then go through each and every material and assign the necessary diffuse/normalmap/roughness/metallic/AO
It's a bit time consuming
I use Substance Painter for texturing
how many members are in this server?
Hello, I'm new here. I'm wondering if anyone can offer some help. Im painting foliage and Im having an issue where the objects are not placed on the surface of the landscape, they are placed floating above the surface. any Ideas?
The static Mesh isnt centered
You need to open it in Blender / Maya / 3DS Max and recenter the mesh to X - 0 Y - 0 Z - 0
I think it had something to do with the min max scale option. The branches imported really small so I tried to scale them up in the brush settings. I tried re importing the meshes and scaled them on the import dialog and that looks to have fixed the offset issues.
My draw calls are a huge bottleneck, how do I reduce them? Should I just delete as many things as I can? I have lots of props in my scene, it's a city
@regal mulch thank you !
@civic oriole Np, what for again? :D
@regal mulch Thank you for answering the question
Ah found it
I'm working on an application that can be used with VR HMD + motion controllers, or just with normal display + keyboard + mouse. I've created a VRPawn and a NonVRPawn. How should I approach this? Should my world already have the 2 different Pawns in the World Outliner? Or should I spawn the Pawn depending on whether HMDIsEnabled? Should I have 2 different GameModes perhaps?
GameMode -> DefaultPawn: NONE
GameMode -> OnPostLogin -> VR Enabled? -> SpawnVR Pawn, otherwise NonVRPawn
@regal mulch So in C++ put that logic in AGameMode::PostLogin ?
Yes
Yeah, then just PostLogin
It gives you the Controller of the Player so you can possess each pawn
And there should be code to check if VR is enabled
No idea what the function is called though
Great thx. With latest engine I found out you can do this: GEngine->XRSystem->GetHMDDevice()->IsHMDEnabled();
hi guys i installed latest beta 4.19 , installed vs2017, set it in source control as default vs2017, however it keeps opening 2015
i dont understand how it cant deduct which version to use when its clearly set as 2017 in preferences
fixed it
what the fuck
I didn't changed anything in engine
and now it buiulds 1600 modules
because
reasons...
For some reason my HZB is over 20ms any ideas what causes it
whats HZB?
interference while not recording?
wasnt recording or anything, just having shadow play enabled was the problem
how to get rid of this?
it's a bug in 4.18, fixed in 4.19 (restart will "fix" it)
that's ... unexpected ๐
it happens if the source control is set to vs2017
if just to vs, it works as expected
seems it doesnt detect 2017
maybe that's a new bug?
there is a post about it on forums, or answers, where i memorized the solution while lurking for issue above
doesnt seem like a new one
it happens to me too
every time I make a new C++ class, I have to restart visual studio. and 'Go to declaration' from BP just opens up a new VS instance that doesn't show the declaration, and is 'Loading' forever after that
That's two different things though
The Doubleclick on a c++ node tries to open VS
Which will show the Loading stuff the whole time
However usually properly openeing VS
If you have VS opening when adding a new class, you should deactive that it auto compiles
That somewhere in the Editor Settings
is it possible to apply physics to a particle system?
i want to make a confetti emitter
can't you just use the acceleration module in cascade?
cascade?
UE4's particle tool
Using that would the confetti bend like paper?
Like if I enabled physics?
@tall pendant
doesmt seem to do anything
i dont exactly see what i should be doing with it either
any of the VS heads know where UE4's registry for the VS executable is?
must be somewhere in local machine
What do the different colors mean in the node editor?
for ex- the white node is the execution node
i wanna know about all colors
@wet timber go under Editor Preferences and then Graph Editors.
oh thanks
hello new here lol im having problems with walking on ships cuz of collsions
I have a project where character meta data (xp, items, map position, etc) needs to be stored between play sessions, and between servers. What's the best way to do that? Just get player data through something like curl from a central server, and let the servers update it back to that master server, or is there some kind of built in UE4 of setting up this kind of hive?
You can have the save file be held by the servers, rather than the clients? And also, by what mechanism do the servers share the file? HTTP, or TCP, or what?
i havent done it, but if i had to guess it would probably be TCP, also, a save file is just a file, you can share it around ๐ Should probably ask in #multiplayer
So, doing a robot arm that the player controls, moving the tip of the arm in the environment. Would you guys advise manual IK work in code, or UE4's IK systems for skeletal meshes ?
