#ue4-general
1 messages · Page 207 of 1
@dense patio it sets the fullscreen mode. you still need to toggle it on or off
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.
Vtune is a 3rd party profiling application.
Going to take a wild guess and assume that aqProf.dll is also another 3rd party profiler.
hmm
@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.
kk
the command "fullscreen" toggles between fullscreen and windowed itself
well so i dont code, fyi, at all, so im fumbling my way through this 😛
appreciate the help, but i dont know what you mean by setting fullscreen
in the graph editor i put there
i set the command line to fullscreenmode 0
typing "fullscreen" toggles it on and off
do i put another node past that?
before I do this, deleting these directories is completely safe right?
@unique ocean yes
It is safe to delete the Intermediate and Saved directories.
typing "r.fullscreenmode 0" or "r.fullscreenmode 1" will change the way fullscreen works when you use it
specially with many coders on a single project in a distributed network
Everything in Intermediate is, inherently, a product of other files, thus the name "intermediate"
@grim ore understand
As for Saved, those are generally logs, backups of assets you were editing, and the non-default versions of config files.
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
well the end state is this
if i click on fullscreen it should go to fullscreen for my native resolution
then yeah you wont be able to use the fullscreen command
if i click on bwindow it goes to borderless window
and if i click on the windowed it will go to windowed for my selected "size"
@livid haven so will I have to add back my config file if it contains things such as new collisions?
ah
@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
Saved/Config is stuff you've edited outside of the editor, like if run your game and edit config values through it.
yeah
okay i saw that as a new answer on answerhub
had yet to try it
ill check out the game user settings stuff as well
see if that works
im trying to make our "settings" stuff now, i finished watching your video, but didnt want to roll with paragons setup
the game user settings is the "proper" way to do it now, but r.setres still works
kk, ill stick to proper for now 😛 jsut need to read up on it
again thanks 100000 times over
so glad to have people like you who make this place worth coming to
❤
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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?
Debug your stuff. 😛
Debug?
Sorry to sound profusely newbish
Basically I should go in and make sure nothing sketchy got compiled right
First of all look in to logs, in Saved/Logs to see potential cause of crash
somethign should be written in there
There is a document full of message log text, that would be it right?
yes
@swift spindle Sorry just getting home. Are you sstill running into issues?
@elfin jacinth yeah man.. still not loading properly... (taking forever to load while on net)
tested it on my other system... same deal.
I have not... because my co-workers are not experiencing quite the same thing
Sorry - can you elaborate? Are they having issues, just different ones?
some of them are also having issues getting the launcher to load
Okay, I recommend putting in a help desk ticket.
Does the launcher ever load to the point that you can see anything?
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
Does the stream level node cause the same stutter as open level node/open console command?
it does load eventually... sometimes heh...
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
[2018.03.23-01.57.03:675][802]LogLoad: Game class is 'GameMode'
at the bottom
I'm gonna assume that's not particularly indicative
@swift spindle Okay - I'll ask some questions in the morning
Please be sure to put in that help ticket too
okies
I think I found the problem, but it got more frustrating
The base animation BP I set up closes the editor whenever I open it
I replaced it's Uasset with a backup and nothing changed
I'm really hoping this hasn't killed my game, I don't know what to do
@unique ocean clean out your intermediate and saved folder
you should be fine then
Deleted both directories again, trying once more
Opened the game from the launcher, the folders replacements appear
I'm starting to wonder if there's any alternatives or if I'll have to jump back to a much older backup
Problem still persists
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.
Resorting to a backup version of my game, it seems that UE4 wins today
@dire fjord by any chance you are adding c++ classes?
The first time I did yes
but the second time, I was just saving something that already had been saved after the class was added
hmm, not really sure then. but give a try disabling this inside your editor prefferences
http://prntscr.com/iv4m81
Thanks, I'll check that.
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?
These days, BSP is prototyping only. Perhaps primitive wall/floor geo could remain, but anythiing else will be replaced by models.
Awesome, that’s what I was looking for. Thanks!
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.
a way to force compile order of BPs would be great do 😛
@frank escarp which talk was the Fornite optimization one?
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.
Have you made anything in UE4 before?
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.
I expect, at some point, most of the people here were at this same level of beginning.
How fleshed out is your idea?
