#ue4-general

1 messages · Page 207 of 1

dense patio
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0 1 or 2

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all of which do nothing

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when button is clicked

grim ore
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@dense patio it sets the fullscreen mode. you still need to toggle it on or off

livid haven
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LogWindows: File 'aqProf.dll' does not exist
LogWindows: Failed to load 'VtuneApi.dll' (GetLastError=126)
LogWindows: File 'VtuneApi.dll' does not exist
LogWindows: Failed to load 'VtuneApi32e.dll' (GetLastError=126)
LogWindows: File 'VtuneApi32e.dll' does not exist```
These shouldn't be cause for concern.
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Vtune is a 3rd party profiling application.

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Going to take a wild guess and assume that aqProf.dll is also another 3rd party profiler.

dense patio
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how do set it on or off?

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fullscreen true?

unique ocean
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hmm

grim ore
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@dense patio do fullscreenmode 0, then fullscreen and see what it looks like. Then do the same with fullscreenmode 1 and see what it looks like. 0 is native full screen, 1 is borderless windowed.

dense patio
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kk

grim ore
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the command "fullscreen" toggles between fullscreen and windowed itself

dense patio
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well so i dont code, fyi, at all, so im fumbling my way through this 😛

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appreciate the help, but i dont know what you mean by setting fullscreen

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in the graph editor i put there

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i set the command line to fullscreenmode 0

grim ore
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typing "fullscreen" toggles it on and off

dense patio
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do i put another node past that?

unique ocean
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before I do this, deleting these directories is completely safe right?

dense patio
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@unique ocean yes

livid haven
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It is safe to delete the Intermediate and Saved directories.

dense patio
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and very common

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lol

grim ore
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typing "r.fullscreenmode 0" or "r.fullscreenmode 1" will change the way fullscreen works when you use it

dense patio
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specially with many coders on a single project in a distributed network

livid haven
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Everything in Intermediate is, inherently, a product of other files, thus the name "intermediate"

dense patio
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@grim ore understand

livid haven
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As for Saved, those are generally logs, backups of assets you were editing, and the non-default versions of config files.

dense patio
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so how would i call the fullscreen? just fullscreen to command line

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like so

grim ore
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if your goal is to just turn fullscreen on and off using seperate buttons you will have to use r.setres with the correct options or use game user settings. just having a button that does "fullscreen" wont let you choose, it just toggles between the 2

dense patio
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well the end state is this

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if i click on fullscreen it should go to fullscreen for my native resolution

grim ore
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then yeah you wont be able to use the fullscreen command

dense patio
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if i click on bwindow it goes to borderless window

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and if i click on the windowed it will go to windowed for my selected "size"

unique ocean
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@livid haven so will I have to add back my config file if it contains things such as new collisions?

livid haven
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Nope.

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Config files are stored in Config

unique ocean
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ah

grim ore
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@dense patio then you will want to look at using r.setres or the game user settings. and example would be "r.setres 1280x720w" would give you 1280x720 windowed. w, f, wf are the options for r.setres

livid haven
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Saved/Config is stuff you've edited outside of the editor, like if run your game and edit config values through it.

dense patio
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yeah

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okay i saw that as a new answer on answerhub

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had yet to try it

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ill check out the game user settings stuff as well

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see if that works

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im trying to make our "settings" stuff now, i finished watching your video, but didnt want to roll with paragons setup

grim ore
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the game user settings is the "proper" way to do it now, but r.setres still works

dense patio
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kk, ill stick to proper for now 😛 jsut need to read up on it

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again thanks 100000 times over

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so glad to have people like you who make this place worth coming to

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wild kestrel
weak harness
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ew Ali A

unique ocean
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@livid haven Any idea what I should do if I deleted both of those and the editor still crashes on play?

livid haven
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Debug your stuff. 😛

unique ocean
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Debug?

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Sorry to sound profusely newbish

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Basically I should go in and make sure nothing sketchy got compiled right

wild kestrel
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First of all look in to logs, in Saved/Logs to see potential cause of crash

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somethign should be written in there

unique ocean
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There is a document full of message log text, that would be it right?

wild kestrel
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yes

elfin jacinth
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@swift spindle Sorry just getting home. Are you sstill running into issues?

wild kestrel
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the one without a data is latest one

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crash ofcorse should be in end of it

swift spindle
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@elfin jacinth yeah man.. still not loading properly... (taking forever to load while on net)

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tested it on my other system... same deal.

elfin jacinth
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Hmm interesting

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Have you sent in a support ticket?

swift spindle
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I have not... because my co-workers are not experiencing quite the same thing

elfin jacinth
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Sorry - can you elaborate? Are they having issues, just different ones?

swift spindle
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some of them are also having issues getting the launcher to load

elfin jacinth
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Hm

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How many users are having issues?

swift spindle
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about 5 of us

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we are all over the world

elfin jacinth
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Okay, I recommend putting in a help desk ticket.

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Does the launcher ever load to the point that you can see anything?

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If so - there is a gear in the upper right corner, in that gear, there is something that says Enable Debug logging - if you can turn that on for me

uneven fractal
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Does the stream level node cause the same stutter as open level node/open console command?

swift spindle
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it does load eventually... sometimes heh...

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the thing that confuses me... is the editor also does not load for like 10 mins unless the net is disconnected... this is much more bothersome

unique ocean
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[2018.03.23-01.57.03:675][802]LogLoad: Game class is 'GameMode'

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at the bottom

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I'm gonna assume that's not particularly indicative

elfin jacinth
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@swift spindle Okay - I'll ask some questions in the morning

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Please be sure to put in that help ticket too

swift spindle
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okies

crisp fable
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i mean why not

unique ocean
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I think I found the problem, but it got more frustrating

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The base animation BP I set up closes the editor whenever I open it

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I replaced it's Uasset with a backup and nothing changed

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I'm really hoping this hasn't killed my game, I don't know what to do

swift spindle
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@unique ocean clean out your intermediate and saved folder

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you should be fine then

unique ocean
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Deleted both directories again, trying once more

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Opened the game from the launcher, the folders replacements appear

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I'm starting to wonder if there's any alternatives or if I'll have to jump back to a much older backup

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Problem still persists

dire fjord
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quick question..how can I make unreal stop opening a new VS window every time I save something? I've got VS open, editing the files i'm working on. I hit save in the unreal engine and then suddenly it wants to pop up a whole new copy of VS.

unique ocean
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Resorting to a backup version of my game, it seems that UE4 wins today

restive eagle
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@dire fjord by any chance you are adding c++ classes?

dire fjord
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The first time I did yes

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but the second time, I was just saving something that already had been saved after the class was added

restive eagle
dire fjord
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Thanks, I'll check that.

exotic mauve
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might be a dumb question, but I wasn’t really able to find out a definitive answer online: for modeling a game level, is it feasible to use BSP? Or do most developers create the level in Blender/Maya and import it in?

floral heart
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These days, BSP is prototyping only. Perhaps primitive wall/floor geo could remain, but anythiing else will be replaced by models.

exotic mauve
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Awesome, that’s what I was looking for. Thanks!

upbeat trench
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UE really needs a way to flag dodgy assets, you should still be able to open them in a safe mode that doesnt actually load it for preview only opens the asset for modification.