Do Hit events also fire overlaps??
no
how can I get some crisp pixels
when I import a texture
example of what I don't want
example of what I do want
help
@plush yew quick and easy fix is to right click the imported texture and apply paper-2d settings which will change the texture sampling to be nice and crisp
I can still use this in a 3D game right?
yeah
all textures are assigned a sampling method and other such stuff I'm not much familiar with but all you really need to know is that you can change the sampling type to nearest-neighbor or whatever for pixel art
apply paper-2d settings changes the sampler settings to be good for pixel art stuff which is usually what you want for UI bits
really ask somebody else about this lol it's not my expertise
alternatively you can just save it as a black/white image without alpha (font white, bg black) and it as a mask. whats unmasked should be a clear font
(compression: alpha)
Anyone have a good suggestion for managing a lot of small projects/assets and their progress? Was looking at Trello, or Monday.com.. I have like 20 projects I'm working on in different stages. :/
HackNPlan is awesome
i use it myself
is like trello, but with PLENTY more features
if you find trello too simple
def. go with HnP! Using it myself and its awesome!
I think it'll just be for myself and maybe a few people I bring on to help with specific pieces.
Does anyone know a node that will play BOTH things at the same time?
its pretty much worthless outside of extremellly basic stuff
Sequence plays either this or that
at least for small teams
big teams use Jira
for a reason
at bigger size you need stuff like in-company wiki, integration with perforce, complicated tasks system, and bug trackers
for big team Hansoft is pretty nice. We had it at some studios i worked, but its expensive as hell ๐
Does it work well for something outside of game design? This will be mainly for asset design for print.
Thanks, I'm setting it up now to check it
they have a demo project in the website
Trello was too unorganized for me tbh.
you can look at to see how hacknplan looks
sigh every time im in ue4 for a longer period I try to use its keyboard shortcuts in max and other way around.
been using both for ages and it still happens
sometimes i try to get nodes in the mat editor with the spacebar...
fucking substance designer ๐
hehe
When I stumbled onto this discord, it stated all are welcome and I thought you could do with an idiot, so, hello!
How can I make a game like this for mobile
https://youtu.be/TlKhvCeYBik
Point me to tutorials please
HI, does anyone know the node in blue prints that makes a solid constant color?
@worthy spindle https://youtu.be/EWJYP9RUwb8 It's a start.
In this request we take a look at how to receive and process swipe and tap touchscreen inputs simultaneously with customisation of swipe threshold - the leng...
aww man I used to play Monkey Preschool
Anyone familiar with FABRIK in animation ? Trying to apply constraints to it
Oh well, doesn't support constraints
Classic UE
anyone know how to get rid of ghost assets?
still showing up in content browser, but not on disk
failed to load asset when I right click or try to load it
it's a Map file
deleted intermediate and saved already
no change
oh nvm
resaving the map that I renamed outside of the content browser helped
yay
I made the mistake of choosing 'All Pages' on the Unreal Wiki and discovered the spam motherlode.
is it possible to display multiple widgets?
at once
?
I want both of these to be displayed
but how?
from bottom add to viewport connect into create health widget
also you could look up "sequence" node, will be helpful later on
anchor it to the center, change position XY to 0. and under aligment x/y enter 0.5
how do you anchor it to the center
np, after you anchor do the rest as i said
Puzzle game for kids mobile
How can I make a game like this for mobile https://youtu.be/TlKhvCeYBik
The idea is: The user presses the correct picture or object to get points It's like a puzzle game with click the answer to get points and advance
Point me to tutorials please
@plush yew what kinda game would you like to make?
What's your vision that brought you to us
try to think on something funny, u know, i don't want more cod's or bfs
(if you can, please)
:B
as i said in the introduction, i want to make something cool but i don't really have any artists
or any people to be honest, lul
@south ridge sorry I had to do something
But the game Iโm going for is a Survival type play style where you have to get materials to survive and kill people and enemies.
Yeah kinda..
like.. the differential would be?