I don't know how to answer that. 5/7?
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
Do you have an idea of all the systems you'll need? Inventory, quests, combat etc.
Oh, yeah. Like I said I'll probably find things to give or take but at the moment it's ready for something prototypey
I would just start trying to get something working. Get some free assets as placeholders and work on the systems
Doesn't really matter if you do it "wrong". Chances are you'll scrap the prototype anyway but you'll learn a lot
So put a guy on a square box and make him do stuff.
Are these projects rather large? Would it behoove me to go get a new drive dedicated to this?
Nah
Generally not
Maybe we backup in case one drive falls ;3
Done any programming before?
Alright
except haskell. That makes no sense to me.
Well, when I learned to program I made dinosaurs (cubes) move around randomly without any kind of pathfinding
So everyone does weird stuff initially
Don't worry about that, you'll realize it later and fix it
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
I agree, but I personally started on something way too big as well, and I naturally did that without having to think about it
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.
Yeah, I can seet that
I'm glad I'm not alone in still having stuff labelled "maybe one day"
😛
Im sure everyone has things in their bag of tricks 😃
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.
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.
Basically why ^ it’s better to start with a very small game
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 😉
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 😀
When people think of open world RPGs, I'm guessing they imagine Elder Scrolls, and not Realm of the Mad God.
@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.
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.
Yeah even Minecraft took more than a few months to make
Hey y’all!
New here - 2D animator with 3d skills who’s been studying unreal engine
I got really excited seeing the gdc unreal engine presentations
@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.
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.
I don't think you get to be MMO without other players.
And every time you complete the quest, increase the scale of the character's shoulder bones by 1%
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
which imho is not all that usefull unless you want to work in a large studio
I don't. I just wanna make this thing so i stop thinking about it whenever I have 2 idle seconds.
My problem is I can't find any information on actually creating a world that isn't "open world machine > import"
Starting work on it will definitely fix that.
you can just manually add landscape segments and sculpt them
I’ve been doing tutorials to self teach unreal mostly - are there any ones geared to animators in particular that are useful
there are plenty of tutorials on youtube on various aspects related to animations
animations BPs, finite state machines, blending spaces, retargetins, poses and etc
Epic's tutorial is pretty good starting point
you can get a glimpse of how basic blocks work and learn other things by experimentation yourself
(00:05) - Intro to State Machines (03:48) - Creating the states (05:48) - Jump Start (07:57) - Transition Rules (09:19) - Jump End (11:15) - Wrap up
the start is here: https://www.youtube.com/watch?v=hRO82u1phyw&list=PLZlv_N0_O1ga0IoRrpI4xkX4qmCrhGu56
In this series of videos, Wes Bunn will walk you through the steps to create a third person game. (00:05) - Intro and Play in UE4 (02:17) - Importing FBX ass...
opacity doesnt work with two sided foliage?
@keen nebula What do you mean by "creating a world"?
Thanks - I’ve added the vids you suggested to my queue. I’m up late watching unreal tutorials and copying them in the engine
@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
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.
@keen nebula Environment as in the landscape? Towns?
yeah. Whole thing.
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.
I mean the names were autogenerated and I don't plan on using 'em but that's the world I'm gonna build.
What generator did you use?
If it gives you a heightmap, there's your starting point
What you do now is determine your climates and biomes
Or just biomes
And that'll give you a sense of what types of foliage you need
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.
World Machine is where a lot of people would start
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)
push that out in a importable file format and get that into Unreal as a simple terrain
I crash my engine so much recently i am so thankful for m.2 drives
@keen nebula This seems a good tutorial for map building: https://www.youtube.com/watch?v=W6s-WQKUG90&index=2&list=PLsPHRLf6UN4m1LQhNlRM22np4-4bIcDa4
Welcome to my Unreal Engine 4 Beginners Tutorial series. In this free UE4 tutorial series you will learn all the basics of Unreal Engine 4 including the tool...
At least for editing it after you got it imported
tons and tons to know when it comes to building maps
compositing, performance, scope, art, details, interactive
its a huge map imo
if it's an open world map for an open world game, not to mention secret chests and stuff like that.
No Mans Sky.... lol
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)
Yeah. Wish you the best on your animation journey.