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a way to force compile order of BPs would be great do 😛

safe rose
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@frank escarp which talk was the Fornite optimization one?

upbeat trench
keen nebula
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so i would like some help getting started. I have no applicable knowledge of game design. But I've got an idea for a game that's been burning a hole in my brain for a little while and I think I'd like to pursue it. Unfortunately, I'm on my own and I'm sure this will be a very large and complicated project for a noob. I'm the kind of person that likes to just jump into things and learn by doing. It can be annoying because I generally need hand holding but finding and solving the problems that come up from my own ignorance and real application help me retain information. The idea is an open world RPG. I don't think it will be Skyrim levels of complex but there will be a lot of little moving parts. I don't even know where to begin. So if someone is willing to hold my hand a little, I'd like to start at the bottom and try to figure out what my pipeline is gonna be.

plush yew
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Have you made anything in UE4 before?

keen nebula
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Not really. Played around with some sample projects. Made a house in the FPS thing and walked around a bit. I haven't had a lot of free time the past couple years. But now I got no contract and I find myself thinking about this constantly so I figured I'd give it a legitimate shot.

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I expect, at some point, most of the people here were at this same level of beginning.

plush yew
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How fleshed out is your idea?

keen nebula
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I don't know how to answer that. 5/7?

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At this point I have no super fine details on how any of it will work but I know what I want to do and I'm sure I'll find things to add or remove as it gets worked on

plush yew
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Do you have an idea of all the systems you'll need? Inventory, quests, combat etc.

keen nebula
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Oh, yeah. Like I said I'll probably find things to give or take but at the moment it's ready for something prototypey

plush yew
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I would just start trying to get something working. Get some free assets as placeholders and work on the systems

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Doesn't really matter if you do it "wrong". Chances are you'll scrap the prototype anyway but you'll learn a lot

keen nebula
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So put a guy on a square box and make him do stuff.

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Are these projects rather large? Would it behoove me to go get a new drive dedicated to this?

keen birch
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Nah

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Generally not

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Maybe we backup in case one drive falls ;3

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Done any programming before?

keen nebula
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A little. C and MATLAB

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but I can read it

keen birch
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Alright

keen nebula
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except haskell. That makes no sense to me.

keen birch
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Well, when I learned to program I made dinosaurs (cubes) move around randomly without any kind of pathfinding

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So everyone does weird stuff initially

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Don't worry about that, you'll realize it later and fix it

upbeat trench
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Open World RPG is kinda on the larger end of games to make, Id recommend focusing on a small slice of your larger idea and fleshing out the rest as you go along and find issues

keen birch
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I agree, but I personally started on something way too big as well, and I naturally did that without having to think about it

upbeat trench
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Its how I started too, I still have shelved projects out of my scope for when the day comes. You want to challenge yourself but not demotivate yourself by never seeing the end result, thats why I typically suggest learner projects to get up to speed before attempting the actual one your invested in.

keen birch
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Yeah, I can seet that

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I'm glad I'm not alone in still having stuff labelled "maybe one day"

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😛

upbeat trench
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Im sure everyone has things in their bag of tricks 😃

keen nebula
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I'm a go big kind of guy. I'm not trying to have the whole thing working in the next month or two. I've got the one idea. And I'll start from nothing and keep adding things to it til it fits that concept. In the meantime, I'll probably do useless stuff from tutorials to learn something that eventually get scrapped because they're just me learning the buttons without breaking things. I don't plan on doing smaller projects or other games to learn. That honestly doesn't motivate me. I like having a difficult goal and constantly working towards it. I was actually thinking about streaming my adventures in ignorance. I assume people like to watch someone screw everything up and get frustrated and make that face they make when they finally figure it out.

vale osprey
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The problem is that without experience you won’t know how to add new features such that you don’t have to read-write everything else every time. The other part is that you can spend years thinking and designing some game mechanic but it will fall apart when you actually code it. Working on features and cool ideas is only a small part of making a game, there are plenty of padding work that needs to be done but it’s not creative or interesting.

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Basically why ^ it’s better to start with a very small game

gusty widget
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Not to discourage you, it is good to have a goal to work towards. But as the others have suggested an open world RPG is a very large and complicated project.

To make this a little more clear. I think there are not much succesful and good working open world RPG games created with a team smaller than 50 people in a span of at least 3-4 years, and I think that would already be impressive 😉

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If I was you I would start of with an idea for a small puzzle game or something and just see how far you can get with that. And if you have that experience you can try to make something bigger 😀

floral heart
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When people think of open world RPGs, I'm guessing they imagine Elder Scrolls, and not Realm of the Mad God.

gusty widget
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@floral heart That is true and for a game such as that I might have exagerrated a little. But still even if the art is simple it should be underestimated how much work the programming and game design will take.

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And also why I said not much, because there might be open world rpgs that I dont know about that are still open world rpg but somehow in a way simple enough to create with a smaller team.

upbeat trench
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Yeah even Minecraft took more than a few months to make

novel cobalt
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Hey y’all!

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New here - 2D animator with 3d skills who’s been studying unreal engine

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I got really excited seeing the gdc unreal engine presentations

keen nebula
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@vale osprey So what if I simplified the idea down to nothing. No game. Just the world and a PC to walk around it. Nothing beyond the basic UE physics and controller movement functions.

vale osprey
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@keen nebula give it a try

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either way it will be learning experience

floral heart
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Create a massive landscape, put a store in one corner, an NPC in the other corner, and a repetitive fetch quest leading to the other two corners. Done.

vale osprey
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😄

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the meta MMORPG game

keen nebula
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I don't think you get to be MMO without other players.

floral heart
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And every time you complete the quest, increase the scale of the character's shoulder bones by 1%

vale osprey
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the thing with large projects is that most of what you will do is just learn tools and techniques, not that much of actual game design

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which imho is not all that usefull unless you want to work in a large studio

keen nebula
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I don't. I just wanna make this thing so i stop thinking about it whenever I have 2 idle seconds.

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My problem is I can't find any information on actually creating a world that isn't "open world machine > import"

floral heart
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Starting work on it will definitely fix that.

vale osprey
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you can just manually add landscape segments and sculpt them

novel cobalt
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I’ve been doing tutorials to self teach unreal mostly - are there any ones geared to animators in particular that are useful

vale osprey
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there are plenty of tutorials on youtube on various aspects related to animations

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animations BPs, finite state machines, blending spaces, retargetins, poses and etc

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Epic's tutorial is pretty good starting point

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you can get a glimpse of how basic blocks work and learn other things by experimentation yourself

digital anchor
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opacity doesnt work with two sided foliage?

plush yew
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@keen nebula What do you mean by "creating a world"?

novel cobalt
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Thanks - I’ve added the vids you suggested to my queue. I’m up late watching unreal tutorials and copying them in the engine

keen nebula
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@plush yew like just building the environment. Instead of building huds and inventories and combat systems on a bunch of gray primitives you build the world. Then start adding things

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Plus that will help give me a place to work from in terms of scale and such. Especially when I move from default engine physics to my own.

plush yew
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@keen nebula Environment as in the landscape? Towns?

keen nebula
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yeah. Whole thing.

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I've got the thing. I spent hours on one of those fantasy world generator things fiddlin til I found something I like. It's a big world but it's got a lot of places that I think could be really nice to look at and explore.

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I mean the names were autogenerated and I don't plan on using 'em but that's the world I'm gonna build.

plush yew
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What generator did you use?

