#ue4-general
1 messages · Page 208 of 1
The current thought is due to the popularity of fortnite a lot of people are trying to take over accounts and unfortunately those are tied to our Unreal Engine accounts
are we sure the problem isnt with the two factor authentication? lol
Has anyone else had issues with the translation gizmo and scale gizmo in the editor not displaying properly?
I noticed that it had happened after I updated to 4.19
Translation gizmo doesn't show up entirely and the scale gizmo is reduced to thin lines instead of the usual trapezoid
Rotation seems to work competely normally
so guys heard about enjin? the guild hosting site? Looks like they are trying to get in contact with Epic to develop a form of collaboration
i've seen that site quite a lot looks like they are looking to connect UE developers with each other and also with their customers from the looks of what they are doing with unity right now
reckon that would help us developers reach out to a larger audience if we could advertise to their web owners and clans?
Is there an easy way to paint textures onto the landscape without setting up heights? I just want to sprinkle a little gravel here and there...
Decals?
They've never been a problem for me but then again I never used them in extreme quantities
So someone else can confirm or deny for me
Decals will murder your PC in large quantities
I'd just paint using the noise brush, personally
Or the pattern brush
has anyone successfully exported single textures from the paragon assets?
I am interested in the female Hair textures (Root, ID, Depth,Alpha etc), As I'd like to base my hair sheets on that
Laying out UVs without the texture is pretty hard 😛
@slow musk This is what`s going on with the UE4/Fortnite-hacking : https://kotaku.com/whats-really-going-on-with-all-those-hacked-fortnite-ac-1823965781
Someone managed to hack into my account and use 25 dollars to buy V-coins for Fortnite. Tried contacting Epic several times, but they`re not replying. Sad.
All, simple question: I'd like to do a simple climb over obstacle (like a fallen tree or a fence), but all of the tutorial I find end up doing complete climbing or jumping vaults and such. Can someone tell me a good starting point? For instance, is such a climbing just a lower jump with a climbing animation?
@fervent lake Friend of mine had someone buying the PVE content upgrade. They replied eventually and refunded.
I just finished packaging my game, Its now not opening up for some reason. Anyone can help?
the name of the .uproject file must match the name of the project passed in the command line
getting this weird error when creating a 4.19 project on a server based partition
4.18 projects works fine
what oyu mean project passed inthe command line
my uproject is the same as my ue4 project?
yes
confirmed 3 times
tried making projects with all the different templates within 4.19
still same
never seen that, try right-click "Switch Unreal Engine Version"
did you migrate to 4.19?
when changing the project to a local folder on the pc it works
no its a new project
blank new project
no template
when changing the project to a local folder on the pc it works
what do you mean with that?
network folder?
yes
hm, never tried that
its currently on a network partition, the strange thing is that 4.18 works on the network folder
but not 4.19
Is there anyone working on a triple A environment over here? I have a single and simple question about company practices
a) yes and b) what do you want to know?
the answer is sub-levels
@wary wave is functional testing a common practice at all?
close enough 😃
XD hahaha
I'm used to do always functional testing but somehow it seems that is not as usual as it should, but I dont have enough data to conclude if thats something a lot of companies do or dont
for me as programmer, that uses those environments
it's like 40% programming, 60% playing the game
and then report all issues that come up, including environment
well QA testing is another topic to talk about
I'm more about functional testing
Code coverage
So a suit to test specific features like unit tests
unit tests are not common, no
no, more about regression tests
ah
and you can't really automate them in most game specific cases
yeah, therein lies the problem generally speaking
there are a few things you can usually test deeper down in the engine itself
i got a question in UE4, can you use the Unreal Tournament as the base reference of your game, you just modded it to make it a little different. If i remember in UDK, you can use the UT game as your reference, its one of the basic template of UDK when you create a project
but for the bulk of your game, you're reliant on having people actually test the product
well, for everything that is code, you sure do tests
not unit most of the time though
code coverage is a must for large projects though
but everything that extends to gameplay
you can't really automate
I mean there are levels and levels
For example for the plugins at piperift we have a high-end system for automated tests relying on single features (unit) and the combination of them (system)
But it seemed like companies rely mostly on user manual testing + QA testing.
well, because you can't really just take one solution like a UnitTest framework and be done with it
Obv QA testing complements the first practice
most, if not all cases are highly specific
and writing automatic tests for those is a huge task
auto tests end up saving time and money in the long run
the only automated tests we're using here are on the build machines, and they basically only check that the build is compiling, blueprints are compiling, and that asset references are valid
Do companies like DICE, Activision, Epic. Automate test at all?
i think they mix test?
I'd assume they have some level of automated tests
automate and human right?
That would take a lot of time @pallid compass
can confirm Unit testing is not common
Needing human interaction for automated tests is dumb XD
moreover
if you propose it they will look at you like you are madman
not humans for automated
automated humans 🤔?