I already can animate in 2D and 3D
Just gotta learn how to make unreal assets or implement maya animations etc
Animate
Hi guys
ahhh
I mean I know how to rig too
thats even more awesome to hear
But animation is pretty specialized
Unless you are on an indie team or a technical animator
what are you using for animations?
Maya
I don't know much about the rigging and animation stuff mostly. Did a Gnomon Workshop tutorial, used Maya.
And also flash and harmony for 2d
Maya is what Epic uses
Yes
you just gotta learn the animBP end
everyone uses maya, why does it have to be so expensive..
cuz Autodesk wastes lots of money
^
It’s free if you aren’t making commercial assets radulfr
Feels bad that they took away the perpetual licenses
not much point otherwise
Yea, learn how to do it one way, so you definitely will have to buy it later on xD
Monthly $190... Wow.
I wonder if they still have that Game Developer package or something similar where they give 3DS Max as well
I can use blender too but I’m portfolio building so maya for me
Think it was the entertainment package or something
Found it
See what’s included in the Media & Entertainment Collection. Download free trials. Access 3D animation tools used by AAA game makers and top Hollywood studios.
I’m 1-2 good maya shots away from being hired by 3d studios tho
Will be working my butt off on that over next few weeks
Any particular job title in mind?
Character animator
I want to do game animation too
But targeting tv/film for now
Unreal is great for filmmaking tho
@swift spindle - got a couple more questions for you when you're around
And, good morning my favorite bunch of coconuts!
TV/Film sounds great. UE4 is great for fillms too or so I've heard
Or - good afternoon, good evening.
Wasn't there an animated movie made purely inside UE4
Yeah character animation is also very specialized
There is an animated show that is completely done in UE4
There is also the Reflections demo we did for Star Wars at GDC
Generally speaking in pipelines I mean
that highlighted Real Time Raytracing
I see it in the Community Tab in the launcher
Zafari is done in Unreal Engine 4
Cuz we have to concentrate on acting and physics etc. animation itself is intense
But smaller indie teams or with technical animators you will see discipline crossover more
Cuz indie devs have to wear many hats
yeah, it sounds really stressful too
Started to see Indie devs not being happy with Steam
Yeah that’s the thing about my studies of unreal
I want to get an overview to understand it
But I don’t want to detract from my animation studies and practice in doing so
Cuz at the end of the day I need to just make good animation
Hmmm, I should go to bed now. Will start on C++ programming in this vacation that I got.
Gnite ^-^
Have fun! Enjoy vacation++
I see what you did there xD
Sometimes some animators can do scripting and programming too
But it’s not required
😃 I cannot wait for you to return();
( well not for most animator jobs I mean - some do)
Wouldn’t hurt to have an overview at least
Be sure to say std::cout << "Hello World!" << std::endl; when you get back!
lol - I forgot how much nerd responding was.
Hmm
Spacedad, you're a dad, you like dad jokes don't you?
NM, I am in the wrong channel. 😃
I puff holograms of dad jokes from my laserpipe
Anyway I gotta figure out what my big cg animation project(s) are gonna be
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.
Oh man, instant classic.
Your Epic Games account has been locked due to multiple invalid login attempts. Please wait 120 minutes before trying to access your account.
18 hours ago, still locked lmao
am i getting pummeled by fortnite scammers
probably
anyone recommend a quick way to draw ur array info on the screen 😂
print string?
make a widget to display it?
hello friends, one question, someone knows how to create a puzzle with images in a video game
@pallid compass draw debug string - will be drawn in 3d space
two nested loops infront and loop indexes multiplied by some constant become your X Y coordinates
that is so strange
it appears that the debug screen is not showing information in a structure when its 0
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
@pallid compass you have structure in the array? check for nulls then
replace them with something
otherwise it woudn't know how to print them
@twin nova use profiler and find out what might be slowing it down?
I had to re verify the engine, i forgot that was a thing
Wow! UE4 has (u)int8–64 predefined: https://docs.unrealengine.com/en-us/Programming/UnrealArchitecture/Reference/Properties
I was missing that so hard in Lumberyard Engine I had to define it myself and include in each project header. That's so cool I have it predefined here 😀
Little thing, but makes me happy.
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?
Can anyone help?
Is there a way to see a HUD of the frames per second as the game plays ?