Hello peeps
I used to play unreal back in like 2000. Just installing it again now ๐
Kewl
Now it's just an engine, and there's no game. :(
Though I think there's been a few maps made for the Vortex Rikers.
hello i need some help
?
im new to unreal 4 and im having problems with collsions on my ships and having troubles getting them drivable
and there isnt really any tutorials or vids out there
Iโm not sure if I can help because im new too lol
damn cuz atm my character stands like 10m above the ship
plus havent been able to get bouyancy or motor into them
i have 3 different ships all same thing standing high asf
I have a question.
If i edit some bones in the animation editor, would it permanently edit the skeleton or just the animation? Cause i imported some 3rd person animations and the hands are inside the forearm. But I don't wanna effect the original FPS animations
Just the animation
Forgive me if this is the wrong channel - I don't really know where it fits - but is anybody aware of someone successfully reading, or more accurately, correctly connecting variables to their values in cooked .uassets or potentially how to go about doing that? Trying to automate the process of pulling specific values for use on a website without needing people to manually populate the data. When reading the binary/hex data, I can see the names of the variables and their values, clearly, but they will almost never be in the same position between any two files nor is there any means directly of connecting a variable to a value in the raw data as they're usually nowhere near each other.
I'd think you'd just have to write some code to sort of link that together .... but I don't think that's a welcome topic on the server.
Well, there's certainly no nefarious intent here. I mod for ARK:SE - opinions aside of the game and it's developer - and while in the process of re-writing my main mod, I'm also implementing a web API so I can have my webserver download mods from Steam's Workshop and trawl the files raw data for all the spawnable in-game items and actors a mod contains, which is all pushed to a database from which my mod then downloads this in-game, makes the data actionable(into actual Class references and such) and makes it available to players and Server Admins via my UI(s).
You want to scan a class to pull data from it?
You you want to populate class data from the web?
Essentially. Using the raw binary/hex data from the cooked file. Just the ParentClass so I can build a hierarchy and make sure something is spawnable - not a texture or something - and populate basic information about the class like the in-game name and stuff like that.
Eh maybe I was just being too cautious
If it were anyone but me - like that means anything to you(you don't know me lol) - your caution would be well placed, I think.
It's easily provable who I am and what I'm doing, if that at all matters.
I don't have much to add beyond its likely you'll need to roll your own. ยฏ_(ใ)_/ยฏ
Don't know of a tool that's pre-existing
it'd be easier to write out a tree during export, but I'm assuming you don't want to require authors to do that
Yeah, I've not found anything, there's been a mention here or there of someone trying to do essentially the same thing I'm doing - though they're almost always referring to PUBG and god only knows what they want that data for - and while searching I ended up on a questionable site(UnknownCheats) where the Linker.h class was pointed out as being the basis of "essentially needed to reproduce the behaviour of", but I'm not familiar with C++ at all due to being entirely restricted to BP for modding ARK.
I will be having the base-line process of manually providing the data on a website that authors or trusted users can access, but the preferable goal is to automate the process as much as possible.
Yeah you can go look at that, you're going to be parsing symbols and linking them together
@sharp stone I'm kinda interested about the process of modding UE4 games, would you be OK if I PM'd you? I'm just curious on what kinda issues you'd face as a modder trying to mod a game and what kinda stuff we can do to help people who'd try to mod our game
You don't likely have to make the tool in C++ if you're familiar with another environment tho
I've been working in C#/.NET on and off while making a bot to help manage the modding Discord for ARK, but I'm not well-versed in the language by any stretch, lol.
@south ridge Sure, I guess? Haha.
Had it turned off, my bad.
Just skimmed Linker
Not a bad start, but also not quite what I thought.
Your project sounds interesting, ought to be possible without emulating this class to gather info on if its spawnable and grab its name. Not sure if you could get images working though.
