#ue4-general

1 messages · Page 208 of 1

slow musk
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Thanks!

grim ore
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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

upbeat trench
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are we sure the problem isnt with the two factor authentication? lol

steady sequoia
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Has anyone else had issues with the translation gizmo and scale gizmo in the editor not displaying properly?

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I noticed that it had happened after I updated to 4.19

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Translation gizmo doesn't show up entirely and the scale gizmo is reduced to thin lines instead of the usual trapezoid

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Rotation seems to work competely normally

warm mountain
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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

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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

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reckon that would help us developers reach out to a larger audience if we could advertise to their web owners and clans?

fading magnet
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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...

steady sequoia
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Decals?

fading magnet
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I think they are CPU heavy...

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?

steady sequoia
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They've never been a problem for me but then again I never used them in extreme quantities

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So someone else can confirm or deny for me

keen birch
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Decals will murder your PC in large quantities

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I'd just paint using the noise brush, personally

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Or the pattern brush

sudden agate
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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

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Laying out UVs without the texture is pretty hard 😛

fervent lake
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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.

latent moth
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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?

regal mulch
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@fervent lake Friend of mine had someone buying the PVE content upgrade. They replied eventually and refunded.

bitter iris
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I just finished packaging my game, Its now not opening up for some reason. Anyone can help?

flat trail
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the name of the .uproject file must match the name of the project passed in the command line

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getting this weird error when creating a 4.19 project on a server based partition

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4.18 projects works fine

bitter iris
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what oyu mean project passed inthe command line

flat trail
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thats what the error says

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when trying to start the project

bitter iris
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my uproject is the same as my ue4 project?

flat trail
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yes

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confirmed 3 times

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tried making projects with all the different templates within 4.19

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still same

rose bison
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never seen that, try right-click "Switch Unreal Engine Version"

flat trail
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well the error appears on only 4.19

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not on 4.18 or any other version i tried

rose bison
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did you migrate to 4.19?

flat trail
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when changing the project to a local folder on the pc it works

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no its a new project

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blank new project

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no template

rose bison
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when changing the project to a local folder on the pc it works

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what do you mean with that?

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network folder?

flat trail
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yes

rose bison
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hm, never tried that

flat trail
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its currently on a network partition, the strange thing is that 4.18 works on the network folder

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but not 4.19

cinder iron
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Is there anyone working on a triple A environment over here? I have a single and simple question about company practices

wary wave
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a) yes and b) what do you want to know?

rose bison
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the answer is sub-levels

cinder iron
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@wary wave is functional testing a common practice at all?

rose bison
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close enough 😃

cinder iron
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XD hahaha

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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

rose bison
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for me as programmer, that uses those environments

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it's like 40% programming, 60% playing the game

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and then report all issues that come up, including environment

cinder iron
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well QA testing is another topic to talk about

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I'm more about functional testing

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Code coverage

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So a suit to test specific features like unit tests

wary wave
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unit tests are not common, no

rose bison
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no, more about regression tests

wary wave
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ah

rose bison
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and you can't really automate them in most game specific cases

wary wave
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yeah, therein lies the problem generally speaking

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there are a few things you can usually test deeper down in the engine itself

worn ocean
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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

wary wave
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but for the bulk of your game, you're reliant on having people actually test the product

rose bison
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well, for everything that is code, you sure do tests

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not unit most of the time though

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code coverage is a must for large projects though

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but everything that extends to gameplay

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you can't really automate

cinder iron
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I mean there are levels and levels

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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)

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But it seemed like companies rely mostly on user manual testing + QA testing.

rose bison
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well, because you can't really just take one solution like a UnitTest framework and be done with it

cinder iron
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Obv QA testing complements the first practice

rose bison
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most, if not all cases are highly specific

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and writing automatic tests for those is a huge task

pallid compass
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auto tests end up saving time and money in the long run

cinder iron
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Yes... They take time and money, for sure

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Thats why I was wondering

wary wave
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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

cinder iron
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Do companies like DICE, Activision, Epic. Automate test at all?

pallid compass
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i think they mix test?

wary wave
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I'd assume they have some level of automated tests

pallid compass
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automate and human right?

cinder iron
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That would take a lot of time @pallid compass

devout gulch
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can confirm Unit testing is not common

cinder iron
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Needing human interaction for automated tests is dumb XD

devout gulch
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moreover

pallid compass
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no lmao

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read what i said

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automate and human

devout gulch
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if you propose it they will look at you like you are madman

pallid compass
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not humans for automated

wary wave
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automated humans 🤔?