@spare blade stat fps on the commandlet
just press tilda
and type it
' <- thats tilda
thanks..
Now that I can see the HUD how do I turn it off ?
Also I was able to see the FPS in the editor. How can I also see it while running the VR experience ?
I figured out how to turn it off.
Just need to know how to see it while the VR plays
well i havent been banned from the forums for suggesting tim hobson charged my credit card for a snickers bar so thats good
I figured it out. It appears its as you suggest. As the game plays then ~ stat fps
Hey guys I have a question
so when you're ready to package
what's the difference between shipping and development packaging?

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
blueprint why u no have default while loop?!
it doesn't ?
not a proper one haha :p
A While Loop will continue to execute a portion of a script while its condition is true. Here we discuss some academic uses and some common pitfalls with Whi...
never used them though
not sure if made fun of or not 😄
does anyone know why "Zip up project" function is so weird?
It completely ignored Plugins folder and some files in Content folder
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
@vale osprey what is zip up project? 😄
there's some automatic distribution packaging thing?
well time to actually commit to learning UE4
it makes a zip which suppose to contain only the most necessary stuff without all kind of temp folders
@cursive dirge ^
FOrnite Mobile is causing issues at schools, poor teachers.
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
int x{ 1 };
int z{ 2 };
z = ++x; //z = z + x, this would be 3! but it says it is 2!
that's one weird way of initializing ints
normal c++11
it kinda like looks list initialization IMO
wtf. you dont use c++?:D
i do
When will NVIDIA's RTX be available in UE4 ?
so you may help me
i just do
int x = 1;
int z = 2;
++z;
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
What are you on about man 😄
+= isn't the same as ++.
z = ++x; doesn't equal z = z + x.
also since you're doing pre-increment
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
When will NVIDIA's RTX be available in UE4 ?
lethalclip... yup.. lol
ok ok... i wrote z is the same as x + x, which is 2
i didnt write z is z plus x 😄
yaaaaaaaaaaa
And, at the same time, x + 1 is not the same thing as ++x.
++x modifies x
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 ^
@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.
ok
int x{ 55 };
int z{ 22 };
z = x++;
now z won't hold 56, but x does
z equals 55 + 1
@glossy flame
even after x++ z is still 55
@thorn cradle
@pallid talon why do you ask such questions? can you afford rtx?
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
hm oki
@thorn cradle here my ❤ for you and @glossy flame
i have only one. so divide it by 2.
clang shows the difference between post and pre very well: https://godbolt.org/g/GNnyyw
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 ?
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
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
@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
Support contacts for Epic Games
check Get Support for your Epic Games Account
lol, the support form goes to fortnite site 😄
but yeah, should still work
Was searching disabled on this server? i can't use the from: modifier to see my old messages
Works fine for me https://i.imgur.com/wBdtPQI.png
Might just be a client bug on your end, sometimes things like that happen
You shouldn't be typing the @, at least AFAIK
👍
damn... 3 times in 3 days my alt account got locked. this is no bueno
It's happened to me a few times too 🙁
I think 2FA prevents the account being locked, however
(please Epic, add U2F)
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
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 😃
@opal ocean ?
You would know when it got destroyed since you destroy it 😃
But there's also an event
OnDestroyed
Good place for cleanup
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 😄
@opal ocean from this? https://www.youtube.com/watch?v=EM_HYqQdToE
Announce Post: https://forums.unrealengine.com/showthread.php?101051 This Training Stream takes a look at Blueprint Communication. We find that Unreal Develo...
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
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
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 ?
@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.
hello again everyone
if anyone wants to chat random unreal stuff ill be in the genral voice chat channel, come join me!
when using boxoverlap actor can i use a static mesh actor, or does the actor have to be of object type pawn
@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
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?
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 :/
@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"
@floral lion, I use this one, but the folder must be inside Content folder
yeah not a critical issue at all
But that won't hide it
I hope team mate will not delete it if they find an empty folder haha
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.
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
not with out an error
Error just says Windows SDK 8.1 not installed
reinstall with vs launcher
Reinstall Windows SDK 8.1?
yes
I have several times
uninstall everything then reinstall
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
sounds like ur registry might be fucked
if its installed and ur getting that
then it cant find the sdk
and it finds the sdk from registry paths
Is there anyway to fix the registry?
u could run cc cleaner but i doubt it will fix it
reinstalling the sdk should
so the issue could be god knows anything
Okay ill try again
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
in the vs 2017 installer you should be checking the game dev with c++ thing and the windows 8.1 sdk under individual components
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?
