#ue4-general
1 messages Β· Page 202 of 1
I wonder if rotating will affect other actors since it doesn't seem to update
this community has an attiude problem
This community is a community of professionals
Professionals don't go to people with 10x the experience saying they're full of shit
Like it or leave it
yeah because as we all know, in 21st Century Amerikkka, only absolute obedience to your superiors is tolerated
Sorry, I'm not American
I also don't have superiors
Answer is yes, rotating the capsule still affects other actors
facts
science
it's the way of the future
I refuse to argue fucking russian spam bots
peace fools
Hey guys quick question I understand blueprints do make things slower compared to pure C++
@warm mountain Not that much really
gotcha
Very slightly slower
I was wondering if it was worth the trouble of laying everything out in blueprints
and then switching over to C++
So uh... capsules are not locked it seems...
oh yea I'm not doing anything particularly complicated
Stick to what you're most comfortable with, unless you're doing multiplayer, complex data processing, etc - stuff like that is better done in C++
its just standard attack animations = damage + cc
spawn monsters
switch characters
@plush yew is it a character component? or a pawn with a capsule primititve?
ah nah its singleplayer
Character
that's interesting
i'm making something similiar to killing floor but the enemies are australians
and australian themed monsters
Been seeing posts on different Facebook groups I'm in about people receiving emails saying their account had been locked. Just wanted to spread the word ππΏ
use this kurodo's
^
check ur mail
I'm personally clean. All my leaks are old
Stuff and things π
I'm waiting for UE to install...
UE4 just installed, do you guys have some gpod tutorials to get me started..?
Danke Heap!
just ask
GDC Preview Stream soon - https://www.twitch.tv/unrealengine
which game keys they will be giving out?
Darwin Project
For all the people asking for a minecraft-like option in my plugin
Took longer than expected though
And isn't really well done π
1.3ms of static cost every second

Lucy Becker - Today at 5:28 AM
Hey @everyone , Sam and Ben will be live in the voice lounge today at 8pm BST chatting all things Unreal VR! (see your timezone here: http://bit.ly/2pdQps0) π(edited)
Event Time Announcer - Unreal VR AMA with Ben & Sam
Event Time Announcer shows time for Unreal VR AMA with Ben & Sam in locations all over the world. In London it happens on Thursday, March 15, 2018 at 8:00:00 pm.
I will leave the facebook link when I get it, you don't have to have a fb account, I sure as hell don't.
anyone noticed very poor slate performance (Present time) during the last week? I'm wondering if latest windows update could be related. I'm using Oculus Rift which could also be a factor
Question: Is it possible to setup a master asset folder so that I can pull individual BP, mesh, texture, etc into my project?
I remember a discussion/request for this functionality a while back in the forums. This would be incredibly useful IMO rather than having to migrate assets between projects.
That's too advanced for epic games
Epic games prove @plush yew wrong please
π€£
They can't even make it so you can use UE4 from source to download marketplace library plugins
You need the Epic Games launcher w/ a UE4 from DL copy to get marketplace assets.
Or just use Allars tool
Though if you're building from source, you probably still want to have a binary version to test stuff
Just imagine master folders organised as characters, vehicles, maps, audio. π
Why would you want to share characters or maps between projects, though ? That seems unusual
nothing stopping you from having a master project with all of that then migrating them over to your project
I'm using UE4 for CG film scenes and I have tons of assets, I'm finding my system is prone to crashing with enough assets in my project.
I do usually just migrate from a master projectt, but it's a bit more convoluted selecting large numbers of specific assets imo and keeping track of everything.
Recycling assets at its peek efficiency
Has anyone noticed google chrome has messed up? or is it just me
Firefox ftw
Dont see anything messed up
Nu
these are missing
Not for me
guy posts random youtube video of him playing a game in streaming. tell him not to.
he posts his yt channel in lounge, i remove it.
he then posts a 1h yt video he made with 3 minutes of ue4-ing at 50:00 and used an ue4 screenshot in the hopes we wouldnt notice.
#howtogetaban
they are for me an i dunno why
@fierce tulip :slowclap:
try disabling your addons
Nothing messed up CptLuckyy
type google.co.uk or google.com
if that doesnt work uninstall chrome and install Firefox, easy fix
its just me then
im missing the links on the right side
ffs
everything just seems to go wrong for me
my 1tb ssd died now programs are messing up
right click the page > inspect and search for this class "gb_nb gb_Lg gb_R gb_Kg gb_Og gb_T"
Thats a temp solution, once I refresh page itll go
Reinstalling might be your best bet
i have, only just got my pc back online after getting my new ssd from crucial
well looks like ima have to like firefox
Please use something else
unrelated question that might be stupid, does UE4 have any production restrictments like Unity (Unity Personal edition doesn't let you generate more than 100k before asking you for a paid lisence, etc)
Pretty sure all UE4 has is the Royalty Percentage you have to pay them
I think I found an answer but not too sure if it's true... One sec.
Generally, you are obligated to pay to Epic 5% of all gross revenue after the first $3,000 per game or application per calendar quarter, regardless of what company collects the revenue. For example, if your product earns $10 from sales on the App Store, the royalty due is $0.50 (5% of $10), even though you would receive roughly $7 from Apple after they deduct their distribution fee of roughly $3 (30% of $10).```
Is this a true answer?
Should be yes
That's straight from the FAQ, so I hope it would be
How much do I have to pay for Unreal Engine 4?
