#ue4-general

1 messages Β· Page 215 of 1

zenith flower
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I can pull 50 fps at 720p, on low

safe rose
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@distant finch only diff is one is for Enterprise

urban gyro
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@distant finch Studio is for architects and all that

safe rose
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Cad, ArchVis

zenith flower
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until I get into a firefight, and then the cpu gets stupidly downclocked

safe rose
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Same engine, just some new plugins/workflow/support

urban gyro
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I just noticed theres an ArchVis character class

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but its just an empty char, is there a difference?

elfin jacinth
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@fierce tulip you're not too far off. My stuff finally arrived so we're finally moving in to our own place!

urban gyro
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Dude, 11 hrs FC5, Champ.

elfin jacinth
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lol

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The game has been loaded

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I have not been playing it

urban gyro
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Stuck on a loading screen yeah? πŸ˜„

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is it any good?

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or uve yet to play

elfin jacinth
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I've played it, and it is good.

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I was playing it this morning before the moving company called and let me know they showed up

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And I had to leave the house quickly.

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Which was just about 11 hours ago πŸ˜›

urban gyro
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RIP wasted cycles

elfin jacinth
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lol

silver crown
urban gyro
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these are some legit problems, if u have engineers πŸ˜„

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ill admit i only read the bottom bit

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cuz damn man, tldr

silver crown
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me too πŸ˜‰

livid haven
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It's unfortunately a very common experience if you've been around long enough. 😦

urban gyro
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really? it seems like a no-brainer to get SSD's

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i mean that must be some serious budget saving, and even then its probably not worth it

silver crown
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I would die without SSD

urban gyro
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i mean its hard to believe some of the examples he gives are possible

silver crown
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Especially with UE

urban gyro
#

like 2gb commits with no explanations

silver crown
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Seems likely without someone leading the project

urban gyro
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I spose

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btw u know whats the diffference between GameState and GameStateBase? They both have 16 overridable functions, yet one screws up meh game, while the other doesnt.

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If there's any extra functionality i defo cant see it.

worn granite
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I had to lecture a friend on gigantic commits

surreal skiff
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doess someone know how to make maps in ue4

storm venture
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hey who here knows how to add files to a perforce depot

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tutorials online are trash so im hoping i can find someone to direct me πŸ˜„

rustic panther
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Open P4V.exe click and drag them into the "Pending" tab on the right side of the window

storm venture
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drag them from where?

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dragging from a windows directory doesnt work

rustic panther
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explorer

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are the files in the workspace folders

storm venture
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nope, i cant add to that either

rustic panther
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are the files in that folder?

storm venture
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that folder doesnt exist, it never made it

rustic panther
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make it yourself

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I don't think it will make it

storm venture
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that wont mess anything up?

rustic panther
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if nothings in it

storm venture
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alrighty, will try

rustic panther
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I couldnt drag drop until I put a file I made in my workspace folder

storm venture
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i marked them for Add and Submitted them, I think thatll sync it with depot?

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or push it to depot rather

rustic panther
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you can also add the checked out files to a Changelist to organize things in P4V

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it pushes it to the depot ya

storm venture
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perfect, thanks a bunch

rustic panther
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there's also an exploere context menu for perforce

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let's you click on files in explorer and check them out from right click

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or add them

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it's supposed to show you status icons, but for me it doesnt work

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probably because I have other things that display icons over thumbnails already

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if I want to check if things are checked in I use the workspace tab in p4v and go to the folder there itll tell you whats added or not

quiet harness
narrow pasture
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alright, i have a spline and an object spawning and moving along that spline, how do i change which spline point is spline point 0 or 1 or the first point on the spline path without recreating the entire thing?

glad eagle
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Hey guys im having a problem and have searched everywhere for an asnwer and had no luck could someone jon the chat and have a chat with me if you have a second, im sure its something really simple i just cant find anything any where

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basicly trying to remove red error texts in my renders

floral heart
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have fewer shadowcasting movable lights?

glad eagle
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i need them for the look

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its for film so processing speed dosnt mater