🤔
Anyone done A* path algo before?>
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 🤔
eww that drop down is horrible UX
(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)
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.
pro tip
back ur shit up
dont always upgrade to latest version
source control
etc
How? In backup?
You should always back your stuff up
Yeah... but why 4.19 does this...
every version upgrade ever
breaks something
even when u upgrade
the engine warns u
make a copy
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
so if u didnt make a copy then u dun goofed
I tried running as admin too
I had those post process since 4.11, and I used 4.18 yesterday, 4.19 ruined everything
i dont think the maya/max plugins get really any support
my game was working with older version during the dev time, until 4.19
I did but it doesn't work anymore
why is that
Cause when we upgrade or use a newer version we can't go back I think
it tells u
when u upgrade
"make a copy, its made with dif version"
did u not do that?
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.
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
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
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
I can't, all folder says it uses a new version of UE4
I can't migrate new version stuff to old one
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
new features are useless imo too
I never used that shit
I'm not the type of person that really goes into settings and plugins and c++ all that shit
Cloud back up or source control is mandatory
oh
Yeah
Damn I was close to finish my game, and always something needs to ruin everything and my plan
be glad its such a minor thing
does backup folder can save me up on save?
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
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
u sure u dont have ur render settings turned down
which render thing?
put it to epic not cin
I did, nothing happens, just make the game like, lower fps
peformance issues then
in epic and cine shadow just has higher poly shadow
u prob wann do some profiling
Okay
So this is really odd, one of the canvas's in a widget will not display in mobile sm2 mode o_O
O_o
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
I'm looking to emulate emergence
Im trying to virtualize vaping
vector flow maps are good for smoke effects
needs more ray tracing
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
sounds like a good performance optimization
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?
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?
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.
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?
Yeah i jsut managed to fianlly change my password and ai got the confirmation but then got locked out for 120min
i heard python scripting support was added. will it be available in 4.20?
There's no official word on the release timeline other than "in the future", really
At least AFAIK
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 😦
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 What are most people purchasing that are developing with UE4 ?
Which is better intergrated with UE
I'm pretty sure both work just fine
@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
I wasn't aware of such
common misconception from vive fanboys
and becouse oculus at launch didnt have hand controllers
oh yea now I'm fanboy for not ever using one
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
just from developer perspective, not many consumers buy extra cameras for oculus
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
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 ?
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
@frank escarp "now that one is absolute garbage" Which one are you talking about ? Playstation VR ?
does anybody of you has the LUT which could be downloaded earlier here? https://docs.unrealengine.com/en-us/Engine/Rendering/PostProcessEffects/UsingLUTs
i just need the standard LUT to create my own
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
Sure will. He uses construction script to set the bow up. I can't even use this sh*t lol
Hi guys got a very important question how can i reset my content browsers location in my editor?
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?
@frosty bloom you mean this here https://www.unrealengine.com/marketplace/first-person-archery?sessionInvalidated=true
@modern kite yeah
Oh i wanted to buy it to save some time for bow mechanics
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
Its for an rpg game like assasins creed origins @frosty bloom
Yeah I would most likely skip this Asset in that case
Ok
It would give you a head start though if you have zero previous knowledge about Archery / projectile scripts etc.
btw @frosty bloom im currently trying to reset my ui layout from the editor do you know how to do it?
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
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)
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?
report it, im also having issues with 4k screens in 4.19
sometimes it even randomly changes dpi
I had DPI issues since 4.18
havent used 4.18 so cant tell :p
ok so just making sure, thanks for the info
Report it using the dreaded bug submission form. You are definitely not alone on this one.
yea not fond of the new bug subm. form
Was finally hit with the Account Locked email
Should I change my password? Is there 2 factor authentication for Epic accounts?
there is. check lounge btw @plush yew
why are people getting the locked account?
Because Fornite has reached the mainstream and sadly scammers & hackers use this to make money
@plush yew 2 factor authentication is available, yes.