Ah aaah got you ! XD !
i blame u guys
Hehehehe
i actually use my A* algorithm to test if u can get outside the map at all
So i got 2 no's @wary wave @devout gulch to sum up
league of legends use automated testing
if you work at really big studios like Ubisoft it might be more common
but in your average AAA studio not really
well, in case of league of legends it might make sense
normally imo
when you have a rigid gameplay framework that doesn't change for a decade
Its more money at the end of the day, but can save you a bit the ass
it might be efficient to write automated tests for those
u want to auto test anything thats not built non orthogonal that can be effected by other systems when u make changes to X systems
any agile development with a 1-3 year cycle with a somewhat small team, not worth, imo
Well usually from an input you spect certain output with certain deviations
you know "pragmatic programming"
So they can
what you can't really test is implementation of specific uses of those systems
you still setup automated tests for it
but it's getting more complex
the thing is, unit tests for software are very cost effective
you take a framework and get value out of it
I have or rather had unit test coverage for my Ability Framework
but then I made so many architectural changes that I just removed them
but in the end I'm going to reintroduce them
it's so much easier to catch regressions this way
Good to know what you guys do in your respective companies
I see
how do you test 3D stuff though?
you would need a very custom system for that
testing several outcomes
non determistic outcomes with physics
it would be a mess
depends what you ask in 3d
and not cost effective at all
@rose bison with our system
I just think it's feasable for 90% of gameplay cases
3'd is just 2'd with an extra axis dont be spooked
and that is what matters
you could write tests for certain strategy game mechanics
general action games or shootery games, not so much
In game information
You dont need to compare pixels
Unreal already gives you information to test stuff
For example one thing i had to test was physics serialization
Having in mind certain deviation produced by a posible substeping error
Ill keep asking around to see what people do, I'm quiet interested in collecting a common answer
What programs are there to open Pak files?
My pak file is 25gb an just tryna figure out whats taking the space
I don't think you can just open an Unreal Pakfile and look at the contents so easily
You can visualize that info in engine. Tou are not suposed to open pak files
I would say it is even ilegal
but you can look at the source content easily enough and work out where the space is going
and there's nothing illegal about decompiling pak files
it is however not easy
Is there anyway to package only whats being used?
You can exclude directories to cook
And include maps to cook
Maybe you are cooking too much
it's not really possible to package 'only what is used', because there's no real way of knowing what might be loaded at run time
ill show you the package area 2 secs
you can however manually exclude directories etc, as vorixo says
Ugh cant see there im on mobile XD haha
Just turn off UsePakFile, then package and examine the resulting Content directory. It will show the exact same assets that are going into the pak file.
yh
So what settings should I be ticking
Hey everyone!
Can I get some legal advice about UE4 here?
Specifically, can I publish my game's sources & assets (excluding any UE4 stuff) under WTFPL license?
Can anyone help? Im not getting access to https://github.com/EpicGames even though i have registered everywhere and linked my accounts. Should i write to support?
What makes the Level Sequence Cinematic render goes faster? It doesn't seem to be loading up the CPU and GPU the way i am used to.
Yes. We aren't official, so you'd need to properly contact their support via email.
@uncut wraith
Why did it tag Denny
huh?
freudian slip
Probably hehe
Alright, thanks.
any idea how is it possible to restore a skeletal mesh which was in ragdoll state?
I disabled the physics simulation and tried to reset the relative transform of the skeletal mesh component, but for some weird reason the mesh still ends up being in a random location in the other side of the world
UE4 should have like a seperate Tree for sockets, like you attach them to Bones but they won't be inbetween and everywhere in such a mess
I get that when trying to make an apex cloth, any idea how I could fix it?
and ideally, fix it on 3d max or zbrush
does anyone know when well get a DRX branch of UE4? 😃 would be nice to put the titan to work
u talking about d3d12?
well, its an extension of Dx12 yes
ive been holding it since 4.12.. getting blue overhere
DX12 is low priority
I cant imagine my self working outside of data assets now
Vulkan is much more useful, since it's cross-platform
i really dont know how i lived using structs and data tables
well since they got the Raytracing demo up and running, there should be a branch there somewhere..
@crude rock they said like 30 days on some nvidia talk, and does it even run on Titan?
I thought at least nvidias tech required Voltas
Any idea when vulkin is coming
NVIDIA Volta GPU
NVIDIA driver version 396 or higher (to be released in early April)
Windows 10 RS4
Microsoft’s DXR developer package, consisting of DXR-enabled D3D runtimes, HLSL compiler, and headers
yeah they are
so maybe a year or two before its stable in ue4?
drx runs on more gpu while rtx is volta only
yeah, but it is possible to get the Titan V today so..
but I'm assuming that RTX would be the one to arrive first as that's what they demonstrated
heh
Note that DXR is an experimental feature of DirectX as of Windows 10 RS4, and is targeted at developers only. This means that developer mode must be enabled in Windows in order to run DXR applications. (Settings → Update & Security → For developers).
i wouldnt rush to something like this, if ur winning to spend X money on a titan V
wtf is RS4 even?
because there is no promise its all gonna work from A to B
but thats just me
unless its for a personal fun project then go for it
ofc not, but we are looking into new stuff in the research division in my company.. so we're getting a couple of titan Vs anyway
Release 4? Idk
Windows 10 Redstone 4 (RS4) Builds Changelog - UPDATED on Mar 23, 2018: Addition of Windows 10 Insider Preview build 17128. Microsoft has released the new Windows 10 version "Windows 10 Fall Creators Update" to public on October 17, 2017. Now the...
ah
Oh lol
it's upcoming update
Microsoft has released the new Windows 10 version "Windows 10 Fall Creators Update" to public on October 17, 2017. Now the company has started releasing builds for the next version of Windows 10 codenamed as Redstone 4.
what's the difference between data asset and data table?
does the former also load the stuff on request?