Already know of a tool - UEModel, and tested it, capable of extracting TGA files from .uasset's if I decide to provide some visual representation on the site for a given class - the in-game "icon" Texture2D class is available in the raw data - also if an author permits the doing so if they're not reusing vanilla/provided assets from the Game itself.
what are the target c# files for?
they tell the unreal build tool (UBT) about a given project. for example a server project will have slightly different settings like the C# markup
[SupportedPlatforms(UnrealPlatformClass.Server)]
<_< people on one of the ue4 fb groups claiming that you shouldnt go over 50k polygons for current gen (main) characters
tell that to naughty dog :P
ikr
I think Nathan Drake was over 90K or so
but to be fair it all depends in the objective
Battlefront 2 is getting awesome results with ~50K
drake, well most had tesselation during cutscenes pushing it well over a mill if im correct
lul o_O
tbh you probably don't need more than around 50k for a 'normal' character
People tend to dwell in the sea of myths and misconceptions ๐
unless you are squaresoft and need 200k for the buckles alone :p
you basically only need enough triangles to round off the edges of the silhouettes etc, so long as you can do that, you're more or less fine
some trees in rad rodgers are about 30k already hehe.
the biggest robot in HZD is 550k
Vertex processing power grows quite good these days. So unless you are raping rasterizer with triangles, high polycount will be fine.
Any way to disable a camera's view (full black screen) without fade controls?
:p emit a black plane in front of it
Is there any document or mannual for engine material functions library?
Anyone here happen to have a poisson implementation they feel like sharing? โค
poison?
@quasi lake most of the exposed ones are somewhat documented when hovering over the function with your mouse/their in/outputs. some are mentioned in the ue4 material compendium.
Poisson-Disc sampling
I haven't seen a freebie poisson disc implementation sadly
That's a material function file
but there is sample code available online that you can implement yourself
I looked at briefly doing a blueprint implementation but it would have been a lot of work, heh
@keen birch http://www.coderhaus.com/?p=11
@quasi lake thats exactly what I answered
for most there is, ive been using em for ages by now
dont hold alt ctrl
and that one i mentioned on https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/Functions/Reference/ImageAdjustment
if i want to instantiate a specific blueprint (prefab) in c++ how do i do that? i will read up just need to know how the function is called
O_o why isnt there a filter for maps/levels?
nm, was looking for maps XD
thanks brain
can someone help me wrap my head around a certain aspect of this game and how it works
Hi !
not u clippy
๐ค
if i want to have a map/array of bluprints that will be dynamically spawned later, on game start, where would i put it?
i just playin clippy
welp
you ever play dark souls and how it has the advanced character creation, where you can be fat or skinny and all that?
how does the clothing work with that?
gamemode is simply a class, right? i cant reference assets there because gamemode is not an asset?
@fierce tulip oh that's some good contents
anyone doing an open world mmorpg I could tag on to? (preferably medieval and a bunch of stuff, but interested either way to learn)
@sage valvedulfr#0773 try #looking-for-work and #looking-for-talent
fricking discord with their buggy @ stuff
same
yes mostly, although if the stars align and the project matches what I want to do anyway, I will take it seriously
sounds good .. you could all start working on my project ๐
this isnt the right place to ask questions?
pong 3D
I don't have VR here, so I don't want to make VR yet
vr isnt good marketing anyway, so expensive
yes, my thoughts
I'm trying to cast to a scenecapture2D element...can anybody enlighten me as to what gets plugged into "object"
Please Halp
You need to answer the question, where is the exact item I am trying to do something with. How did it get there? How can I get to it.
Hey!
Anyone around here has any good amount of experience with cameras?
I'm trying to learn how to easily manage camera movement in a third-person game, giving me the liberty to tell the camera when to move closer or further from the character, to rotate in certain places, etc
I was thinking about camera blending (like, having a blueprints with a collider and a camera attached) to take care of that, but it seems like a "meh" option
if your talking about natural collision of the camera and the scene the springarm is designed to handle that and the default third person template handles that. If you want to have a "smart" camera then you will have to code up the extra code to handle checking to see how much of the scene is not obstructed every so often and then rotating the camera to a more optimal viewpoint.
@grim ore thanx for replying ( I watch a lot of your videos btw, they are great....tomatoes? ) I'm pretty lost here I'm trying to tell a scencapture2D component to move up or down with some key input...I can't call a keypress event inside the scenecapture so I'm trying to call it from my playercontroller blueprint but I'm stuck with the casting
well lets start with where is the scene capture component at?
is it something you spawned in, is it in another BP, is it in the scene in the editor?
it's a scenecapture2D blueprint placed in my level (not inside character)...it gets it's location updated from player pawn as to create a minimap
ok doke. Since your player controller is not in the scene at the start you cant reference the item in the editor. The next idea is how many of those scene capture components do you have total in the scene?