Ye got everything sorted and changed password. Thanks Epic for automatically singing me into the browser when using the Epic Games launcher 😄
Hey
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
surely there's a 6DOF demo project floating around somewhere
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?
Cool found a great tutorial
helpful
I was talking to an earlier problem of mine
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?
Aren't they the same thing to the engine?
hey gamesparks is good to make multiplayer games?
is there ANY documentation on the Paragon character animation setup? (yes i know EG will come with a tut soon)
@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.
Or at least turn them into a static mesh
I think that's an option
@cloud crow Yes? Kinda weird question. Why are you asking?
My current plan is to just block out, turn into static meshes, and then add detail with custom meshes made in blender
But I can find next to no information about how this process works in real games
That's how it's usually done. Block out. Replace with actual detaield mesh
Even walls?
I would say so
You block out your whole level and then replace it step by step with the real meshes
I mean, if you have some walls already that have a texture you'll keep anyway, then use that
It's more about first blocking out really big parts before wasting time on a model that doesn't make it into the game
Well yeah, but making a separate mesh for each and every wall and floor seems like a massive amount of work
can someone whose good with animations in unreal engine 4 dm me pls
@regal mulch i ask cuz idk how many players can i have with it. Any limits?
Yeah, but you better read that on their page
There are limits in bandwidth and number of calls per user i think
Does anyone know why the origin of the brush is being moved so far away?
Or more importantly, how I can reset it?
anyone able to help me?
@vale jasper just ask the question here or on the proper channel and hope for the best.
https://gyazo.com/43c4de092becc9daaa24ec74edbab8a2?token=f1f199c64028fa34b717be6cdcda4449 do u know why this animation isnt actually moving forwards?
@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.
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
However I've noticed that multicast only runs on the client itself, not on the other clients
Make a custom event and make it run server side, then another custom event thats multicast
so client->server->multicast
remember anything from client needs to go to server first, then server to clients.
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.
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.
make sure your events are set to reliable for replication as well since it's important.
that's what I am doing
Hey
I need some help
I'm looking for a Roiling Fire Module grey texture
But I can't find it anywhere
Any help?
I need this
@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
Hello?
You literally asked 2 minutes ago
give people time
@latent moth what event is your client calling, the multicast or another event leading to the multicast on the server?
the client is calling a reliable run on server
then the server is multicasting
so when the client calls the reliable on server actually nothing happens
are the variables it's referencing in UMG widget?
yes
try putting them in playercharacter
ok let me try
and push them from there
I had issues with UMG replication and that was the only way I could fix it
let me try removing them completely
right now the server event is not even getting called
nope it really is the event not getting called
where are you calling it from?
is the game state base only a server thing?
game state is server only if i remember right
so: when a client clicks a button -> event on Game State Base
(the run on server one)
anything client wise put in playerstate or playercharacter
I usually just shove them in playercharacter
no problemo
I'm getting my caffeine fix so i have some time 😂
@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.
thank you @unkempt perch so the trick is to use a player state, so that you have a replica of it on the server
otherwise a click event cannot call a server event
yup, also remember controllers don't exist on the server, and UMG is part of the controller if i remember right.
so prob why UMG variables are FUBAR when replicating.
yeah
(Or I'm more than likely missing something in that regard)
i guess that's a good call
😂
i figured lol
now i only need to see how to pass button references, maybe by name
you can pass the UI widget then call from there
playercontroller->UI widget->button
when you add to viewport promote it to a variable
and you can reference that
unfortunately not
these variables are only local
they are named in the same way but every client has a different one
so for instance button_1 is None after the multicast
it makes sense, I just don't know how to get a button by name
there's no Get Button By Tag or name
You'll want to open them up
either that, or make a function in the UMG
and call the function from there
Why do you want to pass the actual button reference though?
The button should be calling the event, not the other way around 😛
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
for instance: I want to be the driver, I click on the DRIVER button and it is locked for everyone else
oh that's easy then
for the sake of me I cannot get there
on the player state?