@pallid compass I believe, with no certainty whatsoever, it's based on the order of first appearance of the category in the header... Maybe..Or not
Shouldn't hot reload on header changes, it's asking for trouble
Can anyone help me with steamworks
ooo vaei it worked ;o
@cursive dirge Since DXR is part of D3D12, does that mean that UE4 is going to have a better support for D3D12?
@tough quiver no
Oh, that's unfortunate :/
anyone know a solution for "XAPK file validation failed" for android?
Hello, or can we find good texture to import into my Unreal Engine 4? Thank you in advance.
Good morning Discord friends!
Hey I'm not your friend buddy
@plush yew there are some free textures on the marketplace from GameTextures, alternately you can try game textures online
Hi, I'm a noob at unreal and having a bit of an issue; I updated my project from 4.18 to 4.19, but when I do it doesn't seem to carry over/make new dlls? Everytime I try and open up the converted project I get 'missing/different version dll files, rebuild?' and I click Yes, then It tells me that doesn't work and to do it manually
'Beneath' being the name of the project
A. Please use the output log when diagnosing errors as VS tends to mess it's error dialog up ^^
Alright
guys cna anyone help
i gave a key to a friend totest my game
it says connection time out
Mind elaborating on a key?
steam key
Steam, itch, etc.?
Its not showing in his library
Hm, well that sounds like a steam issue 🤔 Is he sure his internet is working/etc.?
That's probably not the issue then
https://steamcommunity.com/discussions/forum/1/648814841524404791/ looks like that's a really weird issue 🤔 If he hasn't yet, ask him if he can reboot his computer...that generally helps fix weird issues
After 8 month of work our game is finally out !!!!! I will glad if you can test it and give me some feedback
https://play.google.com/store/apps/details?id=com.NorthWind.SkyEdge
here you can see some of the screenshots from game
its made with unreal engine 4
...dive into the strange real... buddy you just made my standards I'll hold you to like 50x higher
also go post to /r/acecombat/
fan-made other games are welcome there
Hmm, is this place suitable for noobs getting into UE4?
what area of UE4?
Probably level design and graphics
Dunno, but I don't see why it wouldn't be
Thanks 👍🏻
I see that DataSmith doesn't show that it runs in Linux, but does UnrealStudio run in Linux?
Unreal Studio isn't really an application.
It's basically a name for the suite of Datasmith and UE4.
https://gyazo.com/6c6942b03e790a0f86ba724f9a7729a1 why does this always fail? its on my player and i have no clue why the cast fails
Well, a cast would fail if the object you put in isn't actually of that type.
So... work backwards from that?
i'm casting to a game instance and the wild card is game instance. what am i missing?
omg
I assume the GI stands for GameInstance and thus GI_CustomPlayerSettings is based on GameInstance, but they're not the same thing.
Also, wouldn't be any reason to cast from GameInstance to GameInstance anyways - you already have it as a GameInstance reference.
i just saved my project closed and reopened it and went back into the project settings and it was set to none. so i changed it to GI_CustomPlayerSettings and it worked
Meaning your GameInstance class wasn't set to GI_CustomPlayerSettings anymore?
i did set it to that. but it changed back to none for some reason
wrong chat. sry.
Huh, weird.
anybody use World creator 2 with UE4 in here? have some questions before i go spending 300$ on something i have no clue about
@dense patio Get this http://quadspinner.com/gaea
@coarse wigeon that is a pretty nice find, and its reasonable for pricing
i wonder how ue4 integration is?
It should just work.
have you used it yourself?
i like the price, and ill do some looking it up, just wondering
I personally have not tried it. But I know people have been using it with UE4
nods kk ill do some searching, thank you 100% for the find
really nice to know more tools are out there
i wish more people would go to the substance route
pay monthly till you reach the max payment
as an artist i cant afford 10K worth of tools needed all at once
Very much agreed
@dense patio The subscription route always ends up being more expensive, unfortunately. You pay $90 more for substance per year if you pay monthly.
And yeah, Gaea is great, it's just incomplete. It's in a very unfinished state right now, the full release is in early Q2 this year.
sure... but i can afford that monthly
i cant afford 280 this month
or next month
i mean lets sum up some prices
A valid point. Still, just something to keep in mind.
500 for zbrush + 300 for 3dcoat + 400 for substance suite + 50 monthly for Adobe Creative Suite + 280 for maya
280 month **
so each month im already shelling out 350+
3dcoat is kinda rundundant in that list.
Use Maya to uv map
You have literally no reason to UV a highpoly
retopo
Quaddraw.