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i just need to disable the text

floral heart
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you can disable 'Cast shadows' on them
which should be fine since it already says "SHADOWCASTING DISABLED"

glad eagle
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yeah there just happens to be 1700 of them haha

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thought there might be a way to just disable the text

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as it will take a few hours to manually disable them all

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i guess if there isnt any other way

glad eagle
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that only disables "build lighting"

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actaully ill try this +suppress=LogBlueprintDebug

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yeah neither worked

warm mountain
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Hey guys quick design question

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would you agree that the more realistic the art style of a game the more the expectation for the game's setting to be grounded?

south ridge
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I think it would be cool to see hard-scifi game that has a realistic artstyle

warm mountain
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So to say, aside from cost and time issues. If a game like A Hat in Time was done with realistic graphics, would it have taken away its charm

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And in that case would less actually be worth more?

south ridge
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I think realistic art styles prevent having good character perception (uncanny valley and stuff)

warm mountain
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hmm

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i feel like my standard style isn't right for what i want to make

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i've been using UE4 mainly for architecture which is realistic

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but what i'm making isn't exactly very grounded

floral heart
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Realism is it's own form of grounding, I think. Even something as simple as four-fingered characters in a realistic scenario is going to be weird, because it's an unrealistic convention, unless there's some realistic reason for four fingers.

warm mountain
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thats what i feel

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it would be weird to see some games in a realistic style

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South Park games with the style of Halo 5 would be so weird haha

south ridge
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We use heavily realistic style for our game, since you mostly don't see any human characters (or any characters in general)

warm mountain
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nifty!

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the game i'm making has furries

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which I can't really see being done realistically

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the turtles

south ridge
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I saw some interesting examples of 3D furries that didn't look horrendous

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But they were raycasted, so I'm not sure same sorta effects can be done in realtime

warm mountain
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i gotta take a look at some of them

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so far most of the ones I see are still pretty cartoony

south ridge
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But yes, avoid realism if you wanna have characters

warm mountain
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as in human characters?

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yea I have some of those

south ridge
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Anything that has to move

warm mountain
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i have some existing assets from my arch vis work but I feel they don't fit what is needed for this to work

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much of the game is puzzles and sneaking around

floral heart
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that demo UE4 did in gdc, with the advanced facial animation

loud phoenix
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Unreal crashes every time I try to adjust the Bounds volume for one mesh in particular but not others.. why is this? (4.19)

swift hull
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I am fairly new to the editor and need some advice. I've been playing with it for the past couple of weeks, and today I spent a few hours importing .obj models i found for free online. Just as a proof of concept for my idea. There was ALWAYS an invisible volume/block around the imported asset. At this point I've resolved that instead of requesting permission from the owners of those models, I'll just take the time to make mine. The most advanced I got with the editor was starting with a default level template and adding in volumes and modifying them. From what I have seen so far, it's a royal pain in the ass to create complex objects and shapes in Unreal Editor. Do you guys usually manage with it, or you use a third party program, and then import your assets/models? If the latter, how do you do it such that you dont end up with this annoying volume/block around the model?

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For example I somea .obj and a .fbx ship models with the goal of placing my stuff on the deck, and testing it as a map. I'm working on a UT4 map. When I spawned a character to move around, it was like the entire model or parts of it was wrapped in an invisible box that I was walking on. How would I avoid something like this if I made the ship myself in something else?

trail grotto
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Hello.

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I need some help, I'm kinda scared that I fucked myself there.

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I got the animation starter pack but I don't know how to properly apply it.

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Now my character is stuck in a T-Pose. Can I please get some help?

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I'm fairly new so I honestly don't have any ideas how that work. 😦

hazy birch
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@trail grotto try search in google while u try to find answer here

trail grotto
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I'm trying.

hazy birch
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yeah u did good thing

trail grotto
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I'm googling but I can't find it. Thanks tho, heh.

floral heart
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the Unrealengine specific search is usually useful, at least for what I search for

trail grotto
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I think I tried that but I'll try again.

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I really hope I didn't lose my character's blueprint.

hazy birch
trail grotto
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Fixed it!