cinder iron
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Ah aaah got you ! XD !

pallid compass
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human testing

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and automated testing

cinder iron
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Yeah it was written a bit weird

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Hahaha

pallid compass
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i blame u guys

cinder iron
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Hehehehe

pallid compass
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i actually use my A* algorithm to test if u can get outside the map at all

cinder iron
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So i got 2 no's @wary wave @devout gulch to sum up

rose bison
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yes to code coverage

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no to unit tests

pallid compass
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league of legends use automated testing

devout gulch
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if you work at really big studios like Ubisoft it might be more common

pallid compass
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to test all skills, equipment

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etc

devout gulch
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but in your average AAA studio not really

rose bison
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well, in case of league of legends it might make sense

pallid compass
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normally imo

rose bison
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when you have a rigid gameplay framework that doesn't change for a decade

cinder iron
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Its more money at the end of the day, but can save you a bit the ass

rose bison
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it might be efficient to write automated tests for those

pallid compass
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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

rose bison
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any agile development with a 1-3 year cycle with a somewhat small team, not worth, imo

devout gulch
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lots of gameplay systems can't be unit tested

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can be*

cinder iron
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Well usually from an input you spect certain output with certain deviations

pallid compass
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you know "pragmatic programming"

cinder iron
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So they can

devout gulch
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what you can't really test is implementation of specific uses of those systems

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you still setup automated tests for it

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but it's getting more complex

rose bison
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the thing is, unit tests for software are very cost effective

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you take a framework and get value out of it

cinder iron
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I've unit tested physics.

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XD

devout gulch
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I have or rather had unit test coverage for my Ability Framework

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but then I made so many architectural changes that I just removed them

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but in the end I'm going to reintroduce them

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it's so much easier to catch regressions this way

cinder iron
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Good to know what you guys do in your respective companies

devout gulch
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at my company we don't use unit tests

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I use them in my personal projects 😄

cinder iron
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I see

rose bison
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how do you test 3D stuff though?

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you would need a very custom system for that

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testing several outcomes

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non determistic outcomes with physics

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it would be a mess

devout gulch
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depends what you ask in 3d

rose bison
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and not cost effective at all

devout gulch
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at basic level you can compare screenshots

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pixel by pixel

cinder iron
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@rose bison with our system

rose bison
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I just think it's feasable for 90% of gameplay cases

pallid compass
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3'd is just 2'd with an extra axis dont be spooked

rose bison
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and that is what matters

cinder iron
rose bison
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sure, 2D or 3D doesn't matter

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the issue is the same

wary wave
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you could write tests for certain strategy game mechanics

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general action games or shootery games, not so much

cinder iron
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In game information

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You dont need to compare pixels

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Unreal already gives you information to test stuff

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For example one thing i had to test was physics serialization

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Having in mind certain deviation produced by a posible substeping error

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Ill keep asking around to see what people do, I'm quiet interested in collecting a common answer

bitter iris
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What programs are there to open Pak files?

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My pak file is 25gb an just tryna figure out whats taking the space

wary wave
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I don't think you can just open an Unreal Pakfile and look at the contents so easily

cinder iron
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You can visualize that info in engine. Tou are not suposed to open pak files

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I would say it is even ilegal

wary wave
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but you can look at the source content easily enough and work out where the space is going

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and there's nothing illegal about decompiling pak files

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it is however not easy

bitter iris
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Is there anyway to package only whats being used?

cinder iron
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You can exclude directories to cook

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And include maps to cook

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Maybe you are cooking too much

wary wave
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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

bitter iris
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ill show you the package area 2 secs

wary wave
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you can however manually exclude directories etc, as vorixo says

bitter iris
cinder iron
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Ugh cant see there im on mobile XD haha

dawn linden
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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.

cinder iron
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Look ar the bottom

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You can exclude things

bitter iris
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yh

cinder iron
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Also the engine got tools to see what is taking the most space

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Check em out

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Gtg

bitter iris
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So what settings should I be ticking

inner mountain
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Hey everyone!

Can I get some legal advice about UE4 here?

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Specifically, can I publish my game's sources & assets (excluding any UE4 stuff) under WTFPL license?

uncut wraith
tough quiver
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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.

regal mulch
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Yes. We aren't official, so you'd need to properly contact their support via email.

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@uncut wraith

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Why did it tag Denny

rose bison
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huh?

regal mulch
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Come on Discord

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Sorry buddy!

rose bison
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freudian slip

regal mulch
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Probably hehe

uncut wraith
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Alright, thanks.

surreal viper
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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

frosty bloom
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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

polar token
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I get that when trying to make an apex cloth, any idea how I could fix it?