UE4 is free to use, with a 5% royalty on gross product revenue after the first $3,000 per game per calendar quarter from commercial products.
Oh, I found it in a forum. Couldn't find anything about it in FAQ.
Guess I'm blind π
Thanks for considering Unreal Engine 4 for your development needs. here you will find a list of common questions answered to make informed decisions with little guesswork.
wait what the heck is Unreal Studio
"Unreal Studio is a comprehensive, real-time visualization solution that will save you hours, if not days, in bringing Unreal Engine projects to life."
uhhh, I just started with UE4, I just installed the C++ tool set for Visual Studio, so, no idea.
I'm gonna just... hides in corner
It's a brand new tool, so there's not a ton of established information about it
is there any consensus on what landscape density should be for a first person game?
They do have a website for it: https://www.unrealengine.com/en-US/studio
like 1 vertex per m or what?
in UE4 its 1 unit = 1 cm
aghhh, I have been installing addons and development kits all day today...
π
π€Έ
phumkie, that avatar is just mint
Just realised that isn't a breakdancer
That is nicolas cage
I know but still π
π
Quick question, do you guys know where I can find some models for maybe placeholders? I can do hard-surface modelling, but organic is the death of me, looking for trees, vegetation, etc.
Free or paid?
There's quite a few models for greenery on the ue4 marketplace
Free would be nice
There's not many free prop packs that are worth using imo
Hmm, okay, thanks for the help. Will go back trying to troubleshoot UE.
See you tommorow, I suppose?
Cya
any quick tips for say doing a health bar in a material and mapping 0-1 to hiding the colour section of a texture? ie just moving a black panel of its fine
@plush yew there should be a thread in the forums, with a huge list of free assets. try looking in community content*
Thanks! Will certainly check it out after I find out how to stop this error...
This is the place to show, share, and link to your stuff!
if you just want some models, there are other websites. finding them through google shouldnt be hard. if you want animations or characters then try looking up mixamo
everyone starts with mixamo π
Yeah, I know about mixamo, my biggest problem is just organic 3D modelling, so most characters and plants.
And another problem is this frickin' error I can't get rid of
I am trying to do this tutorial (https://docs.unrealengine.com/en-US/Programming/QuickStart) but when I try to add the actor it says "Error windows SDK v8.1 must be installed in order to build this target" so I google it, find this (https://answers.unrealengine.com/questions/538760/error-windows-sdk-v81-must-be-installed-in-order-t.html), I install it and nothing happens, same error...
It's really starting to get in my head, I have installed it 3 times
Does it matter if it's in a different drive?
since this is something that goes beyond the ue4 marketplace I thought i'd post it here as well
https://forums.unrealengine.com/unreal-engine/marketplace/1439127-the-lack-of-quality-control-hurts-the-marketplace-do-you-agree-that-overall-quality-is-low
From the perspective of a customer, I've stopped browsing the marketplace. It's become flooded with low quality assets and I can't find anything worth buying.
tbfh. A lot of Users would not be willing to pay the (proper) prices Artists/Coders etc had to charge for the level of Quality people want. What level of Quality do people expect for a few bucks?
Ask any contractor for prices for actual quality work.
LUOS MY BRO
HOW DO I USE VALUE STEP D:<
just trying to mask a health bar in the vertical
value step? as in 5,10,15?
@restive eagle Just posted the error above, no idea what's the problem...
value step gradient
i just need to shift a value of 0 up and down a texture
u know like a mask for health bar decreasing
@fierce tulip tldr i just need to shift a value of 0 up and down the red colour, like a health bar
steppingpanner node, "add" to a texture uv and move a value in the "add"
alright shall try, time to learn new node
How do I define a struct? I saw someone do it once I think. You create some new asset which is the struct. You name it, you define it's attributes. Now you have a new data type that you can use when defining variables inside of a blueprint. I can't remember what structs are called in ue4 though, so I don't know how to find the thing.
maybe google structs ue4 https://wiki.unrealengine.com/Structs,_USTRUCTS(),_They're_Awesome XD
that in C++, in BP you could look this video https://www.youtube.com/watch?v=2-tCCtkX1sk
What is a Struct in Unreal Engine 4? Source Files: https://github.com/MWadstein/wtf-hdi-files
Found this document. I'm doing this with blueprints only, no access to C++. Is it something to do with a data asset maybe?
Ah, okay, didn't expect to find it there. Thanks.
Ahh, this is getting really stressful, does anyone know a fix to this error?
It's really starting to get in my head, I have installed it 3 times
Does it matter if it's in a different drive?```
no it doesnt matter that its a different drive
can u paste error please
you should check the win 8.1 sdk in the vs 2017 installer, not install some standalone version
Can u run ur vs 2017 installer
and click modify
and show me a screen shot of ur ticked SDK's
This?
Oh, thought Windows SDK v8.1 and Windows 8.1 SDK were two different things
Worked, thanks so much @manic pawn
Cheap overheat effect, using normal + Z position
What's the best way to add a trail to all the meteors?
Trail mesh with clever material?
if its going straight, yea
And if it's not?
@wicked tiger - What is going on with the UE4 site?