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I didn't get the right skeleton.

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However, now I can't jump, sprint or anything.

mystic fjord
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does anybody have a vr goggles? i would like for them to give me feedback on my packed demo

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i cannot really tell cause my gfx card is very laggy

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No?

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okay then

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If anybody wants to feel free to dm me

trail grotto
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Is there anyways to roll back?

regal mulch
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Roll what back?

trail grotto
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My game. I wanna roll back to a previous save.

regal mulch
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Are you using Source Control?`

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If not, then no

trail grotto
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Source Control? I'm sorry, I'm new to this whole thing.

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Eh, I'm gonna go to bed. I really hope I don't give up but man, if there is one thing I hate about making stuffs is animations.

regal mulch
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@trail grotto SourceControl or VersionControl is a way of making sure that you can roll back to earlier versions.
For example via software like "Perforce"

hazy birch
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@trail grotto i posted in a forum something about games creation i want to give u i good thing maybe u will know soomething better can i send that post for u?

trail grotto
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Ah. I don't think so. Damn.

regal mulch
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There are no earlier saves otherwise

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But for your current situation if you don't have an earlier backup saved, you probably can't go back

trail grotto
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@hazy birch Yeah sure. Anything that can help.

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Luckily it didn't save. Didn't think I'd ever say.

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But thanks for the help, Cedric.

glass imp
latent moth
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All, what is the best way to retrieve from a BP a value such as sg.TextureQuality?

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the execute console command does not return any values

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Do I have to use a custom SaveGame to do that, or is there a way to retrieve it?

regal mulch
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Not sure, might just need c++

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@glass imp It's still a TArray

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And TArrays aren't threadsafe

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Only thing he did was using the Heap structure the Tarray is build up on to cycle high priority things upwards

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But that's also not really a queue, as that should (afaik) just work like an actualy queue, where you put A and B in. And you get first A then B out

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Well, an ordered queue I guess is that. nvm. Brain ignored the "ordered" word

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But yeah, not threadsafe

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Think TQueue is also lockfree

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Ah well TQueue is actually thread safe

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According to the docs

glass imp
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Hi @regal mulch , thanks for the answer. I need a queue but with the ability to be sorted

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I need to queue events by timestamp

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and execute by timestamp

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and I need it to be threadsafe, as multiple players will queue events

manic pawn
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what do you mean by "multiple players will queue events"?

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players as in clients on a game server?

glass imp
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clients

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through a dedicated game server

hazy birch
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i'm mr.dino hello=whaaaa it is my original languageπŸ‘Œ

glass imp
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atm I'm leaning toward using TArray with Heap functionalities and then use FScopeLock to make it thread safe

pallid compass
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Im thinking of saving all my player data in a huge Struct Wrapper split up in too sections, thoughts?

manic pawn
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a dedicated server processes packets from all clients sequentially, there is no multithreading involved just because you have multiple clients

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@glass imp

quiet harness
austere finch
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When we'll get the rest of paragon characters

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I need Wraith animations badly

hazy birch
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i'm thinking to made a open world game and put in it a character+
movements,( only jump) and name it jump forever comment plz πŸ‘Œ πŸ˜‹

candid laurel
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hmm not sure where to put this ... but i am very close to going mad ... for some reason my game needs close to 2 minutes loading time in editor and i can't find the source of it . The levels are large but from the log i don't see very large numbers that justify those long loading times . Maybe someone here has an idea what could cause this ?

hazy birch
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everywhere i see gamesworld chat is dead ppl wont talk about it

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hey@candid laurel

silver crown
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?

candid laurel
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no when i press the play button in editor πŸ˜‰

silver crown
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Ah

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That's weird

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Check all your BeginPlays

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And Constructs

hazy birch
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restart pc , rebuild something in ur game if u think that the problem in it

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chaaaaaaaaat plz say something 😩

candid laurel
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hmm is there a way to profile the construction scripts and beginplays ? (i don't think that this is the cause since the entrys of how long the level loading took are after the long lag and those numbers are just a few sec )

supple apex
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Hey guys

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I am new here.

hazy birch
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hey lord of the ring

supple apex
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oh, there is an intro page, still lol

hazy birch
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welcome@supple apex

supple apex
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thanks

hazy birch
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plz someone hear my music and tell me something ,comment?

