#ue4-general

1 messages ยท Page 214 of 1

vale halo
#

Go AActor -> AMyCoolActor

pallid compass
#

dont say that

urban gyro
#

thats sdown ๐Ÿ˜„

pallid compass
#

u will confuse him

vale halo
#

(assuming AMyCoolActor inherets and both are pointers)

plush yew
#

I'm very confused

#

xD

pallid compass
#

See

#

Basically

vale halo
#

Sorry, ignore what I just said

pallid compass
#

you know your object?

#

Did u make it from an Actor bp?

plush yew
#

I mean

#

I'm using something called interaction kit

pallid compass
#

from the market place?

plush yew
#

yeah

pallid compass
#

scrap it

urban gyro
#

theres ur problem ๐Ÿ˜„

pallid compass
#

its not the way to learn

vale halo
#

Though then your "up" should work too right? I can cast a subclass to a superclass, eg. AMyActor* -> AActor* assuming AMyActor inherits from AActor

worn granite
#

I mean, you can

vale halo
#

(^ Ignore that again)

pallid compass
#

Scrap the interaction kit

worn granite
#

in that it'll compile.

#

Its pointless

pallid compass
#

and watching the umm

plush yew
#

scrap?

pallid compass
#

Interface tutorial on epic youtube

#

get rid of it

worn granite
#

Until you understand how things work, don't use it.

pallid compass
#

this ^

#

Its gonna muffle your learning

worn granite
#

Otherwise you have to learn the pack and then also the basics

plush yew
#

I just wanted to set a god damn variable by interacting with an object xD

pallid compass
#

Ue4 is a full fledged engine, its bad to just have things do X for you

plush yew
#

why is that so much to ask for

pallid compass
#

You need to learn that basically

manic vault
#

anyone know where to get ludex gundyr asset ?

pallid compass
#

You have to make everything from scratch

worn granite
#

cause you gotta know how to do it even with a pack

urban gyro
#

get a volume, on overlap, do something

vale halo
#

Explicit casting that way is probably worthless, but implicit casting using pointers that way can be useful. It allows for an array of AActor*s, which can be various different actors, and be casted back at a later point in time

pallid compass
#

That is why the engine is so powerful

worn granite
#

Better yet you could ask the pack author for support

urban gyro
#

at that point ud be better off with an interface tho

pallid compass
#

Your basically skipping learning minestones that are basic af

worn granite
#

Hey Halcyon....

plush yew
#

but even if I gone about it with a linetrace

pallid compass
#

No dont do that

worn granite
#

.....

pallid compass
#

You need to learn the basic's

worn granite
#

;)

pallid compass
#

Then interaction will become a super simple thing for you.

plush yew
#

but like

#

even if I gone to do interaction with a line trace, I'd still be at the same place

#

I'd still be stuck not knowing how to do the casting

pallid compass
#

Learning object information exchange, casting, accessing each other etc

#

Okay so

#

Let me example casting in the form of a drink

urban gyro
vale halo
#

Server I guess? Since it doesn't receive any input? Maybe?

urban gyro
#

this works on cliend and servers

#

its on a player controller

pallid compass
#

You know you want a Green drink right?
Casting Takes an object in, then checks if it can be This type and if it can it gives you a reference out

#

So like this

#

Hey i want a green drink, sure but there are many green drinks how do you know what one u want?

urban gyro
#

I mean it should work...

vale halo
#

Where is that code placed by the way?

pallid compass
#

Okay il give you a reference too this drink

urban gyro
#

player controller

pallid compass
#

so like this

vale halo
#

Hm, well as long as there isn't some world override or the overridden game mode specifies that BP as the world's PC it should work ๐Ÿค”

pallid compass
#

Hey i need access my Door BP, but which door blueprint? well it comes from a Actor so,
an overlap or hit event outputs the hit Actor, so i can plug that in too a cast and get a reference too door bp

plush yew
#

why is it so overcomplicated?

urban gyro
#

@vale halo I get a "UIpNetDriver::ProcessRemoteFunction: No owning connection for actor" error. Problem is it's not for a posessable object, so it's not like i can possess a pc.

vale halo
#

Hm, well I'm too inexperienced with multiplayer related matters to help there ๐Ÿ˜ฆ Maybe #multiplayer will be of more help though ๐Ÿ˜ƒ

urban gyro
#

@plush yew Look, You have a car right? A car has 4 wheels and an engine, and it can get you from A to B. But there are some cars that are diesel, others petrol, others hybrid, etc etc. So even though a Hybrid, is a Car, not EVERYTHING that is a Car is a hybrid.

#

tried it there, nobody has an idea, it's cryptic as hell, or im dumb as shit.

plush yew
#

yeah, I understand, different things to choose from

urban gyro
#

@plush yew so the same way, even though a Box is an Actor, not every Actor is a box.

plush yew
#

yeah, but what does that have to do with me wanting to use a cast without a type

#

an object type

#

I thought I need to put something about the object type there

#

for

urban gyro
#

so if you have a Big Box, and then a Pink Big Box, and you get ur hands on a Big Box, then in order to check if its the Base Big Box or a Pink Big Box, you cast the thing you have to a Pink Big Box. If it succeds, then you have access to it's functions.

plush yew
#

whatever I thought

#

ugh it's so overcomplicated

urban gyro
#

Or using Halcyons analogy, you buy a drink

pallid compass
#

back sorry

#

Its not over complicated

urban gyro
#

It's a drink, but it could be a beer or whiskey

pallid compass
#

Its wrapping your head around something you have never seen before

vale osprey
#

is there are a way to copy tangents in Float Curve editor?

urban gyro
#

so you cast it to whiskey, and if it fails then it aint whiskey

plush yew
#

that's exactly what my brain is horrible at

#

but I don't want to check against a true or false

pallid compass
#

So lets assume you have made all your stuff from Actor or Pawn right

plush yew
#

I just want to change a damned variable

urban gyro
#

you gotta go wayy baack to the beginning and OOP basics mate.

pallid compass
#

You can cast too that class by plugging in a overlap Other Actor in too it

#

and get a reference too it

#

can someone whip me a simple example up

#

Im rebuilding my engine

urban gyro
#

if you wanna simply change a variable, then GetAllActorsOfClass and then set it

#

but eerm, well, u may need a loop

pallid compass
#

no no

#

Teach him proper way

#

There is a ton of issues with that, its brittle af

urban gyro
#

well he only wants to change one variable ๐Ÿ˜„ the other way is like an essay to explain

pallid compass
#

The first thing you can do

#

Is make a Switch object

#

with an overlap

plush yew
#

yes, I just want to change a bool xD

frosty bloom
#

LineTrace->Break the Hit Result, cast HitActor to the Actor you want to access

pallid compass
#

and start by practicing doing X too that object

urban gyro
#

line trace needs origin tho ๐Ÿ˜„

#

and an endpoint

golden idol
#

is unreal 4.18.3 the latest?

pallid compass
#

Start simple with an overlap event

urban gyro
#

4.19

vale halo
#

Nope

pallid compass
#

Latest stable yes.