I dunno, Unfold3D (both the plugin and the standalone app) seem to do a pretty good job for me.
personal pref at this point
Whatever works though, yeah
i love 3dcoat 😛
anyway, all i am saying is, they should offer
ill pay the 90$ more for a longer period
at least i can use the app now, today, and get more clients
which helps me pay it off sooner
i guess i could alwys just get a loan and do the same....
hm.. never thought of that
A loan over $90 may not be the best idea.
no, a loan for 5K
and get all the ones i need right off the bat, then pay it off as the clients come in
or do the monthly
would/could be cheaper... maybe
depending on pricing, apr, and a few other factors
hm.... something to study and look into as well
Also, you don't need the full creative suite unless you're getting into video editing. All you need for 3d work is photoshop, even that's debatable with substance now though.
Photoshop alone is like $10 instead of $50 per month.
i am 😛 and do
i have many businesses
😃
my wife does photography and videos for weddings
i create video games and use photoshop, as well as websites using dreamweaver for freelance work
i use audition to make my SFX and such
as well as VO's for games
i use Acrobat Pro for making all the documents for clients and streamlining them with PDF stuff
got my hands in many cookie jars, so i need the broad swath of tools
maybe not every artist is like me... but, i certainly feel the sting 😛
Yeah, when you spread yourself out that far it gets expensive.
The people setting these prices just assume you aren't doing that
well im a jack of all, and can provide end to end to all my clients
its my selling point 😛
but indeed, i am sure they are not aware of that
so good point
Hi everyone, we’ve recently released a new component/widget library for TouchDesigner that would be useful for a lot of Unreal users that are interested in working with or learning TouchDesigner for interactive installations. The library includes lots of visual effects, API and hardware interfaces, and day-to-day workflow tools. For more information, you can check out http://store.nvoid.com or let me know if you have any questions.
Does anyone know why Mixamo movement animations are in the air? Exported them out of UE to set them right but they already were, now I don't really know what their problem is. All regular animations works just fine with the character.
I think this applies to allot of programmers. https://cdn.discordapp.com/attachments/381175259702886400/427786956622004224/image.jpg
love working with landscape materials and making small iterations and changes........
lmao, yeah i know the feels @fluid stag
Ok, hello Unreal Engine users, I am here because my friend sent me here to get some help. I am one of the many that have not even got to try out unreal engine because of the error (0xb000007) <- i dont remember correclty but its something like that, in the mean time I am re installing unreal engine 4.19 after a billion tries of other things, I have seen a very long post on the forums explaining all the different ways and I have tried every single way and nothing works I can link u my log after this finishes downloading I have reinstalled my like the C++ things or whatever it's called <- sorry cant remember the name now I'm not that good at computers. Please may someone help me fix this issue I'm desperate to try game developing, I am using a 64-bit windows 7 ultimate, I also have tried replacing my DLLs but still nothing, please can someone go in a voice chat with me or something and just talk me through and try a whole bunch of different things please
I picture me self to become on of you guys one day but I just need some help now
^^ also if I ever fix this issue can someone point me out like some videos or things to help me get started and learn how to game develop
❤
if you ever get it fixed the Learn tab on the launcher is a good place to start
ty for that tip
ima just get a bunch of vids saved up for when i do get it fixed so i know what to do
please anyone?
anyone that sees this message i would happily take any advice or help
I don't think there is much else we can do besides refer you to answerhub and google. If you have tried it all you just might simply have some incompatible hardware
no way
like
i know for sure
let me give u my log
of the download that i had last before i uninstalled it
i might get a new one after this download
doubt it will change
gimmie a moment while i find it
i dont have the exact log cuz i got rid of it
but i found it through my post on the forums
here is my original post
who can help me with my blender character to unreal engine ?
I made one need help with being to unreal
any font? format?
i import fonts no problem, format matters
@gray basin what do you need help with....
export the model as an fbx from blender, if fbx is not an option you can export obj (static objects) and should be fine
put it to the folder of the game and walla auto import loads the file
@dense patio
it is going to be a playable character and there is errors and I need the best option
so what's the consensus on 4.19? better than 4.18 in terms of stability? any insane regressions?
@hushed monolith didnt kill my game
network optimizations are great!
and most of the bugs in there are still there.... 😛
so... upgrade for me
excellent
the 4.18 upgrade sent me to development hell for a month and a half... so I'm a bit skeptical 💩
yeah, not much regression if any
my biggest complaint is how long it takes to approve plugins
3 plugins already ready for 4.19 but they are not pushed yet
however, substance painter was out day 1 of release....
seems fishy
steam party, journman map plugin, dungeon architect, and dialogue system
steam party just got approved like 2 days ago
the rest are still not updated
although the creators submitted release updates
its a busy time of year 😛
i would buy that if substance wasnt updated day 1 😛
you dont think Epic put them top of the pile because of their relationship with Allegorithmic? Doesnt sound fishy to me
shrugs everybody has varying degrees it seems, however letting big name corps push content out same day without letting the smaller ones is bad practice. Why not let everybody get a chance to submit on the same time if they have released content?