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bad or good idk?

supple apex
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the arabic voice test?

hazy birch
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yes

supple apex
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seems ok to me, depending on how it's used I guess

hazy birch
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u right

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u are smart

regal mulch
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Cause this is not a casual chat channel.

hazy birch
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sorry ill

supple apex
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anyways, I know this is a super basic, and a bit overcomplicated, question, but, anyone want to have a PM chat with me on how to do some basic things like inputs and having the inputs be used to do things?

hazy birch
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deleted @regal mulch πŸ˜‹ πŸ‘Œ

supple apex
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or just chat here

hazy birch
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@supple apex i posted in a forum a something basic but let u know im a super if u believe me

supple apex
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?

hazy birch
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but i have problem in english

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i know like a phylosophy of the games world but english problem

regal mulch
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@supple apex Just post your questions

supple apex
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ah, there is an active forum or something?

regal mulch
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:D Just post your question here instead of asking if someone wants to teach you private

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No one here likes that

supple apex
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alright

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thanks,

regal mulch
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Please try to get inputs working yourself first and if you run into issues, then formulate the issue properly (show code etc) and THEN we can help you

candid laurel
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sooo noone here knows how to profile initial loading times?

pallid compass
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prob with the profiler?

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see whats hammering ur ms and memory

river ocean
candid laurel
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@pallid compass can i start it befor starting the game in editor ? and where can i find that profiler

frosty bloom
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@river ocean you are not supposed to access assets in .pak files like so.

supple apex
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Hey, anyone know what button would be the right vive controller "menu" button?

river ocean
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@frosty bloom cheers how do you access them?

frosty bloom
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Unless the assets is directly available through the file containing them you shouldn't

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You are pretty much asking how to break open the files containing Game assets from any game on steam

supple apex
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anyone know?

frosty bloom
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@supple apex that is just a matter of preference. There is no right or wrong

river ocean
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@frosty bloom How do you make use of assets inside pak files then?

silver crown
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You don't

worn granite
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do you mean direction or correct-ness @supple apex

frosty bloom
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^

worn granite
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left/right just kinda.... update

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IIRC

supple apex
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the names for the vive controller keys are confusing, and I want to know what one is the this button

worn granite
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So if you need to keep state with a physical controller you gotta do that yourself

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Oh, well, just play around with it or look up a chart.

supple apex
worn granite
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I don't have a VIVE anymore

river ocean
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@silver crown I don't understand haha is that not the entire point of pak files? So you can add content later

worn granite
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sorry

hazy birch
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@supple apex i sent u private just chat

silver crown
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@river ocean You let UE handle it

supple apex
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ok, I got what button it is, sorry for my confusion right now, I am SUPER new lol

worn granite
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that's alright

frosty bloom
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You purchase a game of steam, you've been granted a right to play it. Paying 30 bucks for a game on steam doesn't grant you any rights to access their Assets, there is Usually copy rights and a lot more behind those files you find inside a .pak

river ocean
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@frosty bloom It's my pak file though

supple apex
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I stopped partway through a payed tutorial to try to figure out how to try to help be able to actually use some of these things, I might just finish the tutorial series if I can't figure this out, anyways, I am super confused about getting a button to actually make something happen, is there a simple tutorial that covers just that crucial bit? lol

worn granite
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So you know the red node?

supple apex
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the input action node? yes.

frosty bloom
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Well, can't help you with that @river ocean

worn granite
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All red nodes with an output exec pin and no input exec pin are the same fundamental concept

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So Begin Play, Tick, On Actor Begin Overlap

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etc

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Find any tutorial which uses any of those (events, in BP speak) and you can apply it to your button

hazy birch
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@supple apex ill tell u something help u

worn granite
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Also imagine the white wire as a pipe that triggers a water wheel inside the nodes or something like that.

hazy birch
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just watch steps and answer me

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last time was ur project no problem do u remember?

supple apex
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I think my confusion here is I think I need to do some stuff on like, some type of "character" (idk if that is the right term) and have that somehow output it or something.

worn granite
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Right. I can't summarize that as elegantly, unfortunately.