vale halo
#

4.19 is the latest as of right now as far as I know

plush yew
#

what overlap event

#

and why

golden idol
#

werid it says 4.18.3 on mine

pallid compass
#

Well you need away to get a reference too what u want to access

vale halo
#

@pallid compass We all know that 4.19 has bugs, but technically it is a "stable" build ๐Ÿ•น

pallid compass
#

So most basic would be overlap

golden idol
#

no updates for it hmmm

vale halo
#

Did you press the + sign to add a new version?

pallid compass
#

Stable my ass :p

urban gyro
#

@vale halo yeah, thats why the next iteration comes in 2 months right ๐Ÿ˜„

plush yew
#

look, I just want to frickin click a static item, which then goes and sets a bool of another blueprint true

#

that's all I'm looking for

#

no collision

#

no anything

vale halo
#

Yeah - so major new engine releases (like 4.18 -> 4.19, not 4.18 -> 4.18.1 (or 2)) require you to download the engine as a whole again

plush yew
#

just a click

pallid compass
#

See your blanking off what im saying

#

If you dont learn the concept of interaction and casting

urban gyro
#

well, you gotta figure out what you clicked

pallid compass
#

Your not going to be able to do it

#

Instead of rushing try learning

frosty bloom
#

use level blueprint ๐Ÿ˜‰

pallid compass
#

You cant run before you walk.

plush yew
#

but it's already figured out

vale halo
#

Which means you can (easily) run multiple versions of UE4 side by side, but does mean you need to add it as if it were a new installation

pallid compass
#

Obviously not

#

Because your trying to use a marketplace plugin

vale halo
#

Marketplace plugins = โค #TotallyNotBiased

urban gyro
#

is there a plugin that solves cryptic problems?

pallid compass
#

If you cant take the time to learn the basics then you have no idea what is to come,
like i said you cant run before you can walk

worn granite
#

@plush yew not sure anyone here is going to give you the exact step by step you seem to want.

pallid compass
#

Its already been explained a few times, and had examples given

#

But hes shrugging it off instead of asking about bits he does not get

worn granite
#

Ah

#

FFS VS

pallid compass
#

i even gave the Drink example for casting ๐Ÿ˜‚

vale halo
#

^ Just my 2 cents on this matter: Learning things may be annoying, especially when you want to get in to building your awesome new game, but is 100% worth it. It'll help you so much as you create stuff as there aren't ready-made assets or tutorials for everything you want to implement. It's like wanting to build a revolutionary new rocket, without wanting to learn about rocket science and fuel chemestry

plush yew
#

because I don't understand the examples

worn granite
#

This IDE. can you not?

urban gyro
plush yew
#

it just sounds like you're talking about true or false

urban gyro
#

best spot to start

worn granite
#

So you just want to flip a var?

#

right?

plush yew
#

yes

worn granite
#

Is it a var that is on ALL actors?

pallid compass
#

man

#

dont tell him to do it that way

#

its stupid af and brittle

urban gyro
#

haha "D

worn granite
#

no

plush yew
#

all actors?

pallid compass
#

it wont work for everything

worn granite
#

Yeah ALL actors

plush yew
#

I just made one actor a blueprint

worn granite
#

ur ruining my point

#

stopit guys

cinder iron
#

int a; -> ;a tni (that's how i would flip a variable)

worn granite
#

So its on a specific actor type, then?

vale halo
#

๐Ÿ˜‚

urban gyro
#

lvl bp incoming ๐Ÿ˜„

frosty bloom
#

GetAllActorsOfClass, problem solved

worn granite
#

guys that's not where I'm taking it

pallid compass
#

Yeah thats another bad habbit too start doing for interaction

worn granite
#

w/e

plush yew
#

specific actor type?

urban gyro
#

cmon let him finish

worn granite
#

y'all explain this from another angle

urban gyro
#

cmon say it ur way, im curious too ๐Ÿ˜›

vale halo
#

^

worn granite
#

I've got a professional grade IDE to babysit

grim ore
#

As soon as he understands he needs to get the exact item to talk to and figures out how to get that exact item he will understand why he needs to learn casting and communication properly.

worn granite
#

cmon lil vs... let's reset your state for you. whoosa good ide? whoosa good ide? NOT YOU

vale halo
#

What's an IDE, daddy? kappa

urban gyro
#

Interactive Dance Entertainment

pallid compass
#

A Actor BP class with Cube and a Collison box that prints text is best starting example

grim ore
#

I Don't Even

worn granite
#

Incessant Developer Enragement

vale halo
#

๐Ÿ˜‚

#

Still can't decide if this is on-topic or off-topic

cinder iron
#

on topic defo.

worn granite
#

^

#

Alright let's try this again I suppose.

urban gyro
#

I can't print a string on a PC client, anything is ontopic lol

worn granite
#

@plush yew So you've got a specific type of actor, right? And you want to change the state of an instance of that actor type- correct?

cinder iron
#

but whichever, i don't even know who was asking, but I heard something about interaction, all i gota say is learn about interfaces please

vale halo
#

Are you using a RPC & where are you trying to print it from

#

Furthermore, Print String doesn't work in non-Development builds ๐Ÿ˜‰

urban gyro
#

i cant fire any rpc's, because the player controller has no owner for some weird reason

#

i didn't build it, all in editor

vale halo
#

Did you mess with any of the PC-related functions in your game mode?

#

Because that sounds real weird ๐Ÿค”

urban gyro
#

yeah, OnPostLogin i just posess a pawn, but even disconnecting it and spawning default pawn didn't work

cinder iron
#

getting used to UKismetWhatever::PrintString(whatever) for C++ users instead of the annoying AddOnScreenDebugMessage makes your face shine

vale halo
#

I just use UE_LOG for most of my debugging ยฏ_(ใƒ„)_/ยฏ

cinder iron
#

I want to see my things on screen right?

vale halo
#

(Won't work for everything, but proves to be sufficient for most things I need (logging error messages)

cinder iron
#

and I can log em aswell that way

worn granite
#

See, I've never found AddOnScreenDebugMessage to be annoying.

vale halo
#

I don't really see a huge need for on-screen messages most of the time though, if I need real time monitoring of a variable maybe, but I rarely work on actual games nowadays ๐Ÿ˜‚

worn granite
#

That + UE_LOG maybe a lil.

cinder iron
#

it is just too long and it doens't give out networking info.

worn granite
#

But that's what wrappers are for.

cinder iron
#

while PrintString gives you everything out

urban gyro
#

what does UE_LOG do?