RIP unrealengine.com
If it's any type of 500 code, it's probably not your fault π
@elfin jacinth
Looks like it is Just Unreal Engine no other Epic site is effected
Fortnite is up
oh rip
Well fortnite is up for me
http://fortnite.com isn't
They could be overhauling the UE4 and Epic games site
Might have to do with the Fortnite mobile rollout
Could be
This has happened with big FN events in the past, like the Twitch Prime thing
Launcher is still up though
Only thing down is accounts.unrealengine|epicgames.com
unrealengine.com is still up
PUBG Corp
@silver crown I cannot access UnrealEngine.com
clean your cookies
ok
It tries to log you
ok got it
@pallid compass https://gyazo.com/0ea79ba366836b6fe24af9bd73d598cf
found something bout it
now I need to know if this is somehow applicable to not a ground surface
XD
hmm playing all 75 vfx continuously and only 1-2 fps loss hehe
holy hell... out of no where a Battle Breakers blog post lol
Link @grim ore ?
yep that one lol
@pallid compass no, just a particle I found on the vehicle game template XD
Hey guys, how would you link two pawns together? Like restrict their movement so that they canβt move more than some distance away from each other?
And kind of pivot around one another
https://neocrisis.com/interviews/game-interviews/10157-amid-evil-interview
"Any advice for people starting out with game development? It does not matter what platform they are using.
Yes. Stop what youβre doing and make a zombie/crafting/moba/battle royale game. Everyone will love it."
haha
We had the chance to get some questions answered about Amid Evil. What inspired you to make this game? We actually came up with the name of Amid Evil back...
Does anyone know where the save game files are stored for packaged games?
Announce Post: https://forums.unrealengine.com/showthread.php?124316 CORRECTION: Alex and Ian said this is the "Strategy Game" but it is "Turn Based Strategy...
here, the "zombies" arms fall off
I've set up similar constraints in PHAT
however, all that did to my model is stretch the mesh
I'm sure I need to update the model for it to support limbs that may break off
question is, what modifications do I need to make?
the UE4 mannequin seems to support this by default
aw snap... figured it out
@silver crown Still having issues?
Hi. I want to create a simple game for kids to teach color, shapes etc
Concept: Animated character present the user with multiple choice sentence like: Press the red circle. If the user presses the correct shape gets 1+ point and the character gives him motivation. If the user presses the wrong shape the character tells him to try again. The level contains 20 questions
How is the blueprint setup to control the character animation and the pressing of the correct answer??
is there a way I can toggle between 2 different control schemes
with blueprints
like I have a bunch of movement setup for first person mode right?
but after pressing a button
it toggles to a different movement setup in third person?
Hope Epic finally announce Niagara release on GDC... i'm tired of hacking it to work
oh...it does work in 4.19, no hack needed
?
Does anyone know if there have been any projects that implement an outside program into the game? For example using an itunes/spotify music playlist? Any information or examples would be appreciated.
reminds me - I haven't committed in a while
man i made a donut in blender and closed the cmd prompt in the background and it closed my whole program and i lost my donut
didnt even get to add sprinkles
its fine the frosting was partly inside the donut anyway
i dont like the viewport im used to using wasd to move around
I think you can change it to use WASD, but it's like looking for bigfoot.
theres definitely a lot of stuff
i feel like making a sword or something would be pretty simple for a beginner im gonna try to do that
@chrome quarry you can't add windows gui app into game (ui uses Slate framework to markdown the elements), you could render a web content however
@obtuse sable are they read only? is it version control enabled?
@obtuse sable Make sure you don't have 2 editors open
oh i do lol
Anyone know of a tutorial that shows how to do metal on only some parts of a texture?
idk what to search for really
You use a texture as input for metallic in the material
Yeah i have a texture mask for it
With the areas you want as metal being white and the rest black
Yeah i got that
i can get metal fine
but i need roughness and metallic in it
to make it look more metallic then just chrome
I also have that but that is doing roughness on another part of the texture
this is how i have it atm
its working as it is seperated as i want
but the shiny parts thats suppose to be metal are too shiny
You can lerp the roughness with the metallic as alpha, using roughness as A and metallic * some roughness param as B
Can't show atm as I'm on my phone
Or you can just make a proper roughness map instead of flat values
oh
ive never done that before
is there really no tutorial for this im trying to do?
Not the roughness map thing
cant find anything on it
@worthy spindle you have to be specific about your questions...this is too vague
In Adobe Photoshop, learn about using channelsβgrayscale images that store different types of information. Find out more about color information channels, alpha channels, and spot color channels.
Just google it.
Step 1: Copy your roughness map. Step 2: Paste it into the green channel of your packed map. Step 3: Save and celebrate, you're done.
Basically, basic PBR stuff
Don't know what other thing you mean
oh ye nvm xD
If you really need more guidance than that, look up basic texturing tutorials.
The Photoshop channel link is one thing
yeah, but don't forget to import texture properly, compression should be set to masks
Like, super basic. Introductory things.
But basically, texture stuff in general
Alexey, the only thing mask compression does is ruin image quality
I heavily suggest not using mask on anything which needs decent quality
I've never noticed mask compression causing issues
Outside of the normal DXT compression stuff you always get
for combined mask there are only 2 options, masks and userinterface2d, which is ~ no compression
Or you can just do the default compression and tick off SRGB, but that's all "mask" compression is doing anyway
every other method will mix channels
masks compress each channel individually
every other method - not
you could watch Luos's videos, i think he explained it 10 times already
Was pretty damn sure mask compression did actually do other stuff
But could be that my mind is playing tricks on me
What did i do wrong?
Sec
Did you actually make a proper roughness map?