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If it gives you a heightmap, there's your starting point

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What you do now is determine your climates and biomes

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Or just biomes

keen nebula
plush yew
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And that'll give you a sense of what types of foliage you need

keen nebula
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I think what I do now is figure out how to get it from there to UE. I've only ever seen importing from world machine or everything already created. And honestly the "for beginners" stuff is really not helpful. Like the live training they did on world composition was how to check a box and then another 50 minutes of general conversation about nothing.

wary wave
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World Machine is where a lot of people would start

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you can touch up a heightmap like that in photoshop to make it processable, then use World Machine to generate the additional data you'd want (e.g. erosion maps etc)

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push that out in a importable file format and get that into Unreal as a simple terrain

pallid compass
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I crash my engine so much recently i am so thankful for m.2 drives

weak sigil
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At least for editing it after you got it imported

pallid compass
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tons and tons to know when it comes to building maps

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compositing, performance, scope, art, details, interactive

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its a huge map imo

leaden garnet
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if it's an open world map for an open world game, not to mention secret chests and stuff like that.

upbeat trench
leaden garnet
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No Mans Sky.... lol

novel cobalt
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I’m starting to somewhat get a handle on stuff from the tutorials I’m digesting. I’m guessing the next step would to be to do some kind of project to practice the area I want to specialize in (animation)

leaden garnet
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Yeah. Wish you the best on your animation journey.

novel cobalt
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I already can animate in 2D and 3D

leaden garnet
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thats awesome

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do you only animate, or do you also do rigging? just wondering

novel cobalt
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Just gotta learn how to make unreal assets or implement maya animations etc

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Animate

meager shell
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Hi guys

leaden garnet
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ahhh

novel cobalt
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I mean I know how to rig too

leaden garnet
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thats even more awesome to hear

novel cobalt
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But animation is pretty specialized

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Unless you are on an indie team or a technical animator

weak sigil
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what are you using for animations?

novel cobalt
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Maya

leaden garnet
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I don't know much about the rigging and animation stuff mostly. Did a Gnomon Workshop tutorial, used Maya.

novel cobalt
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And also flash and harmony for 2d

upbeat trench
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Maya is what Epic uses

novel cobalt
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Yes

upbeat trench
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you just gotta learn the animBP end

weak sigil
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everyone uses maya, why does it have to be so expensive..

upbeat trench
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cuz Autodesk wastes lots of money

leaden garnet
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^

novel cobalt
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It’s free if you aren’t making commercial assets radulfr

leaden garnet
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Feels bad that they took away the perpetual licenses

weak sigil
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not much point otherwise

novel cobalt
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Well to make portfolio content at least

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And to learn and practice

weak sigil
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Yea, learn how to do it one way, so you definitely will have to buy it later on xD

novel cobalt
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It’s a pretty clever business model lol

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Cuz their program is a beast to learn

leaden garnet
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Monthly $190... Wow.

novel cobalt
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Yeap

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Now you know why so many amateurs and indies use blender

leaden garnet
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I wonder if they still have that Game Developer package or something similar where they give 3DS Max as well

novel cobalt
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I can use blender too but I’m portfolio building so maya for me

leaden garnet
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Think it was the entertainment package or something

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Found it

novel cobalt
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I’m 1-2 good maya shots away from being hired by 3d studios tho

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Will be working my butt off on that over next few weeks

leaden garnet
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Any particular job title in mind?

novel cobalt
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Character animator

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I want to do game animation too

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But targeting tv/film for now

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Unreal is great for filmmaking tho

elfin jacinth
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@swift spindle - got a couple more questions for you when you're around

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And, good morning my favorite bunch of coconuts!

leaden garnet
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TV/Film sounds great. UE4 is great for fillms too or so I've heard

elfin jacinth
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Or - good afternoon, good evening.

leaden garnet
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Wasn't there an animated movie made purely inside UE4

novel cobalt
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Yeah character animation is also very specialized

elfin jacinth
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There is an animated show that is completely done in UE4

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There is also the Reflections demo we did for Star Wars at GDC

novel cobalt
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Generally speaking in pipelines I mean

elfin jacinth
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that highlighted Real Time Raytracing

leaden garnet
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I see it in the Community Tab in the launcher

elfin jacinth
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Zafari is done in Unreal Engine 4

leaden garnet
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gonna take a peek

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yeah zafari, thanks

novel cobalt
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Cuz we have to concentrate on acting and physics etc. animation itself is intense

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But smaller indie teams or with technical animators you will see discipline crossover more

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Cuz indie devs have to wear many hats

leaden garnet
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yeah, it sounds really stressful too

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Started to see Indie devs not being happy with Steam

novel cobalt
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Yeah that’s the thing about my studies of unreal

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I want to get an overview to understand it

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But I don’t want to detract from my animation studies and practice in doing so

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Cuz at the end of the day I need to just make good animation

leaden garnet
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Hmmm, I should go to bed now. Will start on C++ programming in this vacation that I got.

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Gnite ^-^

elfin jacinth
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Have fun! Enjoy vacation++

leaden garnet
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I see what you did there xD

novel cobalt
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Sometimes some animators can do scripting and programming too

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But it’s not required

elfin jacinth
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😃 I cannot wait for you to return();

novel cobalt
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( well not for most animator jobs I mean - some do)

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Wouldn’t hurt to have an overview at least

elfin jacinth
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Be sure to say std::cout << "Hello World!" << std::endl; when you get back!

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lol - I forgot how much nerd responding was.

novel cobalt
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Hmm

elfin jacinth
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Spacedad, you're a dad, you like dad jokes don't you?

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NM, I am in the wrong channel. 😃

novel cobalt
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I puff holograms of dad jokes from my laserpipe

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Anyway I gotta figure out what my big cg animation project(s) are gonna be

elfin jacinth
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Good luck!

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Is there a specific topic?

novel cobalt
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Action and acting

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And maybe some animal action

elfin jacinth
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I am listening to Danger Zone by Kenney Loggins, you could do a Top Gun CG, but instead of Tom Cruise, you could use a Sloth in the pilot seat.

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Oh man, instant classic.

pallid compass
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oh no

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i just went full potato

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i forgot how to index a 2d grid to a array D:<

west fractal
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Your Epic Games account has been locked due to multiple invalid login attempts. Please wait 120 minutes before trying to access your account.

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18 hours ago, still locked lmao

pallid compass
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yeah its annoying af

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change ur email

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and ur good

west fractal
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am i getting pummeled by fortnite scammers

wary wave
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probably

cursive dirge
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so nice that Epic combined their games with our developer accounts

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smart move

west fractal
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atleast forum accounts still work

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but yeah lol

pallid compass
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anyone recommend a quick way to draw ur array info on the screen 😂

whole quarry
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print string?

pallid compass
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lil bit too much info for that

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i might draw it in logs maybe

whole quarry
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make a widget to display it?

pallid compass
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nvm that will do LOL

sage hinge
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hello friends, one question, someone knows how to create a puzzle with images in a video game

vale osprey
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@pallid compass draw debug string - will be drawn in 3d space

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two nested loops infront and loop indexes multiplied by some constant become your X Y coordinates

pallid compass
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that is so strange

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it appears that the debug screen is not showing information in a structure when its 0

twin nova
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Has anyone elses 4.19 started running really slow, mine hasnt up until today when i shut down my pc and re opened it to find 4.19 like a potato

vale osprey
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@pallid compass you have structure in the array? check for nulls then

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replace them with something

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otherwise it woudn't know how to print them

manic pawn
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@twin nova use profiler and find out what might be slowing it down?

twin nova
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Profiler?

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Im sorta new to this shiz

twin nova
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I had to re verify the engine, i forgot that was a thing

pure stratus
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Little thing, but makes me happy.

twin nova
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4.19 seems to be broken for me? I started it fine, but today I launched it and it started lagging, so I re-verified it and it started giving me an error code, so I reinstalled it and it still gave me the same error code?

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Can anyone help?

spare blade
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Is there a way to see a HUD of the frames per second as the game plays ?

cinder iron
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@spare blade stat fps on the commandlet

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just press tilda

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and type it

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' <- thats tilda

spare blade
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thanks..

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Now that I can see the HUD how do I turn it off ?

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Also I was able to see the FPS in the editor. How can I also see it while running the VR experience ?

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I figured out how to turn it off.