#

i mean is it real time or output a txt?

cinder iron
#

both

vale halo
#

Anyway, that doesn't sound like it'd cause any real issues @urban gyro

cinder iron
#

UE_LOG adds a message to the log you can see on the unreal log

urban gyro
#

you know whats more disturbing, if i swap back to default PC and Pawn, it works..

cinder iron
#

and you can check that log under Saved/ if you are keeping your session logs

vale halo
#

Anyway, doing some looking things up.....PCs aren't replicated to the client, so maybe you need to RPC first anyway?.....nvm

urban gyro
#

ive seen ppl replicate them for some reason

worn granite
#

You can technically do it, but its entirely pointless

urban gyro
#

print string rpc would be useful if i wana run a print from the server when i press 1

vale halo
#

Man, not knowing all this stuff really does make me realize that it's been forever since I've worked with multiplayer stuff ๐Ÿ˜‚

worn granite
#

If you try to replicate one to a client that isn't its own, its nullptr

urban gyro
#

well it doesnt exist on other clients so replicating seems pointless

worn granite
#

Just said it.

urban gyro
#

then again ive seen ppl do it for some reason

cinder iron
#

mp is fun

vale halo
#

Plugins are fun too ๐Ÿ˜‰

cinder iron
#

sure

#

I work @ Piperift I know bout that haha

worn granite
#

I've purposefully exploited that they only exist on server and owning client - as I'm sure many others have.

cinder iron
#

inb4 quoting cedric exi net compendium

vale halo
#

Looks pretty awesome @cinder iron ๐Ÿ‘

urban gyro
#

Goddamnit it works on a brand new PC. How and why and what man i dont wana refactor shit now

cinder iron
#

aye, we focus mainly on plugins nowadays, the web is outdated tbf XD

vale halo
#

ยฏ_(ใƒ„)_/ยฏ

cinder iron
#

but thanksy XD !

urban gyro
#

now im curious if i fucked something up or the engine fucked me over.

vale halo
#

Same here I suppose ๐Ÿค”

#

Oooh - you're the guy who created that functional testing thing ๐Ÿ˜ฎ ๐Ÿ˜ƒ

#

(Well, more like work @ the company that created <...>, but still, awesome)

cinder iron
#

as we. we have things on production currently

#

that one is something muit himself extended, he did a great job

#

our initial plan was to have it for free but... apparently at the time we couldn't

vale halo
#

I know the feeling ๐Ÿค”

cinder iron
#

yeah thanksy, we have now couple things going on, really happy with the mini team we created

vale halo
#

Cool, the best of luck with your projects I suppose ๐Ÿ˜ƒ

cinder iron
#

โ˜บ

vale halo
#

I should probably get back to work though, this server costs me way, way too much time ๐Ÿ˜‚

swift spindle
#

hey.... does anyone know if there is a systemic bug when it comes to videos and memory leaks ?

plush yew
#

Hello ๐Ÿ‘‹ Iโ€™m new. I just like doing game design as a creative outlet, have been using UE4 and Blender for a few months now. Iโ€™m just a filthy casual bu thought Iโ€™d say hi.

swift spindle
#

no such thing as a filthy casual @plush yew

plush yew
#

Haha ty. I like lurking here, I learn a lot.

swift spindle
#

I started unreal as a small test 3 years ago... now it's my fulltime job

worn granite
#

I can almost say the same

plush yew
#

Wow. I do it for fun Iโ€™d love to get paid for it. I like what I do now but not forever, hard on family.

urban gyro
#

UE4 is the only engine that has the capability to fully render Solitair in all it's glory. U made the right choice.

worn granite
#

Only it wasn't as much a test as "I'm gonna do this" and then I did.

plush yew
#

I pretty much just have a third person terrain and spend too much time designing materials and plant meshes. Super relaxing.

#

wonder why we don't have nsfw dev related channel

worn granite
#

GDL does

urban gyro
#

YES!!!! I FIGURED IT OUT! WOHGOOOO all caps sry

#

Tx all 4 help

plush yew
#

Grats!

bitter iris
#

Is Simplygon free?

swift spindle
#

yes and no

bitter iris
#

No as in what

#

Apperently Royalties are gone so its free that way

swift spindle
#

hmmmm I've not looked for a month or so

tall pendant
#

simplygon is going to be replaced by epic own solution anyways

bitter iris
#

Ahh with what?

swift spindle
#

large prop will be fine

tall pendant
#

Epic's custom solution.... A house depends on the view distance i guess

wooden pawn
#

Hi ! I'm new to ue4 and i'm looking for a way to get the position of overlaping component. i'm using GetOverlappingComponents to get an array of component (UPrimitiveComponent) but i cant find a way to get their individual positions. So, is there a better place to ask this kind of question ? or/and does someone know how to do this correctly ?

obsidian nimbus
#

there is a : begin overlap event

light thunder
#

How does one access the same type of row from a variable data table if they are built off the same enum?

mortal gale
#

Well..... shit........

#

That's not fun.

wooden pawn
#

@obsidian nimbus Yep but i'm doing it the other way around. Anyway, I think the right way to go is to use "GetComponentTransform" which is available from UPrimitiveComponent

silver crown
#

@mortal gale ๐Ÿ˜‚

#

What's your GPU?

mortal gale
#

Intel HD Graphics 4000. It's in my laptop. I'm surprised it doesn't like it anymore, it worked fine on 4.18.1, but after updating to 4.19, it hates it.

worn granite
#

called it Kappa

silver crown
#

You want to run UE on integrated graphics?

#

That's courageous

mortal gale
#

It ran fine.

#

On 4.18

silver crown
#

fine = 20fps lowest settings?

#

Really curious

mortal gale
#

Now, more like 60-75fps.

silver crown
#

Nice

mortal gale
#

This isn't Windows. lol

silver crown
#

๐Ÿคฆ

#

Being on Linux doesn't upgrade your GPU lol

#

If only...

mortal gale
#

The driver architecture is different.

silver crown
#

Obviously

mortal gale
#

So my desktop has been restarting randomly since last night. so I'm trying to run a RAM test, but it only thinks there is 596k of RAM, I have 16GB. lol, so I'm running an address test now.

urban gyro
#

imma take a wild guess and say that u have too many bad sectors on ur hdd ๐Ÿ˜„

mortal gale
#

That has nothing to do with it.

#

This is RAM, not the HDD.

south ridge
#

You have too many bad electrons in your wires

#

The only solution is to download more ram

mortal gale
#

lmao

urban gyro
#

I just read that ur rig was randomly restarting

#

so that was my initial guess ๐Ÿ˜›

#

memtesting is kinda the last thing u do anyway tho, cuz if u get bad results then its off to the shop ๐Ÿ˜„

brave lark
#

Anyone know if I can unpack my own project file? I forgot to make a back up and I need to check out what I did to break my code. I have my project file still so could I get a key from that or something?

weary basalt
#

What do you mean exactly? You want to recover your project from a Packaged game?

#

Is that what your asking?

brave lark
#

if thats possible

#

or view the blueprints within

#

I'm assuming that it doesn't work that way

#

or maybe recover uassets from it? Blueprints are uassets right?

snow crown
#

uhm

#

you can unpack your assets but once cooked you aren't going to get blueprints back

#

they cook down into a halfway compiled format

brave lark
#

fuuuuuu*******

snow crown
#

which loses a lot of the internal uncooked data

#

it's even worse if blueprint nativization is enabled, you aren't getting that back at all

#

since those are converted to C++ and compiled into a .dll

brave lark
#

it's not nativized so thats somewhat good

#

i'm just trying to figure out something simple I did without having to recreate the whole thing

#

it was like a 4 day ordeal last time

#

I have a game where I have been trying to achieve some clever camera tricks for controlling pawns both in and out of VR without having to change the actual pawns code, but instead use separate controllers. I made a working concept that was done mostly in the level blueprint. I packed that up and brought it to a game dev event and showed it off. I still have this file. The project file I unfortunately tried to move all the processes into the controllers and the whole thing went bunk and now I can't make out which way I did things. All I have is the camera transform replicating to the controller transform logic that I needed for this project. That was the tough part to figure out so If I have to I can remake the whole thing, BUT I did do a lot of stuff to the character class and I don't want to have to re-figure out what I did. I was hoping to unpack my .pak so I can see what stupid little thing I did that broke the whole system. At current all my character does is spin in place regardless of what controller I assign to it and or what order things get possessed. It's really annoying.

weary basalt
#

@brave lark You have no choice, start again.