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and ideally, fix it on 3d max or zbrush

pallid compass
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oh god apex cloth

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so many issues, i hate using that stuff 😂

crude rock
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does anyone know when well get a DRX branch of UE4? 😃 would be nice to put the titan to work

pallid compass
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u talking about d3d12?

crude rock
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well, its an extension of Dx12 yes

pallid compass
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dont hold ur breath

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put it that way

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still waiting on d3d12 as it is really

crude rock
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ive been holding it since 4.12.. getting blue overhere

cloud cobalt
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DX12 is low priority

pallid compass
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I cant imagine my self working outside of data assets now

cloud cobalt
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Vulkan is much more useful, since it's cross-platform

pallid compass
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i really dont know how i lived using structs and data tables

crude rock
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well since they got the Raytracing demo up and running, there should be a branch there somewhere..

cursive dirge
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@crude rock they said like 30 days on some nvidia talk, and does it even run on Titan?

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I thought at least nvidias tech required Voltas

pallid compass
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yeah pretty useless for development

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but fun to mess with i gues

mint sequoia
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Any idea when vulkin is coming

cursive dirge
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    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
tall pendant
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DRX and RTX are two different things.

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rtc built on top of drx tho

cursive dirge
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yeah they are

pallid compass
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so maybe a year or two before its stable in ue4?

tall pendant
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drx runs on more gpu while rtx is volta only

crude rock
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yeah, but it is possible to get the Titan V today so..

cursive dirge
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but I'm assuming that RTX would be the one to arrive first as that's what they demonstrated

crude rock
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and we're gonna use it for cinematography

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not for gaming

cursive dirge
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heh

pallid compass
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imo

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thats super volatile

cursive dirge
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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).

pallid compass
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i wouldnt rush to something like this, if ur winning to spend X money on a titan V

cursive dirge
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wtf is RS4 even?

pallid compass
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because there is no promise its all gonna work from A to B

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but thats just me

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unless its for a personal fun project then go for it

crude rock
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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

mint sequoia
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Release 4? Idk

cursive dirge
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ah

mint sequoia
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Oh lol

cursive dirge
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it's upcoming update

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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.

pallid compass
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a,b,z,c

cedar snow
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what's the difference between data asset and data table?

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does the former also load the stuff on request?

mint sequoia
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@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

pallid compass
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its not i tried that 😦

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unless locked to hot reload

mint sequoia
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Shouldn't hot reload on header changes, it's asking for trouble

bitter iris
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Can anyone help me with steamworks

pallid compass
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ooo vaei it worked ;o

tough quiver
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@cursive dirge Since DXR is part of D3D12, does that mean that UE4 is going to have a better support for D3D12?

bitter iris
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can you delete builds on steam?

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for some reason 2 of my builds have merged

cursive dirge
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@tough quiver no

tough quiver
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Oh, that's unfortunate :/

broken nimbus
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anyone know a solution for "XAPK file validation failed" for android?

plush yew
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Hello, or can we find good texture to import into my Unreal Engine 4? Thank you in advance.

elfin jacinth
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Good morning Discord friends!

grim ore
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Hey I'm not your friend buddy

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@plush yew there are some free textures on the marketplace from GameTextures, alternately you can try game textures online

grim coyote
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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

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'Beneath' being the name of the project

vale halo
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A. Please use the output log when diagnosing errors as VS tends to mess it's error dialog up ^^

grim coyote
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Alright

vale halo
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And I think #cpp would be better suited for this 😃

bitter iris
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guys cna anyone help

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i gave a key to a friend totest my game

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it says connection time out

vale halo
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Mind elaborating on a key?

bitter iris
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steam key

vale halo
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Steam, itch, etc.?

bitter iris
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Its not showing in his library

vale halo
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Hm, well that sounds like a steam issue 🤔 Is he sure his internet is working/etc.?

bitter iris
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i assume so, ill get him to reinstall his wireless drivers

vale halo
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That's probably not the issue then

bitter iris
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@vale halo

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Deleting "Clientregistry.blob"#

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That is unable to be found

broken nimbus
worn granite
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...dive into the strange real... buddy you just made my standards I'll hold you to like 50x higher

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also go post to /r/acecombat/

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fan-made other games are welcome there

plush yew
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Hmm, is this place suitable for noobs getting into UE4?

worn granite
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what area of UE4?

plush yew
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Probably level design and graphics

worn granite
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Dunno, but I don't see why it wouldn't be

plush yew
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Thanks 👍🏻

mortal gale
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I see that DataSmith doesn't show that it runs in Linux, but does UnrealStudio run in Linux?

livid haven
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Unreal Studio isn't really an application.