Look, I'll show you how this should work
okay thx
But I don't think you actually understand what all of this is doing
Which is kind of crucial
i thought i was still using the masks
So research what PBR is and how it works, look into some good material tutorials and stuff like that
to mask what part i wanted rough etc
Well, you are and you're not
You're doing many things at once
And few of them correctly
x3
You're combining different stuff where you probably shouldn't
I did manage to do that tho just that idk how to get my not rough parts to be metallic and not only shiny
i will learn the PBR thing for sure
just thought i could do this real quick with masks
Oh, you can
But you're mixing stuff up in your nodes
You're making it way harder than it needs to be
yeah im sure
The metal mask is an exact inverse of the roughness mask, right?
yeah
Well, since it is
That's one thing
You can save memory by just doing the inversion in the material instead of precomputing it
One less texture sample π
Ah okay
im making cinematics so
thats not that much of an issue
for me
By default textures are like kinda shiny from the start without any roughness map etc
is there a way to not have that to be defaul?
That's all you need
Yeah, just put a parameter in as roughness value and put it lower
What about the 2nd roughness ?
Well
What you see there
If something is white on the Metal mask, it sets it to metallic and it gives it MetalPartsRoughness
And if it's black on the mask, it sets it to non-metallic and gives it OtherPartsRoughness
So you can manually set the roughness for both metal and non-metal areas
ohhhh
awesome
Nice this will be so helpful for me in the future
The metal parts are very dark
compared to before
You gave it a high roughness?
yeah
Well, you're basically telling it to be less reflective
So then it's going to be darker
And metals are darker by default without reflection
Metals behave pretty differently from non-metals
Any way i can make it brighter with the nodes?
Uh, you could
Not gonna go into that now, though, kinda have to go
Go look into material tutorials and that sort of thing
You'll figure stuff out
That's an awfully broad question with insanely specific answers, so I don't think we can easily tell you
depends 100% on your project.
Hi. Can you help me with simple mobile game Blueprint
I want to create a simple game for kids to teach color, shapes etc
Concept: Animated character present the user with multiple choice sentence like: Press the red circle.
If the user presses the correct shape gets 1+ point and the character gives him motivation.
If the user presses the wrong shape the character tells him to try again. The level contains 20 questions
How is the blueprint setup to control the character animation and the pressing of the correct answer??
Something similar to this game https://youtu.be/TlKhvCeYBik
I need a blueprint that control all the above game like educational app
On clicking the right answer the user is rewarded points plus animations are triggered
@young urchin https://discord.gg/unreal-slackers
@worthy spindle That involves multiple systems which can't really be answered succintly
@young urchin Got it from http://unrealslackers.org/
Unreal Slackers is a Discord community where Unreal Engine users come from all over the world to socialize, get help and share their work. All skill levels & backgrounds welcome.
@worthy spindle Easiest way would be to have some sort of game manager that spawns the buttons and also keeps track of the correct answer. If answer is correct, send some message to character to play an animation or something
@young urchin u're being annoying... it's UNREALSLACKERS.ORG not that hard to keep it in mind for a few seconds...
Wasn't he already in this group? I saw him asking weird questions in different channels
Maybe he's banned π
@young urchin if he was on discord already he could login back...anyway it's a generic issue not related to this server
@young urchin no...
that's not normal...
Does UE4 support dynamical framework???
Nah just asking stuff like "what's this channel for?" when he could easily read #more-resources or the topic at the top of the channel
@plush yew Can you point me to such game manager or tutorials or templates
Not that I know of. It's more a general game programming thing than an Unreal-specific thing
Probably easier to just learn how to create simple games in UE4 and then you can apply that knowledge to creating your game
he is permabanned for not following the rules
I banned him
- posting random youtube video of him playing random game. warned him.
- he then posts his channel in lounge.
- the then fakes an ue4 editor video where in the 1 hour he only had ue4 open for lessthan a minute, and only showing off his non-ue4 channel and liking videos
no
if you cant listen, you need to face consequences
Phahahah. How i missed that person???
Unless Luos says he will be unbanned then no he wont be.
wow that sounds like I am some overlord
hehe
he didnt the first time I warned him
So he will follow the rules only after his ban? Yeah nar thats not how it works mate.
why would he now, if he cant take the rules and warnings seriously we have no obligation to spend time on it.
:cough: "Doomed Spies"
Hey all, is it allowed to make a fanmade game based in the Bioshock game timeline, within the city of Rapture? No assets from Bioshock would be used, nor will we get funded. Is that possible or does it raise a red flag? I'm assuming it does raise a flag.
it probably would yea
@fierce tulip
he's banned, he's not coming back
as I said, no. I might think about it in a week or two
Let him cool for a few weeks.
oeh drama, lemme read back
@young urchin Ask Luos after Epic's GDC talk on Niagara, he will be in a good mood...probably...
it will be on 21th
Not following our Server rules shouldn't be awarded with another chance. just my 2 cents
March
November
:3
At the beginning of the week I've restarted with a project from scratch in 4.18, only to see now that 4.19 got released...
Oh well, at least I didnt push it to source control yet
4.19 seems to be a bit buggy according to all the answerhubsies
Suppose that's why it was pushed back so much
someone at Epic mentioned text format Assets...maybe some day...