I only use one of these
the easiest way would be to have your player controller get that item when it starts then and save a reference to it so you can work with it later. The biggest issue is making sure that it exists and you only get it once and then order of operations. a safer way would be to use an actual blueprint you can spawn in that has UI or something similar to make sure it's valid and other things but for now you can work around it to get it up and running.
in your begin play on your player controller you can get all actors of class and then choose your scenecapture2d as the class.
hi @fierce tulip , ou mentioned the 3ColorBlend node (https://docs.unrealengine.com/en-us/Engine/Rendering/Materials/Functions/Reference/ImageAdjustment).do you think its possible to use it to inputs values like Metal/AO/Rough from scrath and make it a "texture" node ? can be usefull ๐
then you can use a GET node on the output which gives you all of the scene capture 2d objects in the scene, you want the first one (the only one) which is at index 0 (which is the default) and then you can save that to a variable. After this you can just plug that variable into the object slot whenever you want to talk to that item
now the only real issue I can see here is you are casting to "MiniCam" which would appear to be a blueprint
so I guess a question would be what is MiniCam and what does it do
MiniCam captures the scene from above , renders to a render target, gets put onto a material and into a widget to create a minimap.
I'm trying to cast to the minicam to move it up or down...i.e. zoom minimap in or out
if MiniCam is a blueprint in your scene that handles all of this your going to want to get all actors of MiniCam class and not SceneCapture2D as MiniCam is what you want
You don't actually have a SceneCapture2D in the scene, you have a Blueprint that is made up of stuff and one of them is a SceneCapture2D
ok, let me try
the way that tutorial is set up tho is more like the first idea I was saying. Using an actual blueprint to spawn in a UMG widget that handles all of this. That would be safer as your player controller/player/whatever could just create that at runtime and then you would have a reference to it immediately and you could make sure it exists.
sorry, I must have gotten ahead of myself....would it be better to hadle these interactions within the widget blueprint instead of in the playercontroller?
the widget should handle itself yes, IE "someone tells me to do this, I should do that" but the player controller is a fine place to actually do the input handling. " I press M so I do this" where this could be talking to the widget and doing something
that tutorial seems like a good start for what you want if you follow it all the way thru. IT should give you a widget you can talk to, you can then just add in your code to the widget to do what you want then call it from wherever you handle your input
Okay, I'll follow it through before jumping around again ๐
not a biggie either way, your trying to learn so getting stuck is normal ๐
if you haven't yet there is a video on the official UE4 youtube channel by zak parrish on blueprint communication which is very well done
I've......watched parts of it ๐ there's such a massive amount of information out there (which is good) but I end up with 5 browsers with all having at least 20 tabs open.....telling myslef I'll ger back to something while I search further
Hey guys!
Is it possible to make multiline localized text in localization dashboard??
I'm trying to press Shift + Enter, Enter, Copy+Past new line from txt editor, even press Alt+0182. None of these makes a new line ๐ฆ
Good day, i've been stuck in a problem for the past week, can't seem to find a way out, and couldn't find proper documentation on the issue as well.
I managed to make a composed world of 20kmยฒ but i cannot seem to find a way to nav mesh it, if i try to make a huge nav mesh volume and render all of it, it just crashes, and if i try to add a nav mesh volume into each sub-level, i can't match the volume to the level bounds as the editor won't show me anything inside the level just a black screen, even if i add a directional light in it.
So if anyone has any ifo that could help i'd apreciate it very much โฅ
@golden idol just verify your collision box
Verify? What do you mean with verify
anyone know when / if the price of gfx cards will go down again? 1080's have doubled in the last 3 months from what i can tell?
I think they'll continue growing till gpu manufacturers will dedicate a branch to cryptocurrency mining
and I think that's kind of coming kinda soon
but I have no idea
agreed, and hope so too... been delaying my new build for months
few months ago my 780ti died and had to bite the bullet and grab a 1080ti
rip wallet
at least u didnt gimp urself and spend 1k on 980 SLI when it came out like i did -.-
hug
tx
my GPU died and I'm on a hand-me-down 980 at the moment
980 is a solid gpu
sli tho is a waste of moneys
im still waiting for the Volta architecture
goddamn maxwell paskal and the rest
Hey guys, I'm not an uneal engine developer but am needing to use unreal engine to retarget a kubold animation set into another skeletal rig
Is it possible to import just an armature for this purpose?