#

Use this as an lesson in why Source Control is an MUST.

brave lark
#

whats funny is I have source control on it. The folder on my laptop that I use to store everything got deleted because I though I moved everything to my new 6tb hdd.

#

You think I would have done that right lol

empty condor
#

an off-disk backup is always useful. private repo on github or something. onedrive, even.

brave lark
#

two back up locations on my desktop, one on my laptop, and zips in google drive and the one time I wanted to do something for funsies and I didn't have my source control set up propper

#

figures

empty condor
#

yeah it happens

brave lark
#

right when you think you're good too

#

oh well

#

if anyone is curious as to what the project looks like

#

and yes I borrowed a spider-man model for testing

#

so sad, i can watch videos of all it's glory and now I have to start over XD

mystic fjord
#

apparently i cannot package my game with a master sequence

brave lark
#

omg I found out why it was broken

#

I made new event nodes for all my actions so that they could be called from the ai controller and I never finished adding stuff to the ai controller

#

BUT I JUST TORE ITALL APART TO FIND THAT OUT

mystic fjord
#

is there anyway i can package a build so my master sequence can play

radiant fable
#

anyone know whats the bake materials button does?

#

does it send the material in the slot to the asset's default mtl slot(s)?

#

guess not

mystic fjord
#

so i found out my problem

#

I ended up isolating this issue to a random Level Sequence file that I was using as a shot for an in-game cinematic I made for my project. The level sequence file seemed to be corrupt as no matter what I did I could not fix the issue without simply deleting the level sequence entirely from my project. Inside the level sequence it was showing red text on a couple of actors I had already added to the sequencer (mainly the "CineCamera" and the "ActorToFocus" actor I had that camera always looking at). These actors already existed in my levels and I did no changing at ALL to the sequencer or any associated actors prior to 4.19. I was packaging well through 4.18.

As a side note, I went into the 4.18 files to look for the noted file "MovieSceneEvaluationTree.cpp" but I could not find it so I'm not sure if it was just something that was added to 4.19 as it was easily found in the same file location where it states it is at in the error quoted above.

Tl;dr For me, the error was solved after I removed a corrupted sequencer file that only seems to have popped up after I updated to 4.19. This was not an error I experienced prior to 4.19 and once I removed the corrupt sequencer file, my project successfully packaged. Hopefully this can help you. If not, I hope you find your solution. But i still need my sequencer files

mortal gale
#

I'm still extremely confused.

#

I can't find what it's talking about, and I can't even see the meshes.

#

Like, there are only checkboxes and textboxes in World settings.

#

lol the Editor crashed.

#

Building lighting.

mortal gale
#

I'm still trying to figure out how to get the terrain to show. lol

mystic fjord
#

@mortal gale this is 4.19?

mortal gale
#

Yes.

mystic fjord
#

seems to me 4.19 been giving people a hard time

mortal gale
#

Huh.

#

In terms of loading meshes?

mystic fjord
#

No i am talking about in terms of what i've been doing

#

cause ue4 crashed when i was building some light

mortal gale
#

I can't even texture anything. lol

#

Do you use UE4 on Linux too?

mystic fjord
#

No on windows

mortal gale
#

Oh.

mystic fjord
#

hey can you test something out for me?

mortal gale
#

Sure, as long as it doesn't take too long to download, if anything.

mystic fjord
#

No i mean on your side

mortal gale
#

Oh, sure.

mystic fjord
#

Okay can you make a short sequencer scene

#

and try to compile it?

mortal gale
#

tell me how. lol

#

step by step.

#

I'm not too experienced with this editor.

#

Or you can teamviewer, if you want.

mystic fjord
#

Yeah lets do that

mortal gale
#

I have teamviewer 12 on here, so you'll need to get that.

mystic fjord
#

i already have

#

i have 13 actually

mortal gale
#

Yeah, you'll need 12.

mystic fjord
#

really?

mortal gale
#

Yep.

#

13 and 12 don't cooperate.

mystic fjord
#

ok

#

all they have is 13

mortal gale
#

I may have the installer for 12 on my Windows HDD.

crisp fable
#

does anyone know if theres a max filesize for uasset files?

#

its limited by 16tb on NTFS

silver crown
#

Probably 2GB @crisp fable

#

int32 array of uint8

crisp fable
#

ok thanks

#

guess ill stick this massive octree in a generic bin file or something

faint cedar
#

silly question

#

anyone here from Tokyo?

#

also, probably more appropriate for the lounge

proven tree
#

hello

#

so a question

#

Is std::string viable for text

#

or should i stick to TEXT

#

macro

#

and use std string internally

floral heart
#

I believe text supports localization, so you should use that wherever the consumer is expected to read it

silver crown
#

Don't use std::string

#

Don't use std:: at all if possible actually

mortal gale
#

@crisp fable I have a 10GB asset file. lol

#

Although I'm not on Windows.

proven tree
#

Ill always use std string

#

Why shouldnt i

silver crown
#

Because this is Unreal

#

So you should use their libs @proven tree

#

@mortal gale 10GB .uasset file?

#

What is it?

mortal gale
#

Oh, I thought the Paragon assets were one file.

#

I guess not.

silver crown
#

๐Ÿ˜›

mortal gale
#

nvm then. lol

#

Apparenly the largest uasset file I have is 615MB.

#

I ran locate "*.uasset" |xargs du -ha |sort -h

#

to check.

floral heart
#

do playerstates tick?

weary basalt
#

Yes

vivid girder
#

Whoa, amanda hasn't streamed since March 15th?

buoyant pine
#

Hey, I got a question about source control
Do check the source control section if you're willing to help, much appreciated

daring peak
#

There's absolutely nothing there

#

Replacing the nav bounds doesn't fix it either

#

Top down template without the blocks

proven tree
#

@silver crown nope, stanard > ue

crisp fable
#

what do you mean "nope"

#

have you tested them and found one to be better?

#

when you're using UE you should, you know, use it

#

use their libs, follow their coding standards, etc

pallid compass
#

u got collison there

#

is it perfectly flat?

#

whats nav mesh tollerance

#

is it custom engine?

#

tried in another ver?

honest vale
#

try changing the voxelization settings

oak quail
#

What can I use to code on the Unreal engine?

#

Visual studio is free for 30 days..but what is a permanent free one?

silver crown
#

Visual Studio is free

oak quail
#

I either installed something else, or done something wrong..because it says my 30 day trial has ended

silver crown
#

Enterprise maybe?