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Just need to know how to see it while the VR plays

crisp fable
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well i havent been banned from the forums for suggesting tim hobson charged my credit card for a snickers bar so thats good

spare blade
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I figured it out. It appears its as you suggest. As the game plays then ~ stat fps

plush yew
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Hey guys I have a question

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so when you're ready to package

#

what's the difference between shipping and development packaging?

tame flint
#

i am trying to spawn an actor where a line trace hits. It actually spawns the actor(cube), but it places it inside the floor as opposed to on top of it?? any help

pallid compass
#

blueprint why u no have default while loop?!

cedar snow
#

it doesn't ?

pallid compass
#

not a proper one haha :p

cedar snow
#

never used them though

pallid compass
#

wait wtf omg

#

iv never seen that

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3 years in engine

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never seen it once

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mfw

cedar snow
#

not sure if made fun of or not 😄

vale osprey
#

does anyone know why "Zip up project" function is so weird?

#

It completely ignored Plugins folder and some files in Content folder

flat scroll
#

Is it possible to monitor execution of a blueprint during the gameplay, in order to see where it might hang and such? Not sure how exactly call that

cursive dirge
#

@vale osprey what is zip up project? 😄

#

there's some automatic distribution packaging thing?

plush yew
#

well time to actually commit to learning UE4

vale osprey
#

it makes a zip which suppose to contain only the most necessary stuff without all kind of temp folders

#

@cursive dirge ^

cursive dirge
#

ah, so it zips the sources?

#

yeah, never touched that one

safe rose
#

FOrnite Mobile is causing issues at schools, poor teachers.

flat scroll
#

any good ideas how to do a multiple inputs > singe output node? The only one I found was collapsing few "print string" nodes and deleting stuff inside to just get the input pins and one output

plush yew
#

int x{ 1 };
int z{ 2 };
z = ++x; //z = z + x, this would be 3! but it says it is 2!

thorn cradle
#

that's one weird way of initializing ints

plush yew
#

normal c++11

thorn cradle
#

it kinda like looks list initialization IMO

plush yew
#

wtf. you dont use c++?:D

thorn cradle
#

i do

pallid talon
#

When will NVIDIA's RTX be available in UE4 ?

plush yew
#

so you may help me

thorn cradle
#

i just do

int x = 1;
int z = 2;
++z;
plush yew
#

you conservative 😛

#

helloo

#

int x{ 165 };
int z{ 2 };
z = ++x; //z = z + x, this would be 3! but it says it is 2!

#

now your damn ++z is worth peanuts

glossy flame
#

What are you on about man 😄

#

+= isn't the same as ++.

#

z = ++x; doesn't equal z = z + x.

thorn cradle
#

also since you're doing pre-increment

glossy flame
#

That's fine, if they were doing it post it would equal 1, but that's not their misunderstanding

#

They just think z += x is the same thing as z = ++x

pallid talon
#

When will NVIDIA's RTX be available in UE4 ?

plush yew
#

lethalclip... yup.. lol

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ok ok... i wrote z is the same as x + x, which is 2

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i didnt write z is z plus x 😄

glossy flame
#

That's what you wrote in your comment.

#

And no, it isn't x + x.

#

It's x + 1.

plush yew
#

yaaaaaaaaaaa

glossy flame
#

And, at the same time, x + 1 is not the same thing as ++x.

thorn cradle
#

++x modifies x

glossy flame
#

x + 1 is just an expression that does nothing to the variable x, whereas ++x actually changes the value of the variable x itself.

#

Yeah ^

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@pallid talon Epic Games will make support for NVIDIA RTX technology using the DXR API available to Unreal Engine developers later this year.

#

There's nothing more specific than that.

plush yew
#

ok

#

int x{ 55 };
int z{ 22 };
z = x++;
now z won't hold 56, but x does

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z equals 55 + 1

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@glossy flame

#

even after x++ z is still 55

#

@thorn cradle

#

@pallid talon why do you ask such questions? can you afford rtx?

thorn cradle
#

that's because in this case your doing postfix incrementing

#

meaning you'll return 55, then add 1 to x

#

if you do prefix incrementing ++x then you'll get what you want

plush yew
#

hm oki

#

@thorn cradle here my ❤ for you and @glossy flame

#

i have only one. so divide it by 2.

pure stratus
floral lion
#

weird bug maybe and just me - but does anyone else have the editor in 4.19 crash if you try to enter a command into the "non-play" console / output log ?

light star
#

Hey all, I am having some account issues with my account continuing to be locked and I can't seem to find an email to actually reach out to customer support for.

#

Can someone direct me to the right way for this information

cursive dirge
#

how is this related to unreal?

#

I mean that c++ stuff

light star
#

Well its unreal account related and i posted in this chat because it "doesnt fit in other channels"

#

And I cannot find actual information on whom to reach out to about this

#

I currently just get routed to my account information online

cursive dirge
#

@light star ah, I didn't mean you but the 2 screens full of basic c++ before you 😃

#

for your issue, I'd just contact epic support

#

there has to be email somewhere

#

check Get Support for your Epic Games Account

#

lol, the support form goes to fortnite site 😄

#

but yeah, should still work

light star
#

yeahhh the re-routing to certain games confuse me

#

thanks @cursive dirge

ornate juniper
#

Was searching disabled on this server? i can't use the from: modifier to see my old messages

glossy flame
#

Might just be a client bug on your end, sometimes things like that happen

ornate juniper
#

hmm

#

that's all it shows

#

notice how the black box is cut off

glossy flame
#

You shouldn't be typing the @, at least AFAIK

ornate juniper
#

oh

#

ill try that

#

facepalm

#

i'm a dummy, thanks so much

glossy flame
#

👍

grim ore
#

damn... 3 times in 3 days my alt account got locked. this is no bueno

glossy flame
#

It's happened to me a few times too 🙁

#

I think 2FA prevents the account being locked, however

#

(please Epic, add U2F)

grim ore
#

it might. I have 2fa on my main account and it's still ok. my work account is ok as well but no 2fa. I guess they just really like my old one lol

opal ocean
#

I have an actor spawn another actor, and I want to know when that spawned actor is detroyed..

#

best way, event dispatcher?

#

that seems to work 😃

safe rose
#

@opal ocean ?

#

You would know when it got destroyed since you destroy it 😃

#

But there's also an event

#

OnDestroyed

#

Good place for cleanup

opal ocean
#

yeah, but the actor that is spawning the actor(building) needs to know when the item it spawned has been picked up (and therefore destroyed)

#

instead of checking every couple of seconds

#

I bound an event to the on destroy in the building, and it works

#

I only learned how to use event dispatchers this week 😄

safe rose
opal ocean
#

no, from also learning how to use the animBPs, setting up the paragon characters

#

was a good week in terms of learning stuff in Ue4

oak linden
#

How to do level-wide particles (such as a blizzard or rainfall)?

#

I don't imagine copy-pasting particles over the whole level is the way to go

#

I assume I have to attach particles to the player

#

but I'm not sure if there's a better way

wooden thistle
#

Hey guys... Using a new mesh on a existing skeleton/ Animatiors deforms the heck out of my mesh ?

#

If i move the bones to fit the new mesh

#

any way around this ? should i keep the bones where they are and just skin like that ?

median bronze
#

o hai

#

Paragon assets for the win :-p

honest rune
#

@oak linden I'm not sure what others may suggest as the proper way to do "level-wide" weather effects but I would think that the only place where the weather effects matter are within the camera's view.

weak peak
#

hello again everyone

#

if anyone wants to chat random unreal stuff ill be in the genral voice chat channel, come join me!

tame flint
#

when using boxoverlap actor can i use a static mesh actor, or does the actor have to be of object type pawn

paper kernel
#

@tame flint overlaps are bound to collision channels

#

or layers, if you're coming from unity

#

setting actor to pawn would just mean you can add input to it

#

I would like to tip my hat to whoever added Tab-switching between input value nodes when working with multiple nodes

outer needle
#

I'm making a game with blueprints and it plays inside of a tunnel.
I'm probably going to have a procedurally generated tunnelsystem but I want the navmesh to be correct for every part, how should I approach this? Build navmesh on runtime or have it somehow built seperately for every tunnelpart and somehow merge them when they spawn?

errant lintel
#

Is there a way to hide a folder inside the content browser ?