@plush yew Yes but to be able to do that properly you need a source control system like Perforce, Github or SVN for example
Anyone experienced with engine(source) / VS?
@plush yew Sorry don't have the time right now (at work) but here is some information https://docs.unrealengine.com/en-us/Engine/Basics/SourceControl/Perforce
So I just download that and I got it ready? (I just follow those steps?)
@gusty widget
I think so, it looks like it explains at least most of it
if i want to do blue prints for environments where do i ask around here for help
any 3d artists ready to make something? o:
Does anyone have any idea why my static mesh has messy shadows while the exact same mesh on a skeletal mesh looks fine?
both are dynamiclly lit
@ me if you have an idea or want to know more
neato we got a new community person at epic ๐
@plush yew When you set up perforce, stream all levels and set up one level to be environment, one lights, one terrain etc etc. Then whoever checks out/in the level with all the changes, everyone on the team will get the updated version
Hey could someone help me make a Menu system like Payday 2? /w me if you could ๐ and if you need more info
Right after duplicating and renaming a BP, the editor crashed, and now crashes on startup consistently about 2 seconds after loading up the editor without doing anything with the error exception code "0xC0000005"
Does anyone know how I can repair this, I have backups but they are a day or two old and this project is time sensitive
Thank you
4.19 preview 5 btw
when looking at the crash dump file in VS is says "The thread tried to read from or write to a virtual address for which it does not have the appropriate access"
Not sure how to get it back to a working state so it doesn't do that
Any1 here work with an engine they built from source?
@loud phoenix
@livid haven Highly inactive ๐ฆ
๐คท
Where to see each version's release date?
Having a weird problem with aimoffset today, I have it all hooked up in this new project the same way I've done it before but when it's active the top half of the mesh disappears and all bones go to spine 01 that I have set up on the blend layer by bone node.... HELP!
some of your poses in the offset are probably badly defined
I used the pistol anim pro pack, and check all the additives etc
Wonder what kinda settings my acceleration and z speed should be to get the ut2k4 feel
Seems like there is a zero jump hold
And super acceleration and break speed
Ok so what I've done in the anim graph is set up the aimoffset to go on when I have an item held in players hands, I also have the direction pitch and yaw set up in the anim bp event graph, a default slot set up for layer blend per bone, the aimoffset is set in the weapon parent bp
Here I'm going to upload the screenshots
Can anyone tell me what constitutes as a big file in Git?
Without LFS, 20mb.
Or 10mb, one of the two. I forget which one it is that Sourcetree always gives warnings about since I just blanket moved all .uasset and .umap files to LFS, along with every single 3d model format and texture format.
is there a reason behind why complex collision as simple cant simulate physics?
Probably just assumed it'll be too expensive
@grim sinew How do you mean moved them to LFS?
Git Large File Storage (LFS) replaces large files such as audio samples, videos, datasets, and graphics with text pointers inside Git, while storing the file contents on a remote server like GitHub.com or GitHub Enterprise.
What host are you using btw? Bitbucket? Github?
VSTS
VSTS with Atlassians Sourcetree?
Yep
I felt like it. Also unlimited storage on private repos for free.
Unlimited LFS storage?
I have well over 300gb just in the folder, not even in the history. So yes.
Nuts
Only thing I ran into that isn't that great is Unreal is too big, so it runs out of storage if you ever try to do the automated azure builds.
Whats azure?
sorry haha
Still not much wiser for reading about it. Not sure what I would need it for
As I said. Automated code builds.
Doesn't work for Unreal though because Unreal is massive.
@grim sinew Am I being stupid or is the VSTS interface confusing af?
It takes some getting used to.
I renamed a team and it renamed a repo as well
I dont know how to create new teams. I created a new repo and it created a team just for that?
How do I have multiple repos for one team?
I know you can, but I've never had to set one up. You're better off googling the majority of your questions, I set up VSTS well over 2 years ago and haven't had to touch it outside of getting and pulling commits since.
@grim sinew Sorry to be a knob. Just being impatient. Looking round it and getting an idea of how its all set up.