#

Use VS Community

oak quail
#

I'll try that, thank ya :D

#

VS Community 2017 I guess?

silver crown
#

Yep

viral herald
#

hey guys

#

im new here and was wondering where the help section was?

languid shard
#

@viral herald what kind of help do you seek ? ๐Ÿ˜„

viral herald
#

pretty much im new in unreal

#

and well

#

i am uploading a model and it acted up

#

this is my model

#

this is what gets uploaded

languid shard
#

hmm

#

looks like it only exported the bones ๐Ÿ˜‚

viral herald
#

nope

#

if you look closely, the model is there in the center

languid shard
#

if you talk about the 4 pixels over the grey floor, okay

viral herald
#

yea

languid shard
#

it still shouldn't have exported all these bone models

viral herald
#

XD

languid shard
#

using blender right ?

viral herald
#

yea

#

every thing gets exported

languid shard
#

I've got no clue when it comes to blender ๐Ÿ˜ฆ

viral herald
#

i found a walk around, by merging all the objects into one object

#

though i don't know if it will consequences later

#

also

#

whe uploading my textures to the hair cards

#

its uploading the whole png instead of just what it was UV mapped for

languid shard
#

wel

#

you'll need to work on the materials

#

it won't magically work

viral herald
#

it did for the other 2 textures

languid shard
#

I suggest you have a look at the unreal engine docs and tutorials on youtube

viral herald
#

guess i will have to

oak quail
#

No it's still the same thing

#

30 days trial has ended, still not understanding what I am doing wrong on a Free Visual Studio thingy

#

It says it's free, but when I open it, the trial ended, but I thought it's perma-free

plush yew
#

It is perma free

#

Did you sign in with your account?

oak quail
#

Do you litteraly pay in Private Data instead of cash?

#

Because I did not sign in ;-;

silver crown
#

You need to sign in

#

There's no private data involved

oak quail
#

Weird system

digital anchor
#

@viral herald do you have correct scale

viral herald
#

i did

#

i re adjusted the scale for all objects/materials befoer export

digital anchor
#

0.01 somewhere

#

eighter on world scale or export scale

viral herald
#

it was all re scaled

#

@languid shard

#

got everthiong but preansparency

#

doesnt look to bad

oak quail
#

Another thing that I need to know..

#

How to I use Visual Studio with the Unreal Engine?

frosty bloom
oak quail
#

Thanks a bunch :D

#

I don't know why , but I couldn't find smthing like that

oak quail
#

After installing everything, getting rid of some stuff, following the browser's guide

#

Same thing

raven cedar
#

you do have VS installed, correct? and the correct version?

oak quail
#

I installed the 2017 Community one

raven cedar
#

And you are making a C++ project?

oak quail
#

Yeh

raven cedar
#

your SS shows us nothing, btw

#

you have write permissions to all the places in tha folder?

#

and what version of UE? 4.19?

oak quail
#

4.18.3

#

And write permissions?

raven cedar
#

yes

#

as in, you can

oak quail
#

I don't get what you mean by that

#

New to this

raven cedar
#

you have the ability to make files inside the folder for that project

#

if you dont understand OS level permissions :\

oak quail
#

I do have permissions to do stuff there

raven cedar
#

write persmission?

#

is there an SLN in that folder?

oak quail
#

Yeah there is one

#

I'm probably doing something bad, and it's probably pretty obvious :I

raven cedar
#

sounds like something got fuxked in install honestly

oak quail
#

Probably..but I myself can't seem to figure this out

raven cedar
#

you have the win SDK installed?

#

only thing I can think they need outside everything else

oak quail
#

I wish I would just share screen this, because I'm lost

#

I think, I don't know

raven cedar
#

seems like its a known issue for ubuntu

#

most likely its just a core issue

languid shard
#

looks a lot better @viral herald !

viral herald
languid shard
#

you'll have to handle transparency within your material

viral herald
#

finished it

#

aparently

#

it was a small thing

languid shard
#

๐Ÿ˜ƒ

viral herald
#

came out pretty nice

oak quail
#

So how do I continue on?

raven cedar
#

use unity

oak quail
#

And learn a new language ...

#

Geez, I've been using C++ for years now

raven cedar
#

C# is a C lang

#

me too

oak quail
#

Welp, I guess that's my only choice

raven cedar
#

30 in fact

oak quail
#

Either that, or trying to find out the damn issue

raven cedar
#

that link I posted they fixed it

#

but its fixed in their source copy

#

dont suppose you want to rebuild the engine yourself ๐Ÿ˜„

oak quail
#

Myeah

#

I'll probably find someone to just dunno, share screen it, doing whatever, or just find a person IRL that knows stuff like this

#

Nobody seems to know soo myeah XD This is harder than I expected

#

Not really good with computeers , and finding the problem might take damn years :I

urban gyro
#

Guys, IsValid returns false if the input is Null yes?

frosty bloom
#

yes

urban gyro
#

so there is no way for it to kill an execution chain

frosty bloom
#

unless something isn't valid that is

urban gyro
#

yeah my point is the macro will always fire off one of the pins

frosty bloom
#

a regular reference/pointer would return false as well if the object isn't valid/pending destroy

urban gyro
#

ok thanks bbro

frosty bloom
#

no problem!

urban gyro
#

One more thing, been bothering me for a while, Is there a way to DELETE a node, but keep the connection to the next one.

#

Like if you have BeginPlay -> Delay -> PrintStr and u wanna delete the Delay node but not break the wires?

frosty bloom
#

In blueprints? Wouldn't you just re connect the execution pin?

urban gyro
#

yeah i mean, not have it break

#

like save urself the reconnection step

#

in Substance its super neat, don't like a node, ctrl+del and connection stays

#

just without the node

frosty bloom
#

Ah, I see. Yeah I wouldn't know, haven't been using BP to much in a while

urban gyro
#

eh its not a big deal, its just a pain in the arse

dim merlin
#

Hey guys.. when is unreal engine going to support svg in the ui? or is that already possible?

urban gyro
#

i didnt know it doesnt

#

why not flatten them? and have a high res png

dim merlin
#

ofcource yeah thats possible

urban gyro
#

well SVG's are good for scaling, but then there's a max limit to how much u gonna scale em anyway

#

I've seen people use Font materials to bypass that, but it seems not worth the trouble

dim merlin
#

heh, ive actually done that to ๐Ÿ˜‰

urban gyro
dim merlin
#

just creating a font with icons

urban gyro
#

is this for menu?

dim merlin
#

well just like borders and such

#

as vectors are scalable.. i believe it might be even better to use vectors instead of images .. ๐Ÿ˜‰

urban gyro
#

I remember someone from epic mentioning svgs could have performance detriment, but it seems a moot point with modeern hardware

#

that was 2 years ago that i was digging though

#

so dont quote me ๐Ÿ˜„

dim merlin
#

what about the 'old' games.. i remember they used flash ??