...connect?
i forget the actual term... lemme fire up real quick
it's an option in the UMG editor when you have button selected
there's binding but that's for visibility
yea thats it bind
bind it to the bool, then block it out in that logic
you can create all kinds of binds and bind it to whatever
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.
yea, UMG and replication can get... interesting lol
but yea, anything UI wise if you want it to do something in response bindings are the way to go for the most part
there's no way to get a UMG element via its name?
when you add to viewport, promote the widget to variable
also make sure in the UMG editor you have it checked off to make a variable
then from that widget promoted variable you can pull the buttons off
yeah buttons are all variables
oh dah fuck got it
let's see if this works
😄
ok gonna need something warm to drink
When i get downstairs on my main comp ill throw something together.
still getting random freezes in my game
i decided to package with debug configuration and launch it from visual studio and play until it happened
took about 40 minutes but the output showed no callstack and the log just stopped
without errors
What happened to the X Y Z?
I'm trying to change the color
But they removed the Out val X Y Z
Where is it now?
@unkempt perch I don't understand what u mean https://gyazo.com/c0ea74a8f2a360457c8d419b79f22f72
What's causing UE4 to just run on low frames (whole Editor and Game) for a couple minutes and then resume to normal?
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.
Is it NVidia Shadowplay or what ever it's called?
Ive heard alot of people have problems with UE and Shadowplay disabling the Overlay might help a bit.
how come not all paragon characters have animation and character blueprints?
to not overwork
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.
they are giving us that for free, so..
yes but they have already done all this work, so i think it doesnt make sense to not include it for no real reason
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.
yes maybe i will, thanks
I would love for them to make the animations actually move instead of them walking on the spot etc
move in world space? that's probably not going to happen as that is a different type of animation that they are not using
@vale jasper o.O?
https://gyazo.com/43c4de092becc9daaa24ec74edbab8a2?token=f1f199c64028fa34b717be6cdcda4449 I do not wish for them to run on the spot because I wanna make cinematics with them and I cant now 😭
u may have to explain cause I'm new to ue4
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
ty
I been having problems with my Fornite crashing and it's been giving me a crash.
It happens everytime I launch Fortnite
nothing anyone here can do except guess at troubleshooting.
Contact fortnite support
that means there's no info I can use to guess at the problem
saved/
a system to save games with its advances example: life, powers, weapons .. who knows how to do
Hi, I'm looking for a configuration that allows me to run Unreal Engine. Thanks and have a good day ! 😃
Has anyone here experienced level streaming to work in a weird way, crashing without any apparent reason with an async thread?
Thanks but, is it still relevant for 2018?
its a good reference, anything above those specs obviously help.
As long as you don't do anything crazy, you can technically get your average Gaming PC
And that's it
Maybe put a bit more RAM into it
My graphics card does not allow me to open Unreal engine 4. 😂
And it's a laptop, so I need a new configuration.
I'd suggest to check out some hardware related websites and forums
Maybe this one ?
oh damn i didn't know that dedicated servers needed the engine to be compiled manually
@plush yew Please just move to a Hardware forum/webiste.
All general Gaming PCs will work for you.
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
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.
Oooh, looks like 2FA launched to everyone 👍 Cool!
Though I kinda wish I could use Google Authenticator 😂
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
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
trying to get sequencer to record my player start, which is connected to a default pawn class blueprint. anyone know how to do this?
Quick teaser of my upcoming Voxel Plugin: https://www.youtube.com/watch?v=KPXsMd6BEO0
Is anyone elses launcher acting weird?
It's showing 4.16 as my latest version and I cant download 4.19
Anyone noticed the default padding of the border 4.0, 2.0 in fortnite. This really drives me crazy lol.
That the Border has a default Padding in general drives me crazy
@silver crown You truly got sick Voxel skills, damnit all them videos looks better & better (When one thinks better no longer is possible)
Thanks 🙂
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 😦
"CRITICAL FAILURE: One or more assets were partially consolidated, yet still cannot be deleted for some reason." 😢
Anyone has an idea why my Terrain/Landscape vanishes when i am not clicking on the Landscape Actor?
cpu and ssd
@fallow hazel Sounds like you're just having barrels of "fun" with redirectors. If you've not cleaned them up, I'd recommend doing so ASAP. be mindful of source control though!
https://docs.unrealengine.com/en-us/Engine/Basics/Redirectors
Anybody know if Google Vision functions are exposed to UE4
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
A large amount of people are getting it and it's recommended that you turn on two-factor authentication if you can
Oh I see. I already did that. Just wanted to check if anyone else was getting it