Each project isnt necessarily a repo as I first thought.
Each project can have multiple repos and teams. Which is really nice actually
Anyone know where is a good place to recruit concept artists?
Unreal forums, artstation, reddit, deviantart, discord?
Anyone know if Visual Studio Code works for UE4?
It has been advertised as being compatible since 4.18.
That said, I haven't personally used it, and I can't offer much in terms of user experiences with it
Should I go with Community then?
Anyone knows why does it take so long for 4.19 to ship? Were there resource moves inside Epic from UE to FN teams and that's why UE slowed down so much? Or was there an announcement I missed that releases are going to be rare now?
4.18 went live in October
its March already...
I'd rather slower, reliable updates then faster updates
@plush yew true, but that delay did not magically made the 4.19 update larger in size... the feature list is not as impressive as it could have been... I mean: I'd also prefer much more polished release, but is there any official announcement about that 4.19 will be polished?
"official announcement about that 4.19 will be polished"
Wat?
Since when do companies make announcements about whether their products will be polished or not?
I'm just curious why it takes longer than usual for 4.19 to ship ๐
that's all ๐
pure curiousity
๐
What company would announce "Yep, this this is going to be polished, officially."? "So, if you don't say something will be polished, we should assume it's not?" "Uh... shit..."
@livid haven Think of it as a "Long Term Support" release ๐
not "A polished one" ๐
That doesn't make any more or less sense.
Endru6, I think it's time to just accept it'll be released when it'll be released.
No, there's no official announcement about the quality of any UE4 release. It'd be suicide to start officially labeling the quality of releases in any way.
Yeah, I agree, thou companies like the sound of "Long Term" beside "Support" you know ๐
And it was Thomas who suggested that he'd like 4.19 to be more polished, not me ๐
I'm just curious why it takes longer than usual - that's all
"I'd rather slower, reliable updates then faster updates" - never said polished, said reliable, which doesn't make much more sense but implies stability to me.
Peeps be busy, yo.
Releases happen as they happen.
Hey guys! just to let you where my project is thks to your help the last coupe of days ๐ All my assets are ready and everything is well organised. All my ref Material, and the Blending one, are ready for the next phase ๐ First time testings theses things and learning everyday thks to your help !
You don't need inside information to see how busy things are - GDC is around the corner, to boot.
do you guys know when 4.19 will be released?
@grim sinew Thank you for pointing me to vsts! Its a fucking life saver!
๐
Legitimately, without any kind of insider information - if I were a random person in the community who had to guess... right about GDC sounds like an awfully good time to release a bunch of fancy cool stuff you're showing off at GDC.
And I really don't have any insider information - I'm busy working on my stuff which is hectic enough as is, not got time to be paying attention to anything else.
@livid haven Such as?
Such as what?
I wasn't promising fancy stuff. I'm just saying GDC is around the corner.
generally gdc is a good time for dev's to learnabout updates to tools and new tools
You overestimate my memory a tad. I donโt remember which I picked. I think it was Agile?
@sacred dune looks pretty cool! You should be posting this stuff in #work-in-progress
I thought it was obvious 4.19 be coming at or after gdc?
its like that every year no?
yea more than often
@south ridge will do, thks ๐
@sacred dune Agreed. Looks very cool
so far...
I'm speaking at #GDC18 !
"Procedural Tools for Building VR worlds"
It's at the @sidefx booth: here's the full schedule:
https://t.co/yqiY7M86jb
#vr #houdini3d #sidefx
@urban gyro https://forums.unrealengine.com/unreal-engine/feedback-for-epic/1365292-unrealengine-website-dark-theme
UnrealEngine Documentation:
Click image for larger version Name: screenshot.1507253883.png Views: 1 Size: 177.3 KB ID: 1365293
You could get one here:
thanks unreal
Not letting me change my password
"Not complex enough"
Oh lol, unrealengine.com is just broken but epicgames.com isn't for password changing? Alright
Hi All! I wanted to ask if anyone has any experience with the Light Functions on a Directional Light. Right now this takes up to about 1/4th of the overall performance of the project I am working on, and I was wondering if there are solutions out there that lower the Light Function performance... Thanks!
the main difference between unreal engine and unreal studio is datasmith?
Wording is a bit hazy but...