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That'll just take time and practice.

supple apex
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yeah, I never thought I would see something even more seemingly unneedlessly confusing than blender.

worn granite
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I offer paid tutoring though πŸ˜‰ πŸ€‘

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It might seem needlessly complex, but I'd wager that you won't feel that way in 5 months

supple apex
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hopefully sooner, I'm just throwing myself onto this.

worn granite
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That's basically what I did to start

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I just dove in and made a game prototype in 2 days

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super simple, very basic, did things in a poor way. But hey

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Gave me content for my blog when I did a restrospective on it

hazy birch
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@supple apex last time was ur project work well lets say yesterday after yesterday u added some staff in it and u have to copy ur project (backup ) now u have a copy delete something u added it if not fixed delete other in these steps u will find it and repair that original copy of ur project

supple apex
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this isn't an issue with the tutorial I had or any previous thing, I am figuring out how to get an input from my vive to do something basic, like, adding an impulse upwards to a bunch of cubes

hazy birch
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understand me?

worn granite
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Lima Bean is trying to go "off the rails" and not stay following the tutorial

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Nothing is wrong with the project

hazy birch
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ah sorry i saw someone have a loading problem i was think u

supple apex
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yeah, I started a VR game with starter content.

hazy birch
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what is ur idea what a game u will made?

supple apex
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my overarching goal is to make vr games tend to be longer, more enjoyable, and cheaper

hazy birch
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nice but there are a good ideas and super ideas and other understand me?

regal mulch
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Just saying

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Loading Maps from PAK Files is totally valid

supple apex
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I will just start with some silly project and importing some models and go from there.

hazy birch
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good luck

regal mulch
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@frosty bloom @river ocean There are functions to read from PAK Files

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And it's completely normal to do so

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Otherwise DLCs etc. wouldn't make sense

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Or SteamWorkshop wouldn't work

hazy birch
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i remember patapon was easy to made with good idea πŸ˜‹ πŸ‘Œ

river ocean
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@regal mulch cheers there has to be. I am able to load materials but having problems with fbx files and umaps

regal mulch
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FBX files probably won't work

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As you import these and they turn to UASSETs

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UMAPS should be possible though

river ocean
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@regal mulch well I did the conversion using the editor so really just a static mesh

regal mulch
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Then you are loading UStaticMesh assets

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Not FBX

river ocean
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@regal mulch when I load the pak it breaks the referencing system. so if the UMap has dependencies (which they all do) it can't find them

regal mulch
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Well haven't looked that much into it

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I usually just load the umap

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Put the name into a list

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And let players load them

river ocean
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@regal mulch there has to be something I am doing wrong

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@regal mulch have you got any example code of loading a map?

regal mulch
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:D Don't tag in every single message

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Sorry don't have the time right now to debug that with you

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Just wanted to drop in and say that it is valid to do

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Since Erik meant yo ushouldn't

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Pretty sure he was more concerned about the part of accessing a pak file outside of the engine to strip off files

supple apex
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hmm

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RIP 30 minutes of my life, idk where they went, but they didn't get any cubes having impulse lol

worn granite
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Just remember that the goal isn't the thing you set out to do. The goal is learning how things work.

supple apex
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yeah, and tbh I am at a stump made of osmonium at getting an input to do something basic like add an impulse to all of these cubes lol

regal mulch
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Well inputs work per InputComponent or Enabled Input Actor

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So the first few actors you encounter that accept input are your PlayerController and the Pawn/Character

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You can enable Input on other actors through said node

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"EnableInput"

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Then they should also accept a simple input

worn granite
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I think its more what to do with an input that works

regal mulch
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Button Press what ever

worn granite
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Though certianly knowing how inputs "work" is important

regal mulch
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Well though I just explained most basics