#

I have a folder I need to put inside content folder to copy it when I package the game but there is no .uasset inside :/

floral lion
#

@errant lintel why not place it relative to your Content folder? There is an option for exactly that called "Additional Non-Asset Directories to Copy"

errant lintel
#

@floral lion, I use this one, but the folder must be inside Content folder

floral lion
#

Oh ok - thought relative would also allow ".."

#

You could ignore the folder though

errant lintel
#

yeah not a critical issue at all

floral lion
#

But that won't hide it

errant lintel
#

I hope team mate will not delete it if they find an empty folder haha

dawn linden
#

Put a random asset in it called "Do not delete this folder"? ;)

#

Anyway pretty sure you can't actually delete a folder from within UE if it contains files.

paper kernel
#

there's no point hiding anything anyway

#

someone will always find it

bitter iris
#

I'm getting a Windows SDK error, even though I have VS 2017 installed and Windows SDK 8.1 and 10 installed
Can anyone help

pallid compass
#

not with out an error

bitter iris
#

Error just says Windows SDK 8.1 not installed

pallid compass
#

reinstall with vs launcher

bitter iris
#

Reinstall Windows SDK 8.1?

pallid compass
#

yes

bitter iris
#

I have several times

pallid compass
#

uninstall everything then reinstall

bitter iris
#

UATHelper: Packaging (Windows (64-bit)): ERROR: Windows SDK v8.1 must be installed in order to build this target.
UATHelper: Packaging (Windows (64-bit)): Took 18.4811194s to run UnrealBuildTool.exe, ExitCode=5
UATHelper: Packaging (Windows (64-bit)): ERROR: Command failed (Result:5): C:\Program Files\Epic Games\UE_4.18\Engine\Binaries\DotNET\UnrealBuildTool.exe PXEditor Win64 Development -Project=C:\PatientX\PXEditor\PXEditor.uproject C:\PatientX\PXEditor\PXEditor.uproject -NoUBTMakefiles -remoteini="C:\PatientX\PXEditor" -skipdeploy -noxge -NoHotReload -ignorej
unk. See logfile for details: 'UnrealBuildTool-2018.03.24-11.19.59.txt'
UATHelper: Packaging (Windows (64-bit)): (see C:\Users\JDowl\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.18\UAT_Log.txt for full exception trace)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=5 (5)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

pallid compass
#

sounds like ur registry might be fucked

bitter iris
#

How?

#

I only installed Windows a few days ago

pallid compass
#

if its installed and ur getting that

#

then it cant find the sdk

#

and it finds the sdk from registry paths

bitter iris
#

Is there anyway to fix the registry?

pallid compass
#

u could run cc cleaner but i doubt it will fix it

#

reinstalling the sdk should

#

so the issue could be god knows anything

bitter iris
#

Okay ill try again

bitter iris
#

Right so Windows SDK 8.1 done

#

Now its this

#

UATHelper: Packaging (Windows (64-bit)): ERROR: No 32-bit compiler toolchain found in C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\bin\cl.exe

manic pawn
#

in the vs 2017 installer you should be checking the game dev with c++ thing and the windows 8.1 sdk under individual components

vale halo
#

Random issue - I installed UE4 with a secondary user account (admin), but now it doesn't appear to show when using my main account. Same epic games ID, and previous versions seemed to work fine between them.....but now I can't start nor install 4.19 🤔

#

Anyone experienced an issue like this?

pallid compass
#

Anyone done A* path algo before?>

vale halo
#

To make my issue more interesting - when I open where UE4 stores it's vault/engine paths/etc., I have the entry in there:

{
            "InstallLocation": "D:\\Program Files\\Epic Games\\UE_4.19",
            "AppName": "UE_4.19",
            "AppID": 19040003,
            "AppVersion": "4.19.0-3944462+++UE4+Release-4.19-Windows"
        },
#

I guess I'll try and replace the \\ with a / like the other records in the file

#

I guess that worked! Strange issue though 🤔

upbeat trench
#

eww that drop down is horrible UX

vale halo
#

(If anyone's facing the same issue, go to C:\ProgramData\Epic\UnrealEngineLauncher (or wherever your ProgramData/Epic/UnrealEngineLauncheris), openLauncherInstalled.dat& change all of the\into/(for the 4.19 entry; assuming the rest is using/` for paths)

crisp fable
#

why does unreal use muppet landscape sizes

#

what happened to power of two

real quartz
#

Hey people. What the actual fuck is wrong with 4.19? I just updated to 4.19 and now the fucking engine add Far view plane, what the fuck is that shit? And it adds a fucking screen percentage I don't give a damn about.

That fucking 4.19 ruined my entire project visual, now all the post process materials doesn't work anymore and chameleon and glitch post process too, and the game looks less smooth and lower res even at higher settings, and my viewport is completly broken and its a small viewport and broken viewport, that lower the view and make it look worse each time I change the size of the viewport.

My game was almost close to release and fucking 4.19 ruined it for no fucking reason, I'm pissed off right now. Can there be a way to fix that please? or can I downgrade from 4.19 to 4.18? I'm about to delete everything.

pallid compass
#

pro tip

#

back ur shit up

#

dont always upgrade to latest version

#

source control

#

etc

real quartz
#

How? In backup?

pallid compass
#

You should always back your stuff up

real quartz
#

Yeah... but why 4.19 does this...

pallid compass
#

every version upgrade ever

#

breaks something

#

even when u upgrade

#

the engine warns u

#

make a copy

sinful thorn
#

hi people, I'm trying to install Unreal Studio's 3dsmax Export plugin on 3dsmax 2018, but even though the installer runs, it seems like it hasn't installed anything

pallid compass
#

so if u didnt make a copy then u dun goofed

sinful thorn
#

I tried running as admin too

real quartz
#

I had those post process since 4.11, and I used 4.18 yesterday, 4.19 ruined everything

pallid compass
#

i dont think the maya/max plugins get really any support

real quartz
#

my game was working with older version during the dev time, until 4.19

pallid compass
#

nvm for the lastest version

#

then open ur 4.18 versiona

#

and work from there

real quartz
#

I did but it doesn't work anymore

pallid compass
#

why is that

real quartz
#

Cause when we upgrade or use a newer version we can't go back I think

pallid compass
#

it tells u

#

when u upgrade

#

"make a copy, its made with dif version"

#

did u not do that?

real quartz
#

I didn't cause I thought I'll trust new UE4 version, and why would it happen now? Every older version before never broke anything from my game.

pallid compass
#

then u dun goofed

#

the warning is there for a reason

#

i bet u upgraded with out checking the changes too

#

the engine is a complex piece of work

#

its not perfect

real quartz
#

All I did was installing 4.19 as a new separate download, I didn't updated 4.18 to 4.19

#

and I opened my game with 4.19

pallid compass
#

then it automatically updates it to that version

#

u dun goofed

#

suggest u migrate all content to 4.18 version

#

and then find and fix any missing changes

#

if u can even migrate

real quartz
#

I can't, all folder says it uses a new version of UE4

pallid compass
#

not sure if u can migrate down

#

well u dun goof'd then sir

real quartz
#

I can't migrate new version stuff to old one

pallid compass
#

start debugging and finding issues

#

and fix ur visuals then

real quartz
#

Its 4.19 compleltly

#

completly*

#

it uses those 2 new shitty percent bar on the viewport shit and all games looks lower res and less smooth, even with other games

#

4.19 is a full garbage imo

pallid compass
#

Well lesson learned man,

#

dont be salty

real quartz
#

new features are useless imo too

pallid compass
#

u will know for next time

#

yeah maybe for u, not others

real quartz
#

yeah...