#

im not sure how its called

#

'scaleform' or so

cloud cobalt
#

Flash games

urban gyro
#

U mean the Newgrounds games ?

vale osprey
#

That plugin turns your svg into a distance field and then you use material to render it

cloud cobalt
#

Scaleform is Flash embedded into game engines like UE

urban gyro
#

yeah those chugged when u get a lot of things

vale osprey
#

So yes, it has performance impact but itโ€™s small

dim merlin
#

@cloud cobalt indeed. i mean that

cloud cobalt
#

Scaleforms was for menus in games, not primarily for game dev.

dim merlin
#

i think when ue can import svg, scaleform becomes nothing ..

cloud cobalt
#

was/is

#

SVGs are just images though

vale osprey
#

Scaleform is not just svg

cloud cobalt
#

Scaleform was images + code + an UI library

vale osprey
#

^

cloud cobalt
#

Much more than just SVG

dim merlin
#

@cloud cobalt svg has actual data about points

cloud cobalt
#

SVG is not an UI framework

#

It's an image format

#

Scaleform is a C++ runtime that processes vector images with a programming language and a nice library

dim merlin
#

svg is a image format, when if the common programs read it ๐Ÿ˜‰

#

but it has data that can be converted into unreal engine curves

vale osprey
#

Well, that doesnโ€™t mean much

#

Itโ€™s not only lines

dim merlin
#

curves *******

#

sry

cloud cobalt
#

Long story short, if you're looking into UI development, vector images aren't exactly usual

#

They're the opposite of usual, really

vale osprey
#

No only curves, itโ€™s shapes too - not just outlines but surfaces

cloud cobalt
#

Most games strive to have UI rendering at 1:1 resolution, which obviously can be troubling on PC

dim merlin
#

@vale osprey ure refferring to UI still? (not 3d mesh? )

vale osprey
#

Yes

dim merlin
#

yeah thats a good thing

vale osprey
#

Look at the tiger from that plugin^

#

To have some color of the โ€œfillโ€ you need more than lines

dim merlin
#

so okay what about.. how 'big' would the images be .. for example like a menu background?

#

would it just a mather of 4k?

cloud cobalt
#

IMHO, the range of valid resolutions for games doesn't justify vector images. 720p is pretty much a minimum today everywhere, and 4K is a hard limit that almost no gamer already hits

#

Depending on your game, you can either author everything for 4K and scale it down, or you can have fluid layouts with fixed-pixel-size items

dim merlin
#

@cloud cobalt thats sounds as a good advise

#

thanks

cloud cobalt
#

Our UI is basically meant for 4K and downscaled

#

It doesn't work for every kind of game - pixel art UI wouldn't work as well

#

But for our setup, it's great

urban gyro
#

Just rasterize everything at 8k and use that ๐Ÿ˜„ Memory be damned.

cloud cobalt
#

No one even plays at 4K yet

dim merlin
#

@urban gyro ๐Ÿ˜„ yea ๐Ÿ˜›

urban gyro
#

yeah, but that RAZOR SHARP QUALITY BRO

cloud cobalt
#

4K is 0.71% of Steam

urban gyro
#

i like my health bars to be eyegougingly defined ๐Ÿ˜„

#

futureproofing

dim merlin
#

i still believe svg can actually take all the images on performance @urban gyro

#

svg or vector

cloud cobalt
#

Future-proofing is today's 4K

#

Most gamers really use 1080p

vale osprey
#

@urban gyro it wonโ€™t look good actually, without some proper downsampling

cloud cobalt
#

1080p is 72% of gamers, let that sink in. It's huge.

urban gyro
#

1080p i think is the sweet spot tbh. For 4k u need a huge monitor that requires u to move ur head

#

that, or have it far away enough to kinda neutralize the extra res

vale osprey
#

There are 20โ€™ 4K screens

urban gyro
#

yeah but then how much of it are u gonna actually see

vale osprey
#

Simplest example is IPad

#

Well, 20โ€™ would be almost smallest desk monitor

#

There are laptops which are even smaller

#

Work laptop is 17โ€™ I think, very !fun! to use win7 at its native resolution

urban gyro
#

please, i still have a VGA 15' dell monitor sitting on my desk

#

thats a nightmare ๐Ÿ˜„

pallid compass
#

Anyone got a good blog post i could read on procedurally generating maps, waiting for full engine re clone and build ๐Ÿ˜ฆ

waxen wedge
#

@oak smelt what sort of maps? dungeons? islands? planets?

pallid compass
#

2d dungeons

waxen wedge
#

@oak smelt I'm actually rewriting my dungeon generator right now. I'm working off the stuff by Dormans made for his PhD + the game unexplored.

pallid compass
#

oh?

waxen wedge
#

Generating Missions and Spaces for Adaptable Play Experiences Joris Dormans and Sander Bakkes

#

is the paper

pallid compass
#

yeah i just need make a simple 3 layer dungeon flor generator for 2d tiles

#

you know

waxen wedge
#

directed graphs + graph grammars

pallid compass
#

Floor, decoration and walls

#

ooo

waxen wedge
#

if you're only worried about spatial that paper won't help

pallid compass
#

Ah yeah its pretty simple

#

2d squares with walls and a floor and some random bits and bobs ๐Ÿ˜‚

#

Just never done it before so i thought id search for some info on it

waxen wedge
#

it's more concerned with generating mission structure that is nice. Then there's another piece talking about creating cycles within the mission so the player loops around the level and can see what's coming up by looking across empty spaces, and then finally after generating a cyclic graph describing how the mission should look, you map that graph onto the 2D space to generate the spatial info for the level. Then after that do some tileset stuff and you're done.

#

if you want something easy + cool do hilbert curves for the high level construction and cellular automata for the detail

#

the start covers CA, but the hilbert curve bit is really nice

pallid compass
#

Jesus thats insane

#

but so fucking cool haha

waxen wedge
#

heh, I've spent all week trying to build a plugin for doing work with the graph grammars and it's a bit of a slog. NFI what I'm doing and trying to remember stuff from uni.

pallid compass
#

lmfao

#

Yeah but you know how much growth you will get off this

#

it be so worth it

waxen wedge
#

yeah, it's fun implementing stuff from papers rather than just making shit up as I go. Makes a nice change.

pallid compass
#

haha yeah

#

everythin on youtube for dungeon generation is on unity

#

lmao

#

so im just watching it anyway

#

im a sinner

waxen wedge
#

it's all about the concepts. The actual placement of things is pretty simple.

pallid compass
#

yeah i can imagine

#

im affter really simple tho

waxen wedge
#

the only big decision in UE4 is whether to use streaming levels or actors to represent rooms

pallid compass
#

super basic

#

like that

#

lmfao

waxen wedge
#

like a maze?

pallid compass
#

yeah sorta

#

like that

#

but then random exit stairs

#

and mobs placed randomly

#

iv got everything except the map generation already done

waxen wedge
pallid compass
#

toolset*

#

yeah thats what im looking for a guess

#

maze like

#

but with more space if u get me

waxen wedge
#

yeah so take that, then pick random rectangles and just open them up

#

so everything in the rectangle becomes open space

pallid compass
#

oh shit yeah lmao

#

good idea

waxen wedge
#

start with the maze, but don't make entrance/exits so that the level is closed, and then pick a few nxn areas at random and make every tile in there open.