I dont think trusting a reputable software company over relatively small names is unreasonable myself
lol, i mean sure that makes sense on paper, but its only one viewpoint
Epic has had a relationship with Allegorithmic that goes back before UE4
so, purely based on assumptions, you are suggesting they can release without approval of UE4
Ive heard some horror stories about MP submissions but theres not alot you can do. Id much prefer Epic suss them out and make sure they are safe for us end users
i have seen loads of submission that were "approved" that dont compile
so whatever they are doing now.... doesnt work
and is a long process
does anyone have any experience with particle systems?, i have a beam partcile that does not obey the target. The origin is set to beam emmiter, and its fine because it is attached to the sphere. the target is set to user set but when i input the world coordinates, it always is above it instead of where it should be (in this case the center of the sphere).
right now, the wait doesnt matter to me, but assuming i had a game on the market and relied on this
if youre moving engine builds with a released product thats kinda your fault tbh
typically you lock it down a ways out
sure, you could pawn that on the person
but if the dev team can move fast enough to test, verify, and ensure 4.19 works, but by that time the plugins are still not approved and submitted... wouldnt that push the blame some place else? we purely talking here, btw
and im more or less arguing to argue, at this point
you make valid suggestions and counters, so no worries there
Yo I need some fellow dumbasses to man my crew in sea of thieves because im a dumbass
its all good, Im not unsympathetic, I just think some regulation has to take place to stop nasty people abusing the system
lets all be dumbasses together
wrong channel
so what about "proven" plugins?
if a plugin has 5 release builds and has no hits on their account
cant they earn that right?
i mean 5 version builds of success means several months if not years of dev on the product
highly unlikely they would abuse such a system
well I do agree Epic should promote people who are upstanding members of the MP but perhaps not over big companies with a solid reputation in software development 😛
several years of low budget plugin making their engine better seems like a pretty good reputation to me 😛
something most big companies are not tackling
steam isnt making steamparty and making steam integration easier.
eg if they prioritized Dungeon Architect over Substance, which do you think would generate more complaints?
nor are UE4 devs doing their work to make that happen
im not saying you prioritize anybody
im saying clear the path for people who have proven themselves
let them release content updates without review boards
there has to be some sort of prioritization its clear Epic wont have the resources to handle every submission the day it comes in
make a ULA that says its the content creators responsibility and the downloader of that content and that UE4 is out of the middle man job.
I like to know something or am I doing it wrong? always when I try to move something in the Content of UE4 is does not move it all the way, there is always a copy of it in the same place I moved it from
they only middle man new content creators, and verify for a few times, releasing control of that when they become trusted
@hollow breach go to the top root folder in UE4
right click
click fix up redirctions
wait for it to work its thing
I wouldnt use plugins if they wernt certified
then walla. done
as you said some peoples business relies on em
shrugs again, if the certified was worth a damn i would agree with you
but when plugins exist that dont compile, and are buyable...
certification means less and less
not compilable is fine as long as its not a virus
its not like they are signed exe's
so your concern is virus?
plugins, in most cases are not exe's
they are source code
im sure some exist that are exe
exactly they are dlls which means they run through Epics exe which puts the responisbility on them
you cant make illegal clauses in EULAs
sure... but im not enough of a lawyer to argue semantics about it, and i doubt you are either. So lets stay away from such a convo 😛 as it would mostly be conjecture
if you are versed in law of such, then far be it from me to question you
Epics has lawyers and they chose to do it this way
so whos really using conjecture here
eh... thats an assumption
thanks @dense patio
they chose a path, doesnt mean its the right path
and it doesnt mean its free from question
Im not saying youre not entitled to an opinion
big business, especially in tech industry learned this lesson years ago.
I just think that no matter which way you look at it the MP will never be up to snuff
well i mean you are not saying it directly, but the previous statement very clearly says, they know what they are doing so deal
theres plenty of content I have which isnt even updated to the latest version even in breach of the EULA
nods true
it sucks, I mean acouple of plugins I have are for waaay older versions
I doubt Epic is that slow that they didnt get around to checking one not updated since 4.14
did the person submit changes?
did they post that?
the previous plugins i post have all said in their own threads release versions have been sent to Epic, and pending approval
no idea, think they cut and ran when they found out it wasnt easy money
nods
so thats vastly different than what im proposing here, although i dont think you are arguing that with me, so no need to delay on that
like i said, good banter, and well thought out, certainly gives me another perspective on the situation
Im just saying that it wont really ever be same day releases as cool as that would be.
as somebody who could create content for the store, i have stayed that process as it seems cumbersome and mostly not worth the effort.
im sure models are easier than code though, so maybe those update faster
Ive heard someone say its taken like 7 months for the initial approval of a MP submission
so they are pretty quick with the updates in comparison
lol
7 months...
how can they compete with unitys submission process if that is even close to true?
how much junk is on Unitys store?
plus Epic is a games company, recently I saw a Tim Sweeney quote which said they have like 700 people working on Fortnite
so the Engine/MP team is rather small in comparison
uyeah
Unity made a point at GDC to say they arnt a games company so their focus is primarily on their Engine/MP
again, interesting concept
certainly has many talking points, most of which would be assumptions on my part
so, ill digress at this point 😛 ty for the discourse
if you wanna go around to Epics place and kick their arse I'll join you 😉
ill release my gme, make millions, and then go talk to them
i think at that ppoint they will listen a bit more than me being a nothing 😛
😉
who knows, maybe ill ask to be hired and work on marketing and distribution
you could work on certifying MP content 😛
I cant wait for the new 4.20 stuff though because BP plugin things might be able to get through submission quicker
good thing there too is even though BP is alittle slower since its on the editor end and may not be in the packaged product theres no worries about speed
Im probably not going to move to that and instead wait for 4.20
Network changes was a big deal, if they release replay of fortnight I'll be more inclined
4.19 didn't depricate anything major
Was a 5min update
yeah 4.20 will probably be alittle trickier
so
thankfully its slowed to a quarterly release now
can i get help on my error :3
What error
depends on the error
Context matters
the launching error
Lol
i mean
Lolol
like i described the problem
thats what i mean to say
and no one responded except one person
Matt
Yes I read it
Xooooooo means nothing
You need to go into what happened before the error
nothing
i downloaded it
and havent even got to try it
i click launch
and the error
i didnt even get to try unreal engine
4.19?