#

but I did before too

#

I always used to duplicate project

pallid compass
#

honestly anyone else in here

#

will roast u for not using source control

real quartz
#

what is source control?

#

idk whats that thing

real quartz
#

I never used that shit

#

I'm not the type of person that really goes into settings and plugins and c++ all that shit

pallid compass
#

Cloud back up or source control is mandatory

real quartz
#

oh

pallid compass
#

if not, ur project becomes fragil

#

as u have just found out

real quartz
#

Yeah

#

Damn I was close to finish my game, and always something needs to ruin everything and my plan

pallid compass
#

be glad its such a minor thing

real quartz
#

does backup folder can save me up on save?

pallid compass
#

and its not a case of u cant even start ur engine

#

nope

#

its for other things

real quartz
#

what then?

#

can't I use backup to make it works with 4.18?

pallid compass
#

i dont know

#

but i really wouldnt because ur prob gonna ruin it even more

#

backup is just auto saves of stuff that h avent saved

real quartz
#

Okay

#

I think I'll just try to uh... maybe just re do some of the post process... but 4.19 really looks more low res and less smooth and more shitty imo

pallid compass
#

u sure u dont have ur render settings turned down

real quartz
#

which render thing?

pallid compass
real quartz
#

Everything is on Cine

#

except shadow, its on high

pallid compass
#

put it to epic not cin

real quartz
#

I did, nothing happens, just make the game like, lower fps

pallid compass
#

peformance issues then

real quartz
#

in epic and cine shadow just has higher poly shadow

pallid compass
#

u prob wann do some profiling

real quartz
#

Okay

pallid compass
#

So this is really odd, one of the canvas's in a widget will not display in mobile sm2 mode o_O

final owl
#

O_o

hazy lynx
#

hey guys!

#

I'm doing performance optimizations... does anyone have any experience with the dilemma between using overlap traces every few frames, or using an overlap component

#

basically I'm wondering if I should have my actor carry a box component and respond to its overlap component or should I replace it with a function that does OverlapMultiByObjectType on timer overy 0.5 seconds or so

fathom heath
#

I'm looking to emulate emergence

upbeat trench
#

Im trying to virtualize vaping

dim arch
#

vector flow maps are good for smoke effects

upbeat trench
#

needs more ray tracing

dim arch
#

hopefully we get a dxr rig at the studio in a few months

#

im hoping you can build a scene with the same lights and switch the rendering engine

upbeat trench
#

sounds like a good performance optimization

broken nimbus
#

Hi
my sky box on android with mali gpu is rendering incorrectly and from what i researched its a precision issue and by checking "Use Full Precision" in material section it does no good
any ideas?

dense patio
#

If i am trying to send all my clients to a new level, how would i do that? (SCENARIO: we have a lobby level everybody needs to join, once joined the server host can intiate a departure to the intended level) .... the servertravel command seems to disconnect the clients and not rejoin, am I doing it wrong?

heavy flicker
#

Anyone else been getting sign in emails telling you about your two factor sign in code? Today I must of gotten 100 emails from all over India, Brazil, etc.

plush field
#

I haven't received that mail, but another saying that my account was blocked due to too many login attempts. Online I found a lot of people with the same problem in the last two weeks. Epic got leaked?

heavy flicker
#

Yeah i jsut managed to fianlly change my password and ai got the confirmation but then got locked out for 120min

flat spade
#

i heard python scripting support was added. will it be available in 4.20?

glossy flame
#

There's no official word on the release timeline other than "in the future", really

#

At least AFAIK

spare blade
#

Whats the best VR AR hardware to use with UE.

#

From my research so far it would appear Oculus is ?

#

But then Oculus doesnt do AR 😦

paper kernel
#

there isn't any AR hardware available yet

#

?

#

or, one that does both

plush yew
#

Lol

#

I just listened to a song

#

And the guy he starts saying

#

"The n**a with blue eyes"

#

Like he is talking about himself

#

wtf

paper kernel
spare blade
#

@paper kernel What are most people purchasing that are developing with UE4 ?

paper kernel
#

well, vive suits for both sit-down and room-scale

#

oculus only does sit-down

spare blade
#

Which is better intergrated with UE

paper kernel
#

I'm pretty sure both work just fine

frank escarp
#

@paper kernel thats misleading as fuck

#

vive does the same as oculus, and reverse

#

the only difference is that vive scales better if you have a HUGE room

#

i think vive can do 5x5 meters well

#

oculus can also do 5x5 meters, but you would probably need 4 cameras and setting that up is a oddysey

#

if you dont have a huge room, oculus is directly better than a vive

paper kernel
#

I wasn't aware of such

frank escarp
#

common misconception from vive fanboys

#

and becouse oculus at launch didnt have hand controllers

paper kernel
#

oh yea now I'm fanboy for not ever using one

frank escarp
#

and when it got hand controllers the tracking wasnt still completely solid and 2+ sensors didnt work very well

#

@paper kernel not calling you a fanboy, just commenting that its a misleading thing vive people have been saying since oculus launch

paper kernel
#

just from developer perspective, not many consumers buy extra cameras for oculus

frank escarp
#

you see actual fanboys defending that to death on every oculus related thread you see

#

and nearly no one uses a 5x5 meter space

#

i create all my games for standing and not really moving much

#

minimum space

#

mostly becouse i myself dont have that much space

#

also PSVR dev

#

wich is hilariously limited

spare blade
#

I am using Oculus at work, and it is amazing. Though I want to buy something for home. Sounds like I should buy a Oculus for my own personal stuff too. Though I would like to build for AR as well, and there is no hardware that does both Ar and Vr ?

frank escarp
#

now that one is absolute garbage (compared to pc ones)

#

you dont have any tracking space whatsoever, and if you get far from the camera you lose precision super fast

#

also 1 camera so exclusively forward facing, and not even proper precision

spare blade
#

@frank escarp "now that one is absolute garbage" Which one are you talking about ? Playstation VR ?

frank escarp
#

yes, psvr

#

its still cool vr, but comparing it to pc its unfair

quaint rose
#

i just need the standard LUT to create my own

frosty bloom
#

Urgh.. Bought First Person Archery in hope of saving some time on the Ranged combat. All i see is hacky ways to do stuff everywhere. Even the weapons is hacky. All static meshes, string is 2 seperate meshes

frank escarp
#

leave a bad review

#

so others can see its hacky

frosty bloom
#

Sure will. He uses construction script to set the bow up. I can't even use this sh*t lol

modern kite
#

Hi guys got a very important question how can i reset my content browsers location in my editor?

plush yew
#

Hey

#

Can anyone here make logos?

#

Like for a game?

wraith fulcrum
#

Hey guys, im trying to import around 9000 meshes from a old RTCW map to UE4, and the engine crash all times, im importing and then drag and droop, what i miss?

modern kite
frosty bloom
#

@modern kite yeah

modern kite
#

Oh i wanted to buy it to save some time for bow mechanics

frosty bloom
#

Well, if you are doing a shooting ranch kinda archery game go ahead. It all depends on the quality one is after and the programming knowledge one possesses as well

modern kite
#

Its for an rpg game like assasins creed origins @frosty bloom

frosty bloom
#

Yeah I would most likely skip this Asset in that case

modern kite
#

Ok

frosty bloom
#

It would give you a head start though if you have zero previous knowledge about Archery / projectile scripts etc.

modern kite
#

btw @frosty bloom im currently trying to reset my ui layout from the editor do you know how to do it?

spare steeple
#

where can i begin trying to find out whats causing my game to freeze randomly?