pallid compass
#

yeah thats a good idea

#

oh shit i just realised im gonna have to expand on this quite a bit

#

as my tiles for it are at least 2 thick for walls ops

#

i think i might need upgrade my kit tbh

#

actually

#

u know what i really need to learn

#

that i keep putting off

#

bitmask tiling

waxen wedge
#

interesting

pallid compass
#

honestly

waxen wedge
#

when I wrote my crappy tileset system I wanted to make tiles that were bigger than 1x1 matched vs 3x3, so I didn't use bitmasks

pallid compass
#

im really thinking about intergrating it in too the tilemap editor

waxen wedge
#

that let me make a few giant tiles that were hero assets

pallid compass
#

but idk if thats out my reach to do

#

or even just add a function to umm

#

UMAP editor

#

That just

#

"updates tiles"

#

and adds the right auto tiling around

cedar snow
#

there's also this approach

#

link to more documentation in the description

waxen wedge
cedar snow
#

that post actually mentions tiny keep ๐Ÿ˜„

waxen wedge
#

derp

cedar snow
#

you mentioned proc gen with graph grammar further up, somebody implemented that and released the lua source code for it

#

looked amazing

waxen wedge
cedar snow
#

nice! so you're implementing that paper?

waxen wedge
#

yeah, I've got branching and lock+key placement done, need to do lock movement and key movement

#

and I added another one that takes 4 tasks and makes a diamond for multiple paths

#

I hadn't seen this video before thanks for the link

cedar snow
#

you're welcome

waxen wedge
#

I really like how he has hex grids within the voronoi field, i guess to show man-made areas.

cedar snow
#

i hontestly don't know

#

really loved the graph editor in the 2nd half of the video

upbeat tendon
#

Does anyone know if anymore paragon assets will be released?

grim ore
#

yes more characters are planned per the original blog post

frosty bloom
#

Projectiles are sooo delicate. It just feezes in spawn location... If i enable physics or Auto activate after they have been shot (detaching myself from character and changing settings on runtime) they fire away as one would suspect.
If i try to do the same thing, in the same manner, but in the code nothing changes. It either just drops to the ground like a rock or stays frozen at spawn location

sharp crest
#

Tryina figure out how to generate actors in a radial "shape" and make them generate from the center out
Anyone have any ideas
Please @ me if you answer

digital anchor
#

left: white light, right: red light

#

default pp, material is only a color to base color, 0 roughness and specular

#

Better question would be: can i make light brighten even meshes that doesnt have the same color as the light

floral heart
#

make the red light less 'pure' red

digital anchor
#

yea that works

#

but why does that happen

floral heart
#

also probably make the surface less pure green

#

it's a thing with color and light: a 'green' surface is one that reflects only green light
but in most real scenarios there are rarely any purely green surfaces or purely red lights

digital anchor
#

ohh

#

makes sense tbh xd

#

so its like mirroring all the green light

fierce tulip
#

its kinda like at night and you drive trough a tunnel with yellow lights, some car colors are almost black

#

like blue cars

urban gyro
#

Anyone know if FloatingPawnMovement replicates?

#

cuz its weird that the higher the netupdate speed is the slower it goes.

upbeat tendon
#

I hope they release the ui assets

#

From paragon

pallid compass
#

certain things wont get released

#

Like core segments of code

#

UI code

#

prob not UI art assets

#

etc

#

can u increase a int by a ref?

#

im gonna assume this will work lmao

safe rose
#

@pallid compass is it just by one?

#

You can just use IncrementInt

lyric owl
#

there is no way to make curve handle longer?

pallid compass
#

By X amounts so

#

i thought id tried that

obsidian nimbus
#

i wouldnt split fortnite and unreal launcher, when some1 plays fortnite hes only 1 click away from downloading UE4 ๐Ÿ˜›

#

well if playing on pc ๐Ÿ˜›

worn granite
#

the fornite launcher could still link to UE4 or something

safe rose
#

should def be two diff launchers

#

it's sad when an actual dev tries to log in, and they can't because of fornite players

#

(in queue)

obsidian nimbus
#

havent had the launcher give me a que yet

#

just when i launch fortnite

#

most of the times u wont event need the launcher

#

just launch the project

livid haven
#

WRT splitting launchers, I don't think that would change the login queue stuff.

#

Ultimately, Epic accounts are Epic accounts.

obsidian nimbus
#

a few of these players gunna make a robo recall mod thats awwsome and one of em is gunna make a hit game

livid haven
#

Logging in to any Epic account ultimately has to hit the same servers somewhere.

obsidian nimbus
#

those 14year olds getting UE4 is gunna be gold for epic later on ๐Ÿ˜›

urban gyro
#

Assuming they dont give up

obsidian nimbus
#

some will some wont

livid haven
#

It's not just a matter of whether any of these people actually end up producing royalties for Epic

#

It also means there will be more people with knowledge and experience using UE4, which means it's easier for a studio to pick an engine for which they can easily hire people with competency right out of the gate.

obsidian nimbus
#

this is why making moves is free and there is no subscription anymore

livid haven
#

Rather than having to deal with more inefficiencies in onboarding new employees without familiarity.

obsidian nimbus
#

you need like 0 skill to get started on making something like a basic scene or a sequence

#

its not like UE3

#

friend of mine does gtaV machinima...

#

makes some good stuff... he wanted me too try do some of that

#

im like... yo editor... controller dat shit dont mix

sharp crest
#

Hey is there a way to montior fps?

obsidian nimbus
#

stat FPS

sharp crest
#

I mean

obsidian nimbus
#

in console

sharp crest
#

For hmm

#

For it to show the fps for the minute

obsidian nimbus
#

and do stat unit too

#

the profiler

sharp crest
#

how do you open that? the profiler @obsidian nimbus

#

oh

#

profile data visualizer?

obsidian nimbus
sharp crest
#

I want to monitor fps not cpu? Sorry if it's on the page and I missed it

obsidian nimbus
#

its not super easy at start, its kinda advanced

#

if u do stat unit,. the GAME is cpu

#

frame is directly related to fps and draw is gpu

sharp crest
#

I guess I'm just going to make a UI visualizer that saves the fps lol

#

Perfect :p

obsidian nimbus
#

well if u dont wunna use the profiler u can just capture the fps in an array by tick i guess

#

but just learn the profiler, its good

#

if some1 here asks why his fps is low i can tell him to send a screen of the profiler.. and i can tell him all his shit be broken

#

its a tool to live by

copper wing
#

Hi

#

Question

loud phoenix
#

Is Unreal Engine support available on weekends (emails submitted to Epic)? We lost our FTP login for console files but are worried we may have to wait until Monday to get a response with a recovery link.

copper wing
#

I wanted to know if itโ€™s possible to find animation like dark souls, bloodborne and bosses for multiple phases?

fierce tulip
#

@loud phoenix they are afk during the weekend.

#

I think (though @elfin jacinth might respond) they just left

livid haven
#

It would be 7:30 PM on a Friday at HQ right now.

fierce tulip
#

@({Desolation}) Fear#6212 if its not on the mp, not really

#

fricking summer time stuff, I thought it wa 5:30 over there hehe

loud phoenix
#

Thanks @fierce tulip

faint urchin
#

Can anyone point me in the direction of a project or template that has lobby/steam integration already set up? I'd rather not work through that right now.

zenith flower
#

What channel do I visit to get unreal to recognize the fact that the dedicated gpu always hides behind the integrated in a laptop?