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It's basically a name for the suite of Datasmith and UE4.

harsh tiger
livid haven
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Well, a cast would fail if the object you put in isn't actually of that type.

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So... work backwards from that?

harsh tiger
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i'm casting to a game instance and the wild card is game instance. what am i missing?

livid haven
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No

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You're casting to a GI_CustomPlayerSettings

harsh tiger
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omg

livid haven
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I assume the GI stands for GameInstance and thus GI_CustomPlayerSettings is based on GameInstance, but they're not the same thing.

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Also, wouldn't be any reason to cast from GameInstance to GameInstance anyways - you already have it as a GameInstance reference.

harsh tiger
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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

livid haven
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Meaning your GameInstance class wasn't set to GI_CustomPlayerSettings anymore?

harsh tiger
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i did set it to that. but it changed back to none for some reason

cedar snow
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wrong chat. sry.

livid haven
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Huh, weird.

plush yew
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unreal keeps crashing when I import a font

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any font

dense patio
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anybody use World creator 2 with UE4 in here? have some questions before i go spending 300$ on something i have no clue about

coarse wigeon
dense patio
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@coarse wigeon that is a pretty nice find, and its reasonable for pricing

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i wonder how ue4 integration is?

coarse wigeon
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It should just work.

dense patio
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have you used it yourself?

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i like the price, and ill do some looking it up, just wondering

coarse wigeon
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I personally have not tried it. But I know people have been using it with UE4

dense patio
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nods kk ill do some searching, thank you 100% for the find

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really nice to know more tools are out there

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i wish more people would go to the substance route

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pay monthly till you reach the max payment

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as an artist i cant afford 10K worth of tools needed all at once

coarse wigeon
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Very much agreed

plush yew
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Please help

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it wont stop crashing

grim sinew
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@dense patio The subscription route always ends up being more expensive, unfortunately. You pay $90 more for substance per year if you pay monthly.

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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.

dense patio
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sure... but i can afford that monthly

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i cant afford 280 this month

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or next month

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i mean lets sum up some prices

grim sinew
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A valid point. Still, just something to keep in mind.

dense patio
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500 for zbrush + 300 for 3dcoat + 400 for substance suite + 50 monthly for Adobe Creative Suite + 280 for maya

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280 month **

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so each month im already shelling out 350+

grim sinew
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3dcoat is kinda rundundant in that list.

dense patio
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nah

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zbrush sucks for uv mapping compared to 3dcoat

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😛

grim sinew
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Use Maya to uv map

dense patio
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and i like zbrush for normal maps and baking

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maya uv map is horrid compared

grim sinew
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You have literally no reason to UV a highpoly

dense patio
#

retopo

grim sinew
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Quaddraw.

dense patio
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3dcoat retopo + uv is best

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hehe anyway

grim sinew
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I dunno, Unfold3D (both the plugin and the standalone app) seem to do a pretty good job for me.

dense patio
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personal pref at this point

grim sinew
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Whatever works though, yeah

dense patio
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i love 3dcoat 😛

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anyway, all i am saying is, they should offer

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ill pay the 90$ more for a longer period

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at least i can use the app now, today, and get more clients

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which helps me pay it off sooner

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i guess i could alwys just get a loan and do the same....

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hm.. never thought of that

grim sinew
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A loan over $90 may not be the best idea.

dense patio
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no, a loan for 5K

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and get all the ones i need right off the bat, then pay it off as the clients come in

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or do the monthly

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would/could be cheaper... maybe

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depending on pricing, apr, and a few other factors

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hm.... something to study and look into as well

grim sinew
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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.

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Photoshop alone is like $10 instead of $50 per month.

dense patio
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i am 😛 and do

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i have many businesses

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😃

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my wife does photography and videos for weddings

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i create video games and use photoshop, as well as websites using dreamweaver for freelance work

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i use audition to make my SFX and such

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as well as VO's for games

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i use Acrobat Pro for making all the documents for clients and streamlining them with PDF stuff

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got my hands in many cookie jars, so i need the broad swath of tools

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maybe not every artist is like me... but, i certainly feel the sting 😛

grim sinew
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Yeah, when you spread yourself out that far it gets expensive.