I haven't read the changelog yet, don't know if any groundbreaking new features are contained in 4.19
like volumetric fog came in 4.17
some interesting things, at least workflow improvements for materials
in that case i'll just stick in 4.18 for stability
but some people have issues with materials showing properly
i think it's a generic rule, don't migrate on 0 minors
noticed some weird stuff on materials as well
duh.. it's crashed...
π
4.19.0
i had UE4 freeze and lock up my PC 5(!) times, when trying to migrate animation files into another project... idk if its UE4 or the assets π
@next badger not only ive been using 4.19 preview
but actually ive built my prototype from the ground up in 4.19 preview, and my current build is 4.19.0
everything working fine somehow
probably got lucky
@frank escarp same here...but it's crashed on exit for some reason. First several times it was ok.
oh...maybe it's Niagara
Well come
It's not your parents you are talking with dude, when a moderator says no it's no
aaand gone
lol, #Second
death threats incoming in 1.2.3.
@whole quarry NOOOOOOOOOOOO
Dont mess with Thor
cmon people...Remco asked to call him
Luos mighty hammer
brb
@whole quarry it happened in seconds
i look away for 1 minute
Aw
He got banned?
Missed it too
3:
Was busy talking about RAID setups
And all his messages are deleted, too
Shame
yea, while I can keep em its also annoying to keep em around
so deleting those during ban
i dont like banning people but cmoooon its easy to have some etiquette and common sense
I sometimes do enjoy banning people
It's a bit of a "How do you like me now, huh" sort of thing
Bulgaria...some people there similar to Russians, and we sometimes are being jerks -_-
Depends if they actually got on my nerves, though. If I'm actually done with people it's just intensely frustrating
Yeah how dare he do his job π
Where's Nick btw? I haven't seen him in a while
Yea, damn those moderators for moderating! π
Actually, on the front of Nick
I'm gonna go into #server-feedback and ask him to give mods more permissions
Or some selected mods
Because I honestly feel that it's ridiculous that he's the only person with authority to e.g. add a bot for useful functionality, while he's never around and never actually does that sort of thing despite saying he will
The worst thing is people who come in here thinking they know everything
@plush yew i have no clue, even stats net is missing from modern builds
Or dont understand something ans go ur wrong im right see is that...English?
Don't make your problems other peoples problems π
@plush yew i think ... it's under Session Frontend -> Profiler ....there you could connect to server
@plush yew i wonder if you could add a DS as device in the device manager
description says you could do that
< never tried
For those who loved the lowpoly calcifer I made, if you want to take a look at it in #ue4 you now can! here is a download link: https://t.co/avVZFOJRrw
#vfx @realtimevfx #realtimevfx @UnrealEngine https://t.co/UmakI36Hqz
i've seen him...was it on YT?
Good morning awesome human folks
Small showcase on the low poly/polygonal fire with a face :)
There was a fire who had a flame and Calcifer was his name O.
https://i.gyazo.com/edd87ddb794a6cc24efcfd1eff48f41c.png
calci is not pleased XD
is his derpy brother around too? π
not in the project, but if you change the face scale to 1.5 on Z it will be derpy
So I've already kind of written a story in my head for that fire.
He is a very old fire that has been stuck in the same damn fire pit for ages, all he can do is read campfire stories, but over the decades he's gotten more and more like Clint Eastwood in Grand Torino.
So what was once a jovial story of triumph, has now become a long winded memory and bitter tellings of a crappy future for the kids who hear his story
Also, he smokes a lot (I'm not sorry)
pot?
hehe, everyone talks about the campfires XD
a gran torino flame i'd be glad to talk with
Whats unreal studio? is it like marmoset toolbag version of UE4 where you showcase artwork and models?
ArchViz / Enterprise stuff
whats different about it from the engine?
is there a way to force an all shader rebuild inside engine?
try deleting the deriveddatacache
aye
replaced a mat function with another, same inputs outputs, when opening the material it shows properly but not on the meshes/cascade because they dont recompile
quite annoying
theres a command for recompile changed shaders
Ctrl + Shift + . ?
if you are in shader mode
but not a global one for all shaders in project?
(already cleared cache and it worked ofcourse, but id like to know for future ref.)
recompileshaders
Options are:
'Changed', 'Global', 'Material [name]', 'All' 'Platform [name]'
Note: Platform implies Changed, and requires the proper target platform modules to be compiled.
@gentle crypt atm has those additional features in launcher:
what htat undeal datasmith cover?
There you go
@shell jetty
i wonder how they will solve the UV issues for nurbs surfaces from apps like Rhino...
i.e. Lightmap UVs require some existing UV to be made
New tab appeared as well
Unreal can't render nurbs anyway, it'll need to be converted to polygons. After that, guess they'll just do an automatic uv unwrap.
@grim sinew well, yeah...but last time i've tried to generate lightmap UV for mesh that had no texture UV - UE failed
Guess it's a beta for a reason.
it's a standard ue4 feature...i think since 4.14 or so...
when ever change anything in c++ no matter what save project
2scared ima break my engine
Tech question, if u wanted dynamic weather on a map, say Dry and Wet states(wet where it rains) how would u go about adjusting the materials of everything on a map to say shift the roughness and stuff?
Material Parameter Collections and adjust roughness and darken the diffuse a bit
I was thinking that, but arent they expensive af to shove in to everything?