#

Or who do I talk to

fierce tulip
#

answerhub/forums seems to be best shot at that @zenith flower

zenith flower
#

um... yea...

fierce tulip
#

ยฏ_(ใƒ„)_/ยฏ

urban gyro
#

it runs on the integ gpu for u?

#

u running Nvidia?

zenith flower
#

amd

#

I have a pre gcn integrated and a post gcn dedicated

#

I get the "pre gcn adapter detected, some work arounds will be" ect ect

mortal gale
#

Font rendering on Vulkan for Intel HD Graphics needs some work.

weary basalt
#

Looks ok to me

#

.<

zenith flower
#

LogD3D11RHI: D3D11 adapters:
LogD3D11RHI: 0. 'AMD Radeon HD 8650G' (Feature Level 11_0)
LogD3D11RHI: 2771/0/3840 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:1, VendorId:0x1002
LogD3D11RHI: 1. 'Microsoft Basic Render Driver' (Feature Level 11_0)
LogD3D11RHI: 0/0/7779 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
LogD3D11RHI: Chosen D3D11 Adapter: 0
LogD3D11RHI: AMD Pre GCN architecture detected, some driver workarounds will be in place

urban gyro
#

Cant help u, not familiar with AMD problems

zenith flower
#

this isn't an amd problem

urban gyro
#

how so?

zenith flower
#

OCCT runs the dedicated just fine

#

using dx11

weary basalt
#

What version are you using?

#

Pretty sure there was an mention of an fix for something like this in 4.20

#

Something about the engine not using the primary adapter for some reason

zenith flower
#

Well the primary adapter IS the integrated, and HP laptops do not let you change this

weary basalt
#

Oh...

zenith flower
#

While I can deal with this in the editor, I cannot deal with this in production ready games, such as fortnite or paragon, or even my own game

weary basalt
#

The feq

#

Honestly you shouldnt be doing production on an laptop lol

urban gyro
#

then thats not an engine fault

#

if all game executables run on ur integrated by default

zenith flower
#

um... yea... yea it is... works fine on other software using dx11, detecting the SAME adapters

#

I'm aware of that

#

I already have set that up in the radeon settings, however unreal chooses to ignore this

urban gyro
#

Have you dug around in BaseHardware.ini?

zenith flower
#

While the laptop may be old, it actually does just fine

urban gyro
#

iirc you can see some info there

zenith flower
#

quad core, 3.2 turbo, 16gb ram, dual gpu, ssd

#

The only reason I need the integrated disabled, is because its an a10 apu, so if I use the integrated, it heats up the cpu, and downclocks the turbo, all the way down to 1800mhz

urban gyro
#

get ice ๐Ÿ˜„

zenith flower
#

lol, yea... I've been thinking about spending $$ on dry ice for my gaming needs xD

#

A few pounds a day should do?

urban gyro
#

i found this in WindowsEngine.ini

#

[Engine.DeviceConfiguration]
ConfigClass=/Engine/DeviceProfiles/SetDeviceProfileWindows.SetDeviceProfileWindows_C

zenith flower
#

I carefully chose this laptop, it has a dual pipe heatsink

urban gyro
#

you may be able to change something there

zenith flower
#

Well for example I cant get to that in fortnite

weary basalt
#

Ive never used an Laptop extensively but i wonder if plugging in an external Monitor to the GPU will force it to use that as primary?

zenith flower
#

only GameUserSettings.ini

urban gyro
#

what does fortnite have to do with anything lol

zenith flower
#

I am on a 4k 55" tv as we speak

weary basalt
#

Mmm

zenith flower
#

because, I can't force it to use the dedicated, paragon included (before it shutdown)

urban gyro
#

oic, i thought u wanted to solve it for ue4

zenith flower
#

Like I said, OCCT detects the integrated only, but knows to look behind it to find the dedicated

#

ue4 = fortnite

urban gyro
#

no..

fierce tulip
#

lol

zenith flower
#

uh yea

urban gyro
#

k

zenith flower
#

I guess fortnite doesnt use unreal engine

#

must be blizzard then eh?

weary basalt
#

Fortnite uses CryEngine 6

fierce tulip
#

using ue4 is way different than playing an ue4 based game

zenith flower
#

lol

urban gyro
#

it was made in GameMaker

zenith flower
#

WannaCry 6.4

weary basalt
#

CryMeARiver 1337

urban gyro
#

u mean 31337 ๐Ÿ˜›

zenith flower
#

oh, you got trump'd

urban gyro
#

i think the problem is with ur platform and not the engine, or the game

zenith flower
#

okay, I'll tell OCCT that they must have Gods for programmers

urban gyro
#

occt is hardware tester

zenith flower
#

yea and?

#

it works

#

whats your point?

weary basalt
#

Can you disable it in Device Manager?

urban gyro
#

thheres a difference between something operating, and working with other applications

zenith flower
#

tried that xD

weary basalt
#

Gah

#

Why so difficult

urban gyro
#

cuz HP ๐Ÿ˜„

#

u ever tried to disassemble one?

#

i;d rather dig a pool in Sahara

zenith flower
#

I thought that was clever too, but here is why:
Integrated = Primary
Dedicated is "Linked" to Primary

#

I tear my laptop apart a lot

urban gyro
#

the monitor hinges on those things are crap

#

ok i know how u can solve ur problem

fierce tulip
zenith flower
#

Thats how I got a dual gpu motherboard (apu + gpu) in it. (Can't buy it ANYWHERE as an actual model) it was some unlisted shit, that didnt even come tattooed from HP

#

I have that open already, doesn't help

urban gyro
#

id never buy a laptop

#

anyway

#

in ur BIOS

#

disable the integrated

zenith flower
#

I don't go to walmart to buy my laptops

urban gyro
#

that should force the one

#

I make my own rigs

zenith flower
#

Kensei, I notice you read little, and just spew

#

Yea, and I just go buy the mother board I want and put it into my laptop frame

urban gyro
#

right, good luck, i cant be arsed anymore with tangental problems

zenith flower
#

well good, its just a repeat of how you treated that poor soul yesterday

#

You learned nothing from the admin that stepped in

#

@fierce tulip In that thread, the issue was the Name of the dedicated was incorrectly displayed, but it was actually being used, and also the speed test confirmed

#

in my case, the log is straight up telling me older hardware is detected and its using workarounds

weary basalt
#

You might just have no choice, if HP ensures that integrated trumps dedicated then thats the end of it

zenith flower
#

While I agree HP is at fault, I still insist, that this is only an issue for unreal based games

#

OCCT detects the same adapters, but at the bottom, you will see it also shows the dedicated thats "behind" the integrated

#

And while the performance between the two is roughly the same, by being forced to use the integrated (by unreal) it burns up the cpu and clocks down the cpu and spikes the frame rates

plush yew
safe rose
#

I'm not going to add crap to this, but damn that gpu is old @zenith flower

distant finch
#

is there a difference between unreal studio and unreal engine?

zenith flower
#

yea I know

safe rose
#

I am surprised it even can min specue4