yes
i already saw a post on like the forums and nothing helped
Hard drive
umm
Lol
do you actually have the launcher.exe on your computer?
cuz this log seems to tell me you dont
from epic games launcher
Well when I get home I can troubleshoot further
ty
On my phone I can do next to nothing
just dm me or something cuz i expect this chat to be flooded or something
by the time ur home
ok 😃
"c:\games\unreal engine\launcher\engine\binaries\win64\UNREALENGINELAUNCHER.EXE"
this is what its telling me is missing
but youve obviously got the launcher working
hm
maybe that is a launcher error, have you tried finding the UE4.19 directory and launching it directly?
i can show u my log from before
like the last download
in the log
it says that the launcher is missing
[ ? ] c:\games\unreal engine\launcher\engine\binaries\win64\UNREALENGINELAUNCHER.EXE
? <- apparently means missing
[ ? ] c:\games\unreal engine\launcher\engine\binaries\win64\UNREALENGINELAUNCHER.EXE Error opening file. The system cannot find the path specified (3).
yup, have you tried finding the UE4.19 directory and running the UnrealEditor.exe manually?
no havent
just tried the options that were listed in the big forum post
that was closed down like 4 years ago
okay so you tried to click the arrow and create a shortcut and running that?
the engine by default loads the launcher up if it's not running. there is a way around the launcher auto starting as well
um
i did the veryfing thing
and its doing that rn
i will try that stuff after
by later i mean
like as soon as this is done
a couple minutes or so
yeah it sounds like the editor isnt finding the launcher
Hey guys which works better with ue4
Visual Assist or ReSharper C++?
Never used Resharper but ive heard that its slower than VAX
okay i am home
@desert gorge resharper is a nice tool
my main coder uses it, problem is cost
if you can afford it he swears by it for simplicity
they often complain about them at times though.... but thats c++ workflow
back
Wow you have a main coder XD that rocks, how much do you fed him? I was looking in adopting one
Hehehe
i am the lead artist and there is another artist on the team 😛
and i say have, because, yes, i own them, they are mine
and i am theirs
3 full stacks, thats alot of food 😛
its symbiotic
@plush yew no veryfication errors
if not, yes run the launcher, we should dm and video
so i can see your screen
ok
I was suggesting just running the editor directly from the exe earlier to see if that works
@dense patio ResharperC++ version is cheaper than VAX I think
i wouldnt know @desert gorge i dont use it
they bitch about it 😛
@upbeat trench ill walk him through that as well
testing this first
😛
we gonna get him working, no worries abou tthat
question so that debugging thing u talked about there
how does that play a role in making a game
@dense patio
ooo
without it, they dont show up
ok thats cool
you get a blank screen that says enable dbugging and logging
😛
as an artist i was very prone to such
until i started to try and report those crashes to my codres
coders**
hmm k
they instructed me on how to resolve the problem, i learned all from trial and thousands of errors :p
do you mind if i can ask for u to send a pic or something of your work?
hmm
you can see videos 😛
so, me and my team made that for the winterjam
we made that for the megajam (was only 3 days for us, since we started super late 😦 )
This is a short video explaining basic gameplay of Valley of Crescent Mountain. Music by: DaviKosi https://soundcloud.com/davikosi Social Links: http://www.i...
that is my current main project
that is REALLY old though, almost 1 year old
and all of that has been redone
The new idle, walk, run animation sets. Thoughts?
is more recent character
thats lit
https://youtu.be/CmxwEp1MWt0 is another game we made for another gamejam
A simple video showing off actual gameplay and what was intended for each of the zones in the game.
that was in UE4 as well
4 days
dude if u ever have the time teach me a lil bit hah
ima spend most of the time searching up vids
and learning
Music credit goes to our talented Skyler. Check him out on his website at http://www.skylermoosman.com/
this is also the first game i made in UE4
was for another minijam
my thing is done
kk recall
k
Hi there i still got my model made. i need a animator and rig. Then who can make it playable on unreal engine. I haven't got any cash please do it out of kindness You will be credited on the game
yes
Throughout this video we go over how we can choose, animate and setup a custom character from Mixamo and import it into Unreal Engine 4. We also go over sett...