Maybe blend a normal over it too
@pallid compass - we do it in post process
said post process setup is however not necessarily very simple
yeah that might be out my reach, i suck at PP right now
i mean u could have a material paramater to offset final roughness value for example
"IsRaining"
or something, but then how expensive does it get to shove it in everything
@pallid compass nah material param collection justs hold a scalar value, so its not much different than adding a regular scalar
ahh i thought they where expensive to use?
nah
agree...and sometimes it just can't be published without one
make 3 materials? dry, wet, with lerp?
wet also should have more contrast/saturation
more roughness material has -> more desaturated it become when dries
Hey! Could anyone check my question at the cpp channel? Thank you!
Is there a way to MinClamp the Game's Delta Time?
I thought the "Min Desired Framerate" Setting does this (if 30 -> Clamp Delta to 1/30 = 0.03333), but it does not
I am talking about this setting:
I cannot find any usage in the Source either
i was looking through the rules, is there not an specific help channel?
every channel is a catagory where you can ask for help
i.e. vfx troubles? #visual-fx
iwe been getting some insane editor flickering after going to 4.19, and wanted to see if someone else are getting the same, but it didn't fit a specific category
and asking here is fine too
ah okay π So that would be my question. has people had problems with elemts INSIDE the editor, so the current game you are editing, and unreal things flickering? like the arrows to move or rotate objects. Im on newest unreal version, newest nvidia driver etc
Hello, is anyone have troubles with 4.19, iam using this system to reverse animation to Close the door, it works perfectly in 4.18 but in 4.19 its not playing animation at all
is there a way I can toggle between 2 different control schemes
with blueprints
like I have a bunch of movement setup for first person mode right?
but after pressing a button
it toggles to a different movement setup in third person?
and also toggle cameras
My god, dedicated server's connection settings are annoying to setup π
does anyone know if the Unreal Tournament stuff is available as a full dev-kit type thing?
do any of u guys actually use auto exposure?
@polar hawk ...
its so god dam annoying
if u dont mind me asking what are ur settings
Situational depending on the scene.
Just looking for something default to work with while i block and check
ffs, finished writing a post on forums. "error, random warning message"
Oh god who would make a material that complex
What are they doing, manually writing out POM code or something?
zero can u recommend some basic auto exposure settings for outdoors
0-500
There are no numbers I can give you that will have any meaning. Outdoors means nothing to me. I don't know if it's broad daylight, the middle of the desert, on mars, or midnight.
well i normally just go basic, 1-1
Guess at it until it works.
-250 - 1250
just a basic raw scene i guess, basic lighting
default directional light, fog, skylight
i suck with lighting
Upgrade phone to Note 8, ARCore not supported. Upgrade phone to S9, ARCore not supported... wtf google
best way for a custom component to get the location of the char its on?
nvm done im potato
Thank you all very much for participating in the 4.19 Beta Testing Program, I can't wait for it to come to full release in .1 or .2
inb4 .5
XD
inb4 UE5 on april 1
so this is how my mouselook used to work
Blueprints have proven themselves to be sufficiently robust and extensible on their own - we truly believe this is the future of development and are no longer going to address issues with C++ projects. 4.20 drops all non-engine module support.
I added a camera into the capsule component of my character and it no longer works
And in 4.21, C++ is deprecated from the engine. Unreal is now coded in Blueprint entirely.
so how can I get the camera to rotate?
Blueprint becomes self hosted π±
someone please help
Nothing is left of C++ except an interface to make blueprint nodes. The entire engine, start to finish, is made in blueprint now.
man even tho 4.19 was in the cooker for a while I wish it had longer times. Quite a few crashy missy buggy parts π¦
@grim sinew No, no, no.
You can't write C++, only whatever the syntax is that BP exports to text when you copy nodes.
That's how you create nodes, you just create a json file that includes some meta for the node and that excerpt
is it possible to check somehow if timer handle is valid? similar to this
http://prntscr.com/is7ckq
if i use is valid as boolean, then if its invalid will get an error.
but clear and iinvalidate should be ok, was using that and was still getting an error
I'm searching source 1s
my problem is that i cant view my error log anymore, so at first i thought that handle was giving me the error
from experience i know if you use that while smth is invalid you will always get error
Eh
http://prntscr.com/is7fdc this doesnt give any errors, i already knew that but since i cant view myt error log
Make sure its the right node
guys do you have any idea if behavior tree can show debug info for nodes such as "Wait", it would be cool to see remaining time displayed for easier debugging
?
i thought that handle is causing this
But looking at this, IsValid shouldn't actually cause an error
I know you can hover over it and it'll show "remaining time", but I could've sworn it was visible in description before
oh true with handle is valid works, but its enough in my case to clear it even if its not valid
anyways need to figure out how to fix my error log, because now im just guessing whos causing errors π
Think you might be right @leaden onyx, I seem to remember that kind of thing. I know that AnimGraph state machines will show how long they're in that state, maybe that's what we're thinking of.
Yeah, I was working with4.19 preview when it was functional, but couldn't find any commit or pull request or even change in code regarding this, as if it disappeared or was just a plain dream; Though there is a function specific for that purpose: DescribeRuntimeValues
I imagine its similar code
well it's using graphs yeah, but logic is quite different
since you working with hierarchy
Maybe
Yeah, looks like you're right
I thought maybe they'd use the same interface for gather debug data
But it looks pretty segregated to BT
Did you try doing some AI stuff? Was learning about AI implementations for senses, behavior trees, messaging systems in UE, quite impressive, yet still limiting, a lot of things are missing sadly
I used to be digging into AI a bit
Trying to polish up my knowledge of Perception rn
Its been like a year though
are you using AI perception system?