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The people setting these prices just assume you aren't doing that

dense patio
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well im a jack of all, and can provide end to end to all my clients

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its my selling point 😛

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but indeed, i am sure they are not aware of that

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so good point

left talon
#

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.

frosty bloom
#

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.

coarse wigeon
fluid stag
#

love working with landscape materials and making small iterations and changes........

dense patio
#

lmao, yeah i know the feels @fluid stag

plush yew
#

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

#

grim ore
#

if you ever get it fixed the Learn tab on the launcher is a good place to start

plush yew
#

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

grim ore
#

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

plush yew
#

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

gray basin
#

who can help me with my blender character to unreal engine ?

#

I made one need help with being to unreal

plush yew
#

still need help with this

#

when I import any font it crashes

dense patio
#

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

gray basin
#

@dense patio

#

it is going to be a playable character and there is errors and I need the best option

dense patio
#

so you need to determine or explain the errors

#

pictures normally help

gray basin
#

gonna DM you

#

looking for more helpers too

hushed monolith
#

so what's the consensus on 4.19? better than 4.18 in terms of stability? any insane regressions?

dense patio
#

@hushed monolith didnt kill my game

#

network optimizations are great!

#

and most of the bugs in there are still there.... 😛

#

so... upgrade for me

hushed monolith
#

excellent

#

the 4.18 upgrade sent me to development hell for a month and a half... so I'm a bit skeptical 💩

dense patio
#

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

hushed monolith
#

🤔

#

which plugins?

dense patio
#

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

upbeat trench
#

its a busy time of year 😛

dense patio
#

i would buy that if substance wasnt updated day 1 😛

upbeat trench
#

you dont think Epic put them top of the pile because of their relationship with Allegorithmic? Doesnt sound fishy to me

dense patio
#

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?

upbeat trench
#

I dont think trusting a reputable software company over relatively small names is unreasonable myself

dense patio
#

lol, i mean sure that makes sense on paper, but its only one viewpoint

upbeat trench
#

Epic has had a relationship with Allegorithmic that goes back before UE4

dense patio
#

so, purely based on assumptions, you are suggesting they can release without approval of UE4

upbeat trench
#

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

dense patio
#

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

iron belfry
#

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).

dense patio
#

right now, the wait doesnt matter to me, but assuming i had a game on the market and relied on this

upbeat trench
#

if youre moving engine builds with a released product thats kinda your fault tbh

#

typically you lock it down a ways out

dense patio
#

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

polar hawk
#

Yo I need some fellow dumbasses to man my crew in sea of thieves because im a dumbass

upbeat trench
#

its all good, Im not unsympathetic, I just think some regulation has to take place to stop nasty people abusing the system

polar hawk
#

lets all be dumbasses together

upbeat trench
#

wrong channel

dense patio
#

so what about "proven" plugins?

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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

upbeat trench
#

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 😛

dense patio
#

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.

upbeat trench
#

eg if they prioritized Dungeon Architect over Substance, which do you think would generate more complaints?

dense patio
#

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

upbeat trench
#

there has to be some sort of prioritization its clear Epic wont have the resources to handle every submission the day it comes in

dense patio
#

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.

hollow breach
#

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

dense patio
#

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

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right click

#

click fix up redirctions

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wait for it to work its thing

upbeat trench
#

I wouldnt use plugins if they wernt certified

dense patio
#

then walla. done

upbeat trench
#

as you said some peoples business relies on em

dense patio
#

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

upbeat trench
#

not compilable is fine as long as its not a virus

#

its not like they are signed exe's

dense patio
#

so your concern is virus?

#

plugins, in most cases are not exe's

#

they are source code

#

im sure some exist that are exe

upbeat trench
#

exactly they are dlls which means they run through Epics exe which puts the responisbility on them

#

you cant make illegal clauses in EULAs

dense patio
#

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

upbeat trench
#

Epics has lawyers and they chose to do it this way

#

so whos really using conjecture here

dense patio
#

eh... thats an assumption

hollow breach
#

thanks @dense patio

dense patio
#

they chose a path, doesnt mean its the right path

#

and it doesnt mean its free from question

upbeat trench
#

Im not saying youre not entitled to an opinion

dense patio
#

big business, especially in tech industry learned this lesson years ago.

upbeat trench
#

I just think that no matter which way you look at it the MP will never be up to snuff

dense patio
#

well i mean you are not saying it directly, but the previous statement very clearly says, they know what they are doing so deal

upbeat trench
#

theres plenty of content I have which isnt even updated to the latest version even in breach of the EULA

dense patio
#

nods true

upbeat trench
#

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

dense patio
#

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

upbeat trench
#

no idea, think they cut and ran when they found out it wasnt easy money

dense patio
#

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

upbeat trench
#

Im just saying that it wont really ever be same day releases as cool as that would be.

dense patio
#

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

upbeat trench
#

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

dense patio
#

lol

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7 months...