honestly if you can't do this stuff yourself you shouldn't be making a game, but good luck
I am still learning
so learn off others and dont ask them to do it for you, its rude
i blocked him
😦
odd it says blocked messages
lolol
@desert gorge coder linked me this
@dense patio Thanks 😃
no prob
@upbeat trench running from exe does the same thing
testing some other things, but looks like it might be memory limitation
or.. rediraction issue
im having him reinstall (sadly) without moving the directory 😛
could have changed environment variable, but forgot about that till after he hit uninstall
yup that was my second guess is that it was moved manually
resharper is great
its infinitely better than VAX in all but one aspect
VAX takes a few minutes to start up
resharper can take 20 minutes on a UE4 project 😮
but once its running its fantastic
lol so you just never close VS is that the trick
VAX takes awhile to scan on the first load
there seems to be a 10% chance it will need to regen on a project regenerate
sounds like a mini-game
Ive only ever used VAX so im biased lol
I hate VS all together so my bias isnt towards either 😛
then gave resharper C++ another shot
They updated resharper and fixed that load issue
Still it as fast as vax, on initial
But not 20m anymore
just recently i thought
could be wrong, but im pretty sure that was my coders only complaint
ill ask him again
but i think they fixed that
nevermind, he says it still takes a bit of background processing before it is ready for use
lol so.. .maybe... not "fixed"
yeah its nowhere near as bad
but it sure lets you know when something should be const
the other thing VAX has on it is some special ue4 logic regarding UPROPERTIES, UFUNCTION and include ordering
ie it sticks all includes before .generated.h
Makes sense tbh
DM me if you want to help work on a crash fan project no cash sorry
@crisp fable Do you have any other performance issues with R#? I'd really like to be able to recommend it, the functionality is so nice - but performance has been so bad lately that I'm on the verge of dumping it.
My setup is definitely underpowered, but that doesn't justify it constantly locking up the IDE as it has been.
@dawn linden want to join my team
@dawn linden Resharper while nice, having good refactoring, static analasis,
is slow as fuck
it simply cant handle full Ue4 source
it slows down intellisense below default level of VS
Intellisense? I have Intellisense turned off and use R# own autocompletion. Or is that what you mean - its autocompletion is slower than VS Intellisense?
yes it's slower
Anyway yeah, in general I am finding the same. Though it's strange that it's been a lot worse recently. When I first got it, it was just slow to process the source, but then worked great. Now it takes even longer, and regularly locks up the UI even after it's done.
Aside from the lockups and reindexing time though, I don't find it slow for the actual autocomplete/symbol lookup or anything.
because it's doing static analasis
you can disable it
somwhere
but it's still slow ;/
Yup. If they were dedicated to improving it I'd stick with it, but their attitude pisses me off. All they do is suggest and blame other things and never concede that their software has clear performance problems.
Hi, I want use material custom note in Unreal Engine 4.19 and I get this error. Does somebody know?
float4 output;
float2 offsetUV;
float1 filter[9] = { -1.0f, -1.0f, -1.0f,-1.0f, 8.0f, -1.0f,- 1.0f, -1.0f, -1.0f };
for (int i = -1; i < 2; i++)
{
for (int j = -1; j < 2; j++)
{
offsetUV = float2(i, j) * invSize;
FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(offsetUV + centerUV, false);
output += smoothstep(0, depthMax, ScreenSpaceData.GBuffer.Depth) * filter[(i + 1) + (j + 1) * 3];
}
}
output = clamp(output, float4(0, 0, 0, 0), float4(1, 1, 1, 0));
return float4(CalcSceneColor(centerUV), 0) * (1 - output.x);
Used code .
@sacred terrace Use SceneTextureLookup instead
@plush yew Thank, Can you tell me more details about this?
Replace ScreenSpaceData.GBuffer.Depth with SceneTextureLookup(offsetUV + centerUV, 1, 0)
I see you're doing a Laplacian 🙂
You can get rid of FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(offsetUV + centerUV, false);
Do you mean like this ?
for (int j = -1; j < 2; j++)
{
offsetUV = float2(i, j) * invSize;
/// FScreenSpaceData ScreenSpaceData = GetScreenSpaceData(offsetUV + centerUV, false);
output += smoothstep(0, depthMax, SceneTextureLookup(offsetUV + centerUV, 1, 0)) * filter[(i + 1) + (j + 1) * 3];
}
I got similar error
Try connecting Color to a separate input on your Custom node
I am looking for good level artist which can do everything in the level by himself.
Just PM me I also pay upfront
@plush yew it works! Thank you very much!!
Hi, I would like to setup a camera in my actors which is facing the character, so looking at his face. Then when my player is speaking with that actor, I would like to switch his camera to the camera of the other actor, facing him, so the player will see his face while he talks. I setup a camera in my characters called "Talk camera" looking at the face of the character. Then when I press a key I use "Set Active" on that camera, but the result is the view changes, but still follows my main player
Guys, got a problem. I broke somehow the link to the .uplugin extension... how can I open it?
I went to "UE_4.18\Engine\Binaries\Win64" but couldn't find anything suitable to open it
hello all, is it possible to pass an event A of blueprint A to another event B in blueprint B, so that when the event in blueprint B is finished event A is called?
same as above, but with now with pictures: https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1450920-player-using-another-character-s-camera
Hi, I would like to setup a camera in my actors which is facing the character, so looking at his face. Then when my player is speaking with that actor, I would like
you can directly call custom events, but most preexisting events are intended to be called through other systems and are not themselves callable
so here's the thing: I am declaring all of the functionalities related to creating sessions in the Game Instance. Those functionalities have delays so they cannot be used in a function.