#

happens to some players more than others

#

logs leave no information

sinful thorn
#

I'm trying to use Unreal Studio.. I start with the template, teleport works fine.. I import my building, teleport works fine.. I import the surroundings, teleport works fine.. I edit one or two materials, I can't teleport anymore

#

I tried with a new project file 5 times so far, always the same result

#

(vr, htc vive)

frail owl
#

I have not been able to find a solution for 4k support on 4.19. Went into this new version today and I am able to get my Ui clean like it is working but not the actual view port in editor. I have unchecked override high DPI scaling behavior and have it scaled by application and in 4.17 where my project is it works just fine. Anything I am missing?

fierce tulip
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report it, im also having issues with 4k screens in 4.19

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sometimes it even randomly changes dpi

grave nebula
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I had DPI issues since 4.18

fierce tulip
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havent used 4.18 so cant tell :p

frail owl
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ok so just making sure, thanks for the info

grave nebula
#

Report it using the dreaded bug submission form. You are definitely not alone on this one.

fierce tulip
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yea not fond of the new bug subm. form

plush yew
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Was finally hit with the Account Locked email

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Should I change my password? Is there 2 factor authentication for Epic accounts?

fierce tulip
#

there is. check lounge btw @plush yew

frail owl
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why are people getting the locked account?

plush yew
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Because Fornite has reached the mainstream and sadly scammers & hackers use this to make money

livid haven
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@plush yew 2 factor authentication is available, yes.

plush yew
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Ye got everything sorted and changed password. Thanks Epic for automatically singing me into the browser when using the Epic Games launcher 😄

sonic yacht
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Hey

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Anyone know how to basically move an object like a model so it can move up, down, left, right and rotate in a zero gravity environment. Then be able to have the VR character set within the model and rotate with the model

floral heart
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surely there's a 6DOF demo project floating around somewhere

latent moth
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I cannot seem to click button in a widget... I have set input mode to UI only, even the mouseover events do not fire, any ideas?

sonic yacht
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Cool found a great tutorial

latent moth
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helpful

sonic yacht
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I was talking to an earlier problem of mine

daring peak
#

On the UE docs, it says "Even though Static Meshes are better performance-wise, Geometry Brushes can occasionally be used without any serious impact as long as the geometry is simple."
How come geometry brushes are less efficient?

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Aren't they the same thing to the engine?

cloud crow
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hey gamesparks is good to make multiplayer games?

tropic pilot
#

is there ANY documentation on the Paragon character animation setup? (yes i know EG will come with a tut soon)

regal mulch
#

@daring peak Hm no. I never checked what is really up with the BSP, but in general you only want to block out with them and later remove them again.

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Or at least turn them into a static mesh

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I think that's an option

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@cloud crow Yes? Kinda weird question. Why are you asking?

daring peak
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My current plan is to just block out, turn into static meshes, and then add detail with custom meshes made in blender

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But I can find next to no information about how this process works in real games

regal mulch
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That's how it's usually done. Block out. Replace with actual detaield mesh

daring peak
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Even walls?

regal mulch
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I would say so

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You block out your whole level and then replace it step by step with the real meshes

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I mean, if you have some walls already that have a texture you'll keep anyway, then use that

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It's more about first blocking out really big parts before wasting time on a model that doesn't make it into the game

daring peak
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Well yeah, but making a separate mesh for each and every wall and floor seems like a massive amount of work

vale jasper
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can someone whose good with animations in unreal engine 4 dm me pls

cloud crow
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@regal mulch i ask cuz idk how many players can i have with it. Any limits?

regal mulch
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Yeah, but you better read that on their page

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There are limits in bandwidth and number of calls per user i think

daring peak
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Does anyone know why the origin of the brush is being moved so far away?

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Or more importantly, how I can reset it?

vale jasper
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anyone able to help me?

fierce tulip
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@vale jasper just ask the question here or on the proper channel and hope for the best.

vale jasper
unkempt perch
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@vale jasper You need to move the root bone along with it if it's a static actor, but if it's a walk motion you need to tie the movement component to the animation and then modify the animation speed by the controller speed.

latent moth
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Hello, I'm trying to multicast an event that is triggered on a UMG, is that possible? I basically have a player slot system so that players can select their role, and I want to populate on every client

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However I've noticed that multicast only runs on the client itself, not on the other clients

unkempt perch
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Make a custom event and make it run server side, then another custom event thats multicast

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so client->server->multicast

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remember anything from client needs to go to server first, then server to clients.

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if you're running as a listen server make sure you make a check if you're the server or not. If you're the server then you don't need to call the server function, just the multicast.

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Also UMG gets weird with replication. I've had to put the variables in the playercharacter BP and propagate it over to the UMG widget.

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make sure your events are set to reliable for replication as well since it's important.

latent moth
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that's what I am doing

plush yew
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Hey

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I need some help

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I'm looking for a Roiling Fire Module grey texture

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But I can't find it anywhere

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Any help?

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I need this

latent moth
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@unkempt perch if I click on the server UMG it works, if I click on the client it does not. The calls are all happening on the game state base since it is replicated

plush yew
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Hello?

unkempt perch
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You literally asked 2 minutes ago

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give people time

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@latent moth what event is your client calling, the multicast or another event leading to the multicast on the server?

latent moth
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the client is calling a reliable run on server

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then the server is multicasting

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so when the client calls the reliable on server actually nothing happens

unkempt perch
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are the variables it's referencing in UMG widget?

latent moth
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yes

unkempt perch
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try putting them in playercharacter

latent moth
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ok let me try

unkempt perch
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and push them from there

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I had issues with UMG replication and that was the only way I could fix it

latent moth
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let me try removing them completely

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right now the server event is not even getting called

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nope it really is the event not getting called

unkempt perch
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where are you calling it from?

latent moth
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is the game state base only a server thing?

unkempt perch
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game state is server only if i remember right

latent moth
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so: when a client clicks a button -> event on Game State Base

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(the run on server one)

unkempt perch
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anything client wise put in playerstate or playercharacter

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I usually just shove them in playercharacter

latent moth
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hum ok let me try that

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(thank you for helping, really appreciated)

unkempt perch
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no problemo

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I'm getting my caffeine fix so i have some time 😂

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@plush yew you'll probably want to ask in #graphics for anything texture wise. Maybe someone has an asset they can help you out with.

latent moth
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thank you @unkempt perch so the trick is to use a player state, so that you have a replica of it on the server

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otherwise a click event cannot call a server event

unkempt perch
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yup, also remember controllers don't exist on the server, and UMG is part of the controller if i remember right.

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so prob why UMG variables are FUBAR when replicating.

latent moth
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yeah

unkempt perch
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(Or I'm more than likely missing something in that regard)

latent moth
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i guess that's a good call

unkempt perch
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😂

latent moth
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lol

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i meant the first one was a good call, not that you missed things 😄

unkempt perch
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i figured lol

latent moth
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now i only need to see how to pass button references, maybe by name

unkempt perch
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you can pass the UI widget then call from there

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playercontroller->UI widget->button

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when you add to viewport promote it to a variable

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and you can reference that

latent moth
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unfortunately not

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these variables are only local

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they are named in the same way but every client has a different one

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so for instance button_1 is None after the multicast

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it makes sense, I just don't know how to get a button by name

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there's no Get Button By Tag or name

unkempt perch
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You'll want to open them up

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either that, or make a function in the UMG

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and call the function from there

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Why do you want to pass the actual button reference though?