#

how can they compete with unitys submission process if that is even close to true?

upbeat trench
#

how much junk is on Unitys store?

dense patio
#

alot

#

but its there 😛

upbeat trench
#

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

dense patio
#

uyeah

upbeat trench
#

Unity made a point at GDC to say they arnt a games company so their focus is primarily on their Engine/MP

dense patio
#

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

upbeat trench
#

if you wanna go around to Epics place and kick their arse I'll join you 😉

dense patio
#

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

upbeat trench
#

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

dense patio
#

Meh

#

I'm content with 4.19

upbeat trench
#

Im probably not going to move to that and instead wait for 4.20

dense patio
#

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

upbeat trench
#

yeah 4.20 will probably be alittle trickier

plush yew
#

so

upbeat trench
#

thankfully its slowed to a quarterly release now

plush yew
#

can i get help on my error :3

dense patio
#

What error

upbeat trench
#

depends on the error

dense patio
#

Context matters

plush yew
#

the launching error

dense patio
#

Lol

plush yew
#

i kinda already wrote everything in the chat

#

scroll up a bit

dense patio
#

And we we're not part of it
..

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Lol then nope

plush yew
#

i mean

dense patio
#

Lolol

plush yew
#

like i described the problem

#

thats what i mean to say

#

and no one responded except one person

dense patio
#

Matt

plush yew
#

the failed to load (0x000007) one

#

or whatever

dense patio
#

Yes I read it

#

Xooooooo means nothing

#

You need to go into what happened before the error

plush yew
#

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

dense patio
#

4.19?

plush yew
#

yes

dense patio
#

What computer you have

#

Memory

#

Cpu

plush yew
#

i already saw a post on like the forums and nothing helped

dense patio
#

Hard drive

plush yew
#

windows 7 ultimate

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4 gigs ram

#

64 bit

upbeat trench
#

umm

plush yew
#

yea its a bit weak

#

but i think it can run fine

dense patio
#

Lol

upbeat trench
#

do you actually have the launcher.exe on your computer?

#

cuz this log seems to tell me you dont

dense patio
#

How did you download

#

Or where

plush yew
#

from epic games launcher

dense patio
#

Well when I get home I can troubleshoot further

plush yew
#

ty

dense patio
#

On my phone I can do next to nothing

plush yew
#

just dm me or something cuz i expect this chat to be flooded or something

#

by the time ur home

dense patio
#

Lol only me and mons talking

#

So maybe

#

Or maybe not

plush yew
#

k

#

i hope u can help somehow

#

thats the error

dense patio
#

I can help most likely install

#

Or dependancies

plush yew
#

i tried a bunch of stuff

#

but i honestly dont want to giv eup

#

give up*

dense patio
#

You verified install

#

I assume?

plush yew
#

um

#

what do you mean by that

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yes its installed

#

i know for sure

dense patio
#

No

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Click on 4.19 and choose verify files

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The down arrow

plush yew
#

ahh k

#

yea

dense patio
#

Should take like 10 or 15 min

#

Will be home by then

plush yew
#

ok 😃

upbeat trench
#

"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

plush yew
#

hm

upbeat trench
#

maybe that is a launcher error, have you tried finding the UE4.19 directory and launching it directly?

plush yew
#

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).

upbeat trench
#

yup, have you tried finding the UE4.19 directory and running the UnrealEditor.exe manually?

plush yew
#

no havent

#

just tried the options that were listed in the big forum post

#

that was closed down like 4 years ago

upbeat trench
#

okay so you tried to click the arrow and create a shortcut and running that?

grim ore
#

the engine by default loads the launcher up if it's not running. there is a way around the launcher auto starting as well

plush yew
#

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

upbeat trench
#

yeah it sounds like the editor isnt finding the launcher

plush yew
#

im all up for help

#

but im trying that as soon as its done

desert gorge
#

Hey guys which works better with ue4
Visual Assist or ReSharper C++?

weary basalt
#

Never used Resharper but ive heard that its slower than VAX

dense patio
#

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

plush yew
#

back

cinder iron
#

Wow you have a main coder XD that rocks, how much do you fed him? I was looking in adopting one

dense patio
#

i have 4

#

actually 😛

#

3 full stack coders and one AI coder

plush yew
#

@dense patio im back and my thing is done veryfiyng

#

should i go to launch it?