Just digging into it on my own
ah I see, it seems unfinished in some cases
wish epic could describe their usages on Fortnite examples, how they go about doing things, not sure if AI is complex there tho
Yeah like
PawnSensing hearing lets you have LOS hearing distance and non-LOS hearing
Perception only does a single check
but it has delayed delivery tho
true, true.
I'm actually implementing a sense that relies on other senses
Not entirely sure if its how I would really do this if it were a serious project, just seeing what I can do
interesting, what application could it have, I have only amplification of one sense by other senses in mind
Still toying around with it, but I'm doing stuff with general knowledge. If you can see things, you'll know if they update, otherwise you don't.
Kind of weird to implement it with perception though, now that I think of it.
hey does anyone here offer any kind of community support for devs by chance?
Whoever happens to be bored enough to answer, generally.
More than I could ask for
As of right now I only have a small question and I am sure its something dumb
like what do you mean community support?
Like answering questions? Cause Hi, welcome to Unreal Slackers
lol
yeah for instance if I am having an issue trying to figure something specific out and I post if someone could lend a helping hand
If it's small, simple questions at a beginner level, you're probably better off googling it. You'll get an answer faster.
also Thank you for the welcome
And sometimes with pictures showing exactly what to do
I have already tried googling my issue ofc I will try that first before bothering anyone
Also if you're wanting a specific dev... I uh. I offer consulting/tutoring.... y'know.
There's also answers.unrealengine.com for an official place to ask things and get answers, but... short of a handful of extremely generous people, it's not too active.
however I created a trigger box to transport character to another level/map when I port to the map the model doesnt load and it goes from 3rd person to 1st person open camera and I am sure its just something dumb i am forgetting.
Sounds like your pawn isn't set up in the game mode
So your first level has the pawn in the world, but the second level doesn't
correct
It tries to spawn the pawn you specify in the game mode, but that's likely default pawn
resulting in the model not loading
If you like, you can verify this with the World outliner
Search for your player BP class name
Like BP_PlayerCharacter
If you've got your character type in the world then we gotta talk about carrying over settings and stuff between levels
Or making sure possession works
so do I need to make reference in the level bp
nah do you have a gamemode?
If not, you can go in ProjectSettings I think, and set the default player pawn to your character
Sorry was checking
I do not have default gamemode sete
I have already set it up but for some reason it wasnt set
yup that did the trick
Thanks that was an easy fix
docs seem to be down again
Anybody else getting an editor crash when opening the console or using the output log in 4.19?
In a completely clean project.
https://github.com/EpicGames/UnrealEngine/pull/4480 uff. so this fucks many keyboards.
what is even happening with the history here https://i.imgur.com/fTCMQEn.png
Looks like they might've tried to keep rebasing their branch to keep it up-to-date, and they don't know how to squash? π
Usually GitHub can take care of the rebase on pull requests but Epic doesn't use GitHub merging directly, so I dunno
probably just export a patch
not even bother with anything with conflicts, noone will notice between the 500 other dead prs :D
Maybe they saw a big yellow "conflict" thing on the PR page and just decided to try to fix it, I don't know, haha
Not that it has any effect anyways, but that might have shown up
Not much of a git user. But I thought rebase wouldn't create such a horrible monstrosity.
it would be nice if they took like one or 2 months to not make any new features and instead either close or integrate all open prs
@floral heart if you know how to squash commits, it doesn't :p
it looks like they used merge instead of rebase
I've used rebase, I think. I didn't know there was an option to NOT squash commits. I thought it always turned A>B>C into A>C.
Yeah, I guess I shouldn't have used that term specifically
nah, the point of rebase is to turn A>B, A>C into A>B>C
I more just meant "update the branch so there aren't any conflicts", which I usually do via a rebase, but they probably made use of a merge
I've deleted and remade my first git repo several times because I would dirty up the commit history with merge.
Yeah, some of Git's features are a little bit tough to master but they can really help in the long-term
"Thy commits must be porcelain." The Gitmentiurge Commandement
the best part is when you install a git client and realize how shitty the command line interface is
and never have to use it again
I don't mind the CLI. But you need a whole wall plastered with tutorials for each command.
I mostly just use it because you can't use a client via SSH :p
Or I suppose you could do what Epic does and create a commit sewer.
git suddenly made so much more sense for me when I started using smartgit
In my character blueprint, I've added a sphere collision that will detect whenever the character is near a wall
The sphere is set to generate overlap events, and the walls are as well
However, the overlap events do not fire
No matter what I do, they just don't fire
They only fire when I tick overlap with pawn
Which detects the character inside the sphere collision
What could be the issue?
This should be very simple to set up
hmm strange i have this setup for my box collision inside character bp and it detects everything
http://prntscr.com/is9vwd
Aha
I found the problem
I did the level using box brushes
It works on regular static meshes
But that raises the question
Can I set up box brushes to generate overlap events?
dont know, but you can always make them into static meshes
Would u do it? 
depends if there are enough people buying the cheats to justify that effort :D
Haha! But you would do it xD! Well i would too lol
So true.
also have to make sure the cheat doesn't actually work so you don't lose the real players
not strictly ue4, but has someone figured out a solid preset for OBS for capturing gameplay? even with the game around 100 FPS the recording is choppy
Yeah o.o It should just work if you capture your whole desktop.