However, I am calling functionalities like Create Session from different places (such as widgets), but I need to have the callback for On Success
I am unsure on how to pass in a callback basically
does the UE4 documentation have everything you need to make a full production game?
or must you consult some other learning resources and/or people
UE4 documentation gives you enough information to get started
that would depend on what you need to know, but generally speaking you do some digging
yeah, looking through the docs, editor, source code, then google, then ask here is usually the order I'd go through things
someone said. the engine is huge and the documantation is scattered on the floor
o.o
the source code is largely self-documenting and when you get used to the naming conventions you can usually make pretty educated guesses where to find things
guess that takes few decades to know that..
can one person do that in his lifetime or do I need a big team of 1000 people?
eh, just work with the code a bit and you'll be fine
Epic's coding standards, including naming conventions, are documented
😄
I'm going to start looking into the source code heavily as per @wary wave's advice. Looks like there's a lot of info I can grab from there
There's a lot of strange syntax though it's not pure C++
it looks... weird
it's very macro heavy
It's like UE4 code
can someone who is not good in english do that @wary wave
sure, code is code
@plush yew code is code, language agnostic 😃
ya but explanations in pure english are not code
(i think that the documentation is in pure english and not just code)
do you just look at the GitHub repo for the source code?
or you clone it and open it up on VS?
i am not that far!
lol
give me a example site please
I’m using line traces to figure out how tall a certain wall is and use that information to make my character jump over it. my animation works fine but after my animation ends my character comes back in the original position.
probably need to set location of character upon completion of the vault?
sup slackers 😃
hey guys
sup discordler
i've been working a bit on the level design of my game
and how to connect the levels together in a way that the player can understand
having a big problem with it right now X.X
but i'm taking reference from Taris in KOTOR
Is anyone having issues with UE4?
The Epic Games Launcher shows 4.16 as my latest version..
@plush yew thats a good question, I've yet to figure it out. Need to get some prototype sets of each area done to guage
If the game should be big, .. you know.. I don't want to discourage you, but... big things need big humans.
If you're just a small fellow.... shrug
nah its alright Brien I understand
its a project i'm working on with 20 friends
we are doing it on and off from work
its probably going to be as big as vanilla killing floor 2 from estimates
Thats a cute dog!
Hi, I'm kind of a Unreal/Cpp noob, and I'm having some issues converting my cpp project to 4.19. I keep trying to update it and getting errors
Is there a better channel to ask about this in btw?
Does 4.19 have a vram leak?
It seems 4.19 moves all "Bad blueprints" to the world zero zero zero location instead of showing the Bad blueprint icon for them in the proper location. Anyone to get that back to the 4.18 behaviour?
anyone know why my cursor doesnt show when i go into the inventory
If the event to go into the inventory is in the character BP put it there
yeah, should work
Like so?
hello, i want to click on an object to make it do something, but this doesn't work.
When I click I to get out of it, it still shoes the cursor, should I copy the 3 set's under the 2nd part of the flip flop? @drifting ocean
Hey guys, what do you think as a beginner is the best starting place to learn Unreal Engine 4 extensively, in 2018 ? I have seen there's plenty of youtube videos etc, but since a lot of them are dated and I'm afraid the ones outside of Epic Games will teach me wrong workflow/manners I don't know where to look at !
Yeah you need to undo it to get out of it
playing in editor is a bit weird with recapturing the mouse, shouldn't have the same issue if you play in a separate window
should I launch in standlone?
So when I press it again it should remove the cursor
but doesnt
Is there anyway to lock the cursor to the inventory
Does this
That's a more full view of my weapon interaction BP
Works fine, even in PIE in 4.19 . Do remember having it be a bit weird with recapturing the mouse before though in PIE
So how would I stop the cursor when having the inventory open, from moving around the players camera
Setting the InputMode to UI only
Where ever you enable the mouse
And later back to GameOnly if you don't use any UI anymore
Hey I was wondering if someone could tell me if I'm doing something wrong.
So I'm trying to set a bool to true in the player controller through a UMG.
Basically it's for class selection, I.E. I click on the Wizard button which sets a bool in the UMG to true and then in the PC I'm grabbing that bool's output and connecting it to the input for the bool in the PC.
Could I ask someone to point me to an example or documentation for swapping materials using an interface? I want my VR users to be able to swap materials on portions of the model.
I would also like to note that there's a level transfer
@PhantomX#8327
-
Modify the PlayerController Boolean directly, instead of gabbing it from the Widget.
Widgets should only display information, never hold them. -
"Level Transfer" doesn't give us enough information. Is it #multiplayer or singleplayer?
Are you connecting to a Server or switching Level while already being on the Server?
@serene nest Not sure if there is any documentation, but what's stopping you from implementing it?
It's usually easier to just start and then come here with actual problems
It's singleplayer, I'm just using a map for character creation and another for the actual game.
I tried storing it in the PC by casting to the PC in the UMG and setting the bool to true however that didn't work for me neither.
If you switch the level, it'll destroy and recreate most of the actors
I basically just want the player to pick their class by a push of a button before entering the game.
This is also a one time thing, I'd honestly would prefer there not to be a level swap from character selection/creation to Gameplay level.