cinder iron
#

Hehehe

dense patio
#

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

upbeat trench
#

3 full stacks, thats alot of food 😛

dense patio
#

its symbiotic

#

@plush yew no veryfication errors

#

if not, yes run the launcher, we should dm and video

#

so i can see your screen

plush yew
#

ok

upbeat trench
#

I was suggesting just running the editor directly from the exe earlier to see if that works

desert gorge
#

@dense patio ResharperC++ version is cheaper than VAX I think

dense patio
#

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

plush yew
#

question so that debugging thing u talked about there

#

how does that play a role in making a game

#

@dense patio

dense patio
#

@plush yew it tells you errors

#

when you have them

plush yew
#

ooo

dense patio
#

without it, they dont show up

plush yew
#

ok thats cool

dense patio
#

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**

plush yew
#

hmm k

dense patio
#

they instructed me on how to resolve the problem, i learned all from trial and thousands of errors :p

plush yew
#

do you mind if i can ask for u to send a pic or something of your work?

dense patio
#

p4 was a bitch to learn that way, but now i can admin a p4 server like a god 😉

#

sure

plush yew
#

hmm

dense patio
#

you can see videos 😛

plush yew
#

im planning to learn

#

really interested into learning to code and all that

dense patio
#

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 😦 )

plush yew
#

hm

#

ima check em out later but just by the title and picture it seems really nice

dense patio
#

that is my current main project

plush yew
#

ima check it

#

woah

dense patio
#

that is REALLY old though, almost 1 year old

#

and all of that has been redone

#

is more recent character

plush yew
#

thats lit

dense patio
#

that was in UE4 as well

#

4 days

plush yew
#

dude if u ever have the time teach me a lil bit hah

#

ima spend most of the time searching up vids

#

and learning

dense patio
#

this is also the first game i made in UE4

#

was for another minijam

plush yew
#

my thing is done

dense patio
#

kk recall

plush yew
#

k

gray basin
#

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

crisp fable
#

what a great first post

#

try mixamo

gray basin
#

could do that but then

#

can you make him work on unreal

crisp fable
#

yes

gray basin
#

but I need a blueprint coders

#

I will watch it now

crisp fable
#

honestly if you can't do this stuff yourself you shouldn't be making a game, but good luck

gray basin
#

I am still learning

crisp fable
#

so learn off others and dont ask them to do it for you, its rude

gray basin
#

no after this project I need to make the next one

#

which will be open world

dense patio
#

i blocked him

#

😦

#

odd it says blocked messages

#

lolol

#

@desert gorge coder linked me this

desert gorge
#

@dense patio Thanks 😃

dense patio
#

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

upbeat trench
#

yup that was my second guess is that it was moved manually

crisp fable
#

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

upbeat trench
#

lol so you just never close VS is that the trick

crisp fable
#

pretty much

#

well no

#

it caches it

upbeat trench
#

VAX takes awhile to scan on the first load

crisp fable
#

there seems to be a 10% chance it will need to regen on a project regenerate

upbeat trench
#

sounds like a mini-game

weary basalt
#

Ive only ever used VAX so im biased lol

crisp fable
#

i used resharper in C#

#

then VAX with UE4/C++ for 2 years

upbeat trench
#

I hate VS all together so my bias isnt towards either 😛

crisp fable
#

then gave resharper C++ another shot

dense patio
#

They updated resharper and fixed that load issue

#

Still it as fast as vax, on initial

#

But not 20m anymore

crisp fable
#

when did that happen?

#

i downloaded it maybe a month ago

dense patio
#

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"

crisp fable
#

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

devout gulch
#

surpsingly VSCode

#

on fucking electron

#

handles UE souces better than VS

#

MADNESS

native sage
#

Makes sense tbh

gray basin
#

DM me if you want to help work on a crash fan project no cash sorry

dawn linden
#

@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.

gray basin
#

@dawn linden want to join my team

devout gulch
#

@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

dawn linden
#

Intellisense? I have Intellisense turned off and use R# own autocompletion. Or is that what you mean - its autocompletion is slower than VS Intellisense?

devout gulch
#

yes it's slower

dawn linden
#

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.

devout gulch
#

because it's doing static analasis

#

you can disable it

#

somwhere

#

but it's still slow ;/

dawn linden
#

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.

sacred terrace
#

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 .

plush yew
#

@sacred terrace Use SceneTextureLookup instead

sacred terrace
#

@plush yew Thank, Can you tell me more details about this?

plush yew
#

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);

sacred terrace
#

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];
}

plush yew
#

Yes

#

You'll need to connect a SceneTexture node to your Custom node for it to work

sacred terrace
plush yew
#

Try connecting Color to a separate input on your Custom node

chrome ivy
#

I am looking for good level artist which can do everything in the level by himself.