I've done hundreds of videos and it's pretty smooth.
same
@tawdry narwhal a bunch of us use it without issue but here is a nice link that might help with setting it up well for ue4. https://unrealaussies.com/threads/the-ultimate-video-recording-encoding-and-streaming-guide.1043/
Is there a reason why not all the properties are displayed when playing my game in the editor?
View InGame: https://i.imgur.com/2cbUHmi.png
View InBlueprint: https://i.imgur.com/FXEIbx0.png
I see reroute nodes in materials with 3 4 connections out of them and multiply node feed more than one node. BUT when I try to connect more than one connection the orginal breaks, anybody know what gives with this please
That seems correct
Where's that blueprintsfromhell tumblr when you need it?
lol
So I can't connect the Multiply to more than one connection?
Yeah, it's an input so you can only have one input going into it
If you want to add more it has to be done with something like multiply or add
@snow crown can I forward you a message (moderation related)? Cant send you a PM since Im not on the friendslist.
im not going to be on for much longer, if you can, hit up one of the other moderators when they get on
sorry
my laptop is dying
No Problem =)
I'm sorry I jus not getting that, this is a matrial I have that does what I'm after doing, channels the multiply out put to more than one place but I get a disconnect evry time I try to do the same
so.. I have to replug all my materials when moving uassets around then? Dx
erm, having a friend help with this project, we're both fairly new to UE4 still.
I think theres a plugin on the marketplace which lets you modify a property of all assets at the same time, otherwise you need to either fix your file structure or relink them yup
lol I mean.. he sent me the whole project content folder with all the stuff working on his end Dx so I'm confused
I should be able to make these connections right? https://www.dropbox.com/s/rrsvbh8dwq07l0t/2018-03-17 19-44-38.mp4?dl=0
You can't combine multiple outputs into one input like that
Ok so how did this guy do it? he's feeding the UV setting to multiple places
@chilly gale did what exactly
Oh
I see what you wanna do
@chilly gale that's easy to do - you have to connect them first, then move them pretty SECOND
He's takinbg the UV setting to more than one connection
So first place next node to the right of the previous node (the editor detects relative node location), afterwards just move that node to the lef
I don't see anything unusual about the pictures you posted, can you tell me what's exactly the question here
See my Video up a bit?
Ok thank you will try that
You can have the lines go in all sorts of confusing weird directions
But you should not, most of the time
Thanks again, So the connection ALWAYS has to go to the right?
When you connect two things, you always go to the right, yes
There is no way to connect with things on the left (it will "invert" your connection)
But you can move things to the left after you connected it
Thats a trick this ole falla did not know
That's intentionally done so you wouldn't do it
Reroute nodes being stupidly small, they assume what direction you want to go (the type of connection) by the direction you initially drag.
Thanks guys, I'm trying my luck at adding textures to that material, building from scratch to try learn how it's done
Good thing to do!
do decals have an important impact on performance? i have a game logic that would need leaving any decal of a specific type created to stay for all the lenght of a match
@latent moth yes, decals are heavy
@latent moth decals are pure shader thing, you may enable shader complexity mode to view them
Is anyone here using 4.19? If so can you notice a difference from 4.18
@bitter iris you may use search feature of discord, there are many mentions of 4.19 on different channels
about decals: They're not really that expensive per se. But they get more expensive the higher the shader instruction count is and the larger they are in screen space size. @next badger @_SCAR#3876
@tall pendant yeah...but dont' forget that shooters generally have hundreds of them all over the place
does favourite list in 4.19 dissapear every time you load project?
@trim trail it's a new feature? it may π
yeah, it's new, you select folders in content browser, rmb and 'add to favourities'
it had 6 previews though π
@trim trail nope...they persist
@trim trail it's just favourites are hidden by default
there's option to show by default?
@trim trail yep, you need to enable them manually and then it will be saved
view options, at the bottom right
got it, thanks
at least it worked for me
Material Layering is not in 4.19.0?
Under Experimental, I don't have the feature to enable Material Layering and I cannot Add Material Layers in the Asset Browser
Those are just the examples you turned on, there's a second material layers thing you need to tick on
Okay, if you insist. Good luck, guess the checkbox that worked for me this morning doesn't exist for you.
You must be really, really confident to say flat out that this checkbox I'm looking at, right here, does not exist
π
eh?
They moved the checkbox out of editor preferences.
well, tip. Thank you π
π
are you guys competing in calligraphy?
I deliberately used the mouse to draw mine even though discord is already displaying on my cintiq π
oh jss...it's a unreal-chat
Mod is always the winner
True
Luos is the winner of our hearts
Topic's already over though, he got here after the fact. Nothing left to do but judge the results
@next badger is cuter due to pink color
you both write better than me
you are both winners in my book
β€
can blender be used to make monster NPCs or is that not the right platform
Yes. It can be used.
Hi
hi i'm wondering
is it possible to produce an unreal engine game that forces a low resolution that then upscales?
to the target?
Yes.
how? π
Screen percentage in the post process volume
where is post process volume? (sorry, I'm literally a total beginner to the engine, I'm considering which engine to do my project in, and if it's able to force low res then upscale that would be a huge plus for UE)
also if it's a post process, i'm not sure it's something i want
Post process is just a volume Epic throws EVERYTHING that can be controlled for a certain radius in. It's not just post process
and you place it by finding it in volumes and dragging it in.
i did try some 'pixelator' post process thing
No.
so this 'post process' literally makes the game run at a lower resolution?