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The button should be calling the event, not the other way around 😛

latent moth
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Basically what I want to do is that every client can chose their SLOT in a game. So when you click a button slot, it gets propagated to all other clients

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for instance: I want to be the driver, I click on the DRIVER button and it is locked for everyone else

unkempt perch
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oh that's easy then

latent moth
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for the sake of me I cannot get there

unkempt perch
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make a bool for that slot

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isChosen for instance

latent moth
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on the player state?

unkempt perch
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yup

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then connect that button to that bool in the UMG editor

latent moth
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...connect?

unkempt perch
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i forget the actual term... lemme fire up real quick

latent moth
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oh

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thank you...

unkempt perch
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it's an option in the UMG editor when you have button selected

latent moth
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there's binding but that's for visibility

unkempt perch
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yea thats it bind

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bind it to the bool, then block it out in that logic

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you can create all kinds of binds and bind it to whatever

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You'll prob want to store the client that selects in on the server, then pass their name down so you can show who selected it.

latent moth
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trying... getting closer

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...no.

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oh well

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will try things.

unkempt perch
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yea, UMG and replication can get... interesting lol

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but yea, anything UI wise if you want it to do something in response bindings are the way to go for the most part

latent moth
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there's no way to get a UMG element via its name?

unkempt perch
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when you add to viewport, promote the widget to variable

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also make sure in the UMG editor you have it checked off to make a variable

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then from that widget promoted variable you can pull the buttons off

latent moth
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yeah buttons are all variables

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oh dah fuck got it

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let's see if this works

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😄

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ok gonna need something warm to drink

unkempt perch
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😂

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dem gotcha moments

latent moth
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well F$%k not succeeding

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will google more

unkempt perch
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When i get downstairs on my main comp ill throw something together.

spare steeple
#

still getting random freezes in my game

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i decided to package with debug configuration and launch it from visual studio and play until it happened

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took about 40 minutes but the output showed no callstack and the log just stopped

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without errors

plush yew
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I'm trying to change the color

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But they removed the Out val X Y Z

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Where is it now?

fierce tulip
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thats not a color related thing you are tweaking

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unless alpha

vale jasper
regal mulch
#

What's causing UE4 to just run on low frames (whole Editor and Game) for a couple minutes and then resume to normal?

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Have this for quite a while with all projects (new, existing, updated, etc.)

#

Got that in 4.16 and 4.19 and probably also in between version.

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Is it NVidia Shadowplay or what ever it's called?

silent narwhal
#

Ive heard alot of people have problems with UE and Shadowplay disabling the Overlay might help a bit.

sleek spear
#

how come not all paragon characters have animation and character blueprints?

cinder iron
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to not overwork

grim ore
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They should almost all have their animations but only one of them has the animBP. since the animBP is pretty much the same for all of them no real need to include them all. These are samples for using/learning from and not to just drop into a project and publish.

cinder iron
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they are giving us that for free, so..

sleek spear
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yes but they have already done all this work, so i think it doesnt make sense to not include it for no real reason

grim ore
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they will be releasing more characters in the future. Let them know what you would like to see in those assets and they might include them.

sleek spear
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yes maybe i will, thanks

vale jasper
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I would love for them to make the animations actually move instead of them walking on the spot etc

grim ore
#

move in world space? that's probably not going to happen as that is a different type of animation that they are not using

bitter iris
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@vale jasper o.O?

vale jasper
bitter iris
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Then make anim presets?

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really simple to do

vale jasper
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u may have to explain cause I'm new to ue4

grim ore
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if they used root motion then you might still have the problem as the distance would be fixed and the animation itself not really adjustable due to it being a forced set of values being used for that animation

bitter iris
vale jasper
#

ty

grim orchid
burnt shadow
#

It happens everytime I launch Fortnite

worn granite
#

nothing anyone here can do except guess at troubleshooting.

#

Contact fortnite support

burnt shadow
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Alright did

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I alrady did they didn't help very much

worn granite
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¯_(ツ)_/¯

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maybe post the logs, if they're generated.

burnt shadow
#

yeah, I don't understand what that means

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where do I get the logs

worn granite
#

that means there's no info I can use to guess at the problem

burnt shadow
#

how do I get the crash logs

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@worn granite

cinder iron
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saved/

sage hinge
#

a system to save games with its advances example: life, powers, weapons .. who knows how to do

plush yew
#

Hi, I'm looking for a configuration that allows me to run Unreal Engine. Thanks and have a good day ! 😃

split fulcrum
#

Has anyone here experienced level streaming to work in a weird way, crashing without any apparent reason with an async thread?

plush yew
#

Thanks but, is it still relevant for 2018?

fierce tulip
#

its a good reference, anything above those specs obviously help.

regal mulch
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As long as you don't do anything crazy, you can technically get your average Gaming PC

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And that's it

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Maybe put a bit more RAM into it

plush yew
#

My graphics card does not allow me to open Unreal engine 4. 😂

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And it's a laptop, so I need a new configuration.

fierce tulip
#

I'd suggest to check out some hardware related websites and forums

plush yew
#

Maybe this one ?

latent moth
#

oh damn i didn't know that dedicated servers needed the engine to be compiled manually

regal mulch
#

@plush yew Please just move to a Hardware forum/webiste.
All general Gaming PCs will work for you.

plush yew
#

Thanks

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Sorry for confusion.

paper kernel
#

question: I wanna do a custom gravity volume with similar fade in and out effect as post process volume, how would I go about doing one?

#

like generic overlap trigger but with transition zone

icy ridge
#

Anyone here own and can currently play Scott Pilgrim vs the world the game? I'm looking to get some information on gameplay that I currently cannot test.

vale halo
#

Oooh, looks like 2FA launched to everyone 👍 Cool!

#

Though I kinda wish I could use Google Authenticator 😂

glossy flame
#

Yeah, the email-only solution is a bit annoying when things like OTP generators and protocols like U2F are becoming bigger and bigger

#

Better than nothing I guess ¯_(ツ)_/¯

#

I do find it annoying how your account can get locked out even with 2FA though...

#

Like, if they're just incorrect login attempts and the user has 2FA enabled, what's the point

latent moth
#

does anyone have pointers on how to use advanced sessions with a dedicated server? i am able to make everything run with a listen server but for some reason with a dedicated server clients don’t even get to the main menu of my game

plush yew
#

trying to get sequencer to record my player start, which is connected to a default pawn class blueprint. anyone know how to do this?

silver crown
granite steppe
#

Is anyone elses launcher acting weird?

#

It's showing 4.16 as my latest version and I cant download 4.19

rare spear
#

Anyone noticed the default padding of the border 4.0, 2.0 in fortnite. This really drives me crazy lol.

regal mulch
#

That the Border has a default Padding in general drives me crazy

frosty bloom
#

@silver crown You truly got sick Voxel skills, damnit all them videos looks better & better (When one thinks better no longer is possible)

silver crown
#

Thanks 🙂

fallow hazel
#

Am I the only who has problems with UE's asset management? Besides the usual redirector fun, folders that can't be deleted no matter what, now I've got blueprints in use (even though I'm not using them) and copies of assets which the editor cannot distinguish 😦

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"CRITICAL FAILURE: One or more assets were partially consolidated, yet still cannot be deleted for some reason." 😢

fluid stag
#

yes

#

forever yes

tough quiver
#

Anyone has an idea why my Terrain/Landscape vanishes when i am not clicking on the Landscape Actor?

bitter iris
#

What makes the packaging process go faster? cpu or ram?

#

Im guessing its cpu

manic pawn
#

cpu and ssd

frosty copper
languid quarry
#

Anybody know if Google Vision functions are exposed to UE4

slow musk
#

anyone else getting a "Your Epic Games account is locked" email? I got it twice already and it seems like somebody has been trying to access my account.

#

I emailed Epic last week, but no reply so far

grim ore
#

A large amount of people are getting it and it's recommended that you turn on two-factor authentication if you can

slow musk
#

Oh I see. I already did that. Just wanted to check if anyone else was getting it