#

Just PM me I also pay upfront

sacred terrace
#

@plush yew it works! Thank you very much!!

glass imp
#

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

ripe geyser
#

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

latent moth
#

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?

glass imp
floral heart
#

you can directly call custom events, but most preexisting events are intended to be called through other systems and are not themselves callable

latent moth
#

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

bleak remnant
#

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

wary wave
#

UE4 documentation gives you enough information to get started

bleak remnant
#

so how do you learn the more advanced stuff?

#

@wary wave

wary wave
#

that would depend on what you need to know, but generally speaking you do some digging

bleak remnant
#

thanks 😃

#

By digging, I suppose looking into the source code?

#

forums, etc.

wary wave
#

yeah, looking through the docs, editor, source code, then google, then ask here is usually the order I'd go through things

plush yew
#

someone said. the engine is huge and the documantation is scattered on the floor
o.o

wary wave
#

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

plush yew
#

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?

wary wave
#

eh, just work with the code a bit and you'll be fine

#

Epic's coding standards, including naming conventions, are documented

plush yew
#

😄

bleak remnant
#

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

wary wave
#

it's very macro heavy

bleak remnant
#

It's like UE4 code

plush yew
#

can someone who is not good in english do that @wary wave

wary wave
#

sure, code is code

bleak remnant
#

@plush yew code is code, language agnostic 😃

plush yew
#

ya but explanations in pure english are not code

#

(i think that the documentation is in pure english and not just code)

bleak remnant
#

do you just look at the GitHub repo for the source code?

#

or you clone it and open it up on VS?

plush yew
#

i am not that far!

bleak remnant
#

lol

plush yew
#

that good, noope

#

i am still learning c++ 😭

bleak remnant
#

I'mma look through the source code right now

#

you should too

plush yew
#

give me a example site please

hot ledge
#

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.

wary wave
#

probably need to set location of character upon completion of the vault?

nova shoal
#

sup slackers 😃

warm mountain
#

hey guys

plush yew
#

sup discordler

warm mountain
#

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

plush yew
#

when will you release your game. how big do you think will it be in GB

#

@warm mountain

granite steppe
#

Is anyone having issues with UE4?

#

The Epic Games Launcher shows 4.16 as my latest version..

warm mountain
#

@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

plush yew
#

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

warm mountain
#

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

warm mountain
#

Thats a cute dog!

grim coyote
#

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?

serene shale
#

Does 4.19 have a vram leak?

drifting ocean
#

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?

bitter iris
#

anyone know why my cursor doesnt show when i go into the inventory

drifting ocean
#

Did you tell it to?

bitter iris
#

Where would that go?

#

bit of a noob to this, mostly just an environment person

drifting ocean
#

If the event to go into the inventory is in the character BP put it there

bitter iris
#

do i add it to the player controller

drifting ocean
#

yeah, should work

bitter iris
plush yew
#

hello, i want to click on an object to make it do something, but this doesn't work.

bitter iris
#

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

hexed dagger
#

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 !

bitter iris
#

Looks a bit weird when i go in and out

#

the mouse just takes control of movement

drifting ocean
#

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

bitter iris
#

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

drifting ocean
#

Works fine, even in PIE in 4.19 . Do remember having it be a bit weird with recapturing the mouse before though in PIE

bitter iris
#

So how would I stop the cursor when having the inventory open, from moving around the players camera

regal mulch
#

Setting the InputMode to UI only

bitter iris
#

@regal mulch

#

Where do I set that

regal mulch
#

Where ever you enable the mouse

#

And later back to GameOnly if you don't use any UI anymore

serene shale
#

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.

serene nest
#

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.

serene shale
#

I would also like to note that there's a level transfer

regal mulch
#

@PhantomX#8327

  1. Modify the PlayerController Boolean directly, instead of gabbing it from the Widget.
    Widgets should only display information, never hold them.

  2. "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

serene shale
#

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.

regal mulch
#

If you switch the level, it'll destroy and recreate most of the actors

serene shale
#

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.

regal mulch
#

You can't store it in the PlayerController

#

Save it to a SaveGame or put it into the GameInstance

#

The GameInstance is generally the only class that survives map changes

serene shale
#

GameInstance would indeed be good for that

#

Didn't think of that hehe...

regal mulch
#

Another thing you can do, depending on what you need to save there

#

Is using the Options of the GameMode

#

When you call "OpenLevel"