Pretty sure Unreal Studio refers to more of a license/entitlement, for UE4 plus a set of additional tools.
One of which is Datasmith.
But Datasmith itself is a collection of tools.
So Unreal Studio isn't really a separate thing, it's Unreal Engine plus Datasmith, pretty much.
^^ Pretty much how i understand it
is it impossible ot login to the unreal wiki with 2 factor auth on?
even when I try to create an account it sends me to a download page for unreal??
I knew I saw this avatar recently. It looks like I've joined the best UE4 discord. Yay! :)
Does anyone know if 4.19 is coming out this week?
No, no one knows when 4.19 is coming out.
(What's up with everyone and their brother asking?)
๐คฃ
Hey
Okay, but when is 4.19 coming out? 
yeah, when is 4.19 out?

my brother wants to know
0_0
Anyone good with blender? Pm or @ me please and thanks.
I have a friend, let me message him and hook you up
Ok cool!
@livid haven I think people really like being on the edge lol
Why does UE make my textures slightly blurry? Here's a 2048 on a 50x50x50 cube. PNG Image
@high oriole Temporal antialiasing makes everything blurry.
when i import my FBX UE4 changes all the material colors to black
how to fix
also when i set a mesh in a blueprint no collision it does nothing still has collision
@worn granite Is master still on 4.19? I assumed it'd be 4.20 by now
either way its more on the edge
Last time I compiled master (successfully) it was 4.19 but yeah its prolly on 4.20
Versions don't mean much in master
well, I tried packaging section and noone answered so i will try this one
hey guys
I recently updated my project from 4.18 to 4.18 and I have a bit of a problem with steam on dedicated server
I noticed that they change the steamworks sdk from 132 ot 139
so I copied the first 2 files from this picture from the steamsdk 139 from the engine folder and the rest from my steam install folder
It wokerd fine before but now I get this message when I want to start the server
when I close this window, everything works fine but I can't close this window on a remote server
So I need to get rid off this
any suggestions?
I mean from 4.15 to 4.18***
Why does the path say 4.15 still ?
It is just a folder name, it does not matter
Just curious
I'm not familiar with copying the Steam SDK files myself
I don't need that for what I do with Steam
Well usually you grab the files from your Binaries/ThirdParty/... engine folder
And put them into the Binaries folder of your Server
For dedicated servers only, right ? Else Steam provides the DLLs
Hi, in my game instace i've got a lot of asset references, and so the game's startup in very slow. There is a way to speed up the start of the game with this situation?
everyone is excited around gdc hehe
just wait till niagara gets released hehe
https://media1.tenor.com/images/743df11bb5b286f4229652f2c15c2487/tenor.gif?itemid=3564151
does unreal support .urdf files?
never heard of those
I doubt UE4 support .urdf. Its too specific i guess.
I don't even know what it is
Unified Robot Description Format?
weird, why would Unreal want to support that?
^
solidworks apparently exports by default from that
Wanted to try for a friend if it could be imported in unreal like that
but I already found an FBX exporter
so that should fix it ๐
Basically FBX is the one that everyone agrees on in the art world
Everyone agrees on FBX differently, though
Not perfect, but kind of better than anything else before that
So it still sucks
Yeah
I tried animation with Blender and predictably UE4 crashes on import with arcane errors
For static meshes it's been 100% ok for years now though
until gltf comes
blender can be made work
but bone orientations are weird, so they can cause some trouble
fuck fbx
don't blame fbx, blame the guy who keeps changing it
Actually I didn't have issues with bones
They're fine out of the box with no setup
The mesh isn't fine
why "Components/WidgetComponent.h" doesn't work when i include it?
isn't this the header to get the UWidgetComponent?
Error (active) E1696 cannot open source file "Components/WidgetComponent.h" ArchProject e:\UnrealProjects\ArchProject\Source\ArchProject\Furniture.h 6
Sounds like it's not the correct path
The widget component provides a surface in the 3D environment on which to render widgets normally rendered to the screen.
Google the UXXX class, the header is always at the end of the doc page
Runtime/UMG/Public/Components/WidgetComponent.h this doesn't work either
Yeah, everything after Public should work, so Components/WidgetComponent.h will work
You might haven't added UMG to your dependencies
and how do i do that?