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The exact input stack stuff isn't that interesting for the start

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If he wants to move cubes through a single key press, then he probably wants to EnabledInput on them, making sure the Input Event itself is not consuming input and that's it

sharp matrix
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Hey guys pretty simple question. Im coming from unity and man I having the biggest trouble

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Getting my code to update in the game

quiet harness
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Hey guys I'm having a problem with packaging

sharp matrix
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For example compiling in visual studio usually makes no changes in the editor

quiet harness
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and whenever I solve it a new one occurs

sharp matrix
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Ill have to compile it in the editor 3 or 4 times before i can finally see a change I made in the log

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This is just not right lol

pallid compass
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u restarting ur editor after compiling?

quiet harness
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whenever I try to package with gradle it makes a Z: drive for some reason

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UATHelper: Packaging (Android (ETC1)): ERROR: cmd.exe failed with args /c "C:\Users\X\Documents\Unreal Projects\MyProject\Intermediate/Android/APK\gradle\rungradle.bat" :app:assembleRelease

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It also does that ^^^

sharp matrix
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You need to restart the editor affter compiling?

quiet harness
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"UATHelper: Packaging (Android (ETC1)): Creating rungradle.bat to work around commandline length limit (using unused drive letter Z:)"

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why is it doing this

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what is the commandline length limit

pallid compass
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Yes u need to restart it after compiling

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for stability

sharp matrix
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I think I might have fixed it. Restarted unreal and it said I was missing some dlls and it added it

pallid compass
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not dll's missing

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Dll's need rebuilding

sharp matrix
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Man dosen't take forever

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To load up the project again?

quiet harness
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why is it creating the Z: thing

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Halcyon said something about a character limit but I know it isn't hitting that limit

sharp matrix
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Anyways ill keep that in mind Halcyon

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Thanks

pallid compass
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takes me like 2 seconds

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no idea xman

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google

supple apex
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ok I am back

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I just ate a bit

quiet harness
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I can't find anything on it

left ridge
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hi, hope someone can help, I'm trying to send text to a UMG widget that is already created (it's inside a blueprint which is inside a VR pawn so gets created with the pawn) So I don't know how to reference it

quiet harness
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trying with ant instead of gradle

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um try casting to it in the other one

left ridge
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i'd like different actors to be able to make that widget visible and send text fields to it. I'm trying to use event dispatchers to set different parts of the widget to visible/invisible and then send text.......when casting i still need to reference the widget, so how do I refernce it?

supple apex
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hmm

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why the **** have I been struggling for like over an hour on such a simple thing? lol

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brb

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back

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I am extremely determined

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and clearly also being an idiot.

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perhaps that is called being stubborn

#

but, I shall continue until I get this to work

#

ok, I tested the impulse command without the button being the one to do it, and it worked

#

so the flaw is def me not using inputs correctly

trail grotto
#

Hey guys, I'm looking for a guide to have multiple idle animations. Can't find any. Can someone give me an hand?

pallid compass
#

why dont u go look in the examples content project in thel earning section of the launcher

#

they have impuse on touch there

#

i think

trail grotto
#

Sorry, I'm quite new to this.

#

I'll try and check.

pallid compass
#

that was not at you

trail grotto
#

oh.

quiet harness
#

ive been stuck on getting this thing packaged for a week now

vale osprey
#

@trail grotto you can do it with state machine

trail grotto
#

I'm trying.

#

I'm making a new AnimBP.

quiet harness
#

please?

pallid compass
#

I hate to be the one to say this, but if your stuck in packaging for a week and are unable to solve them error that you have posted, then you are developer out your scope because they are not so difficult things to tackle the looks of it, but if you are majorly stuck you should do some research in to packing for android and how the NDK and NDK work.

#

Because if u think this is bad, wait till u have to package too like 8 different versions android

quiet harness
#

Every time I fix one error I get another

#

It's been happening all week

vale osprey
#

"see C:\Users\x\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+Program+Files+Epic+Games+UE_4.18\UAT_Log.txt for full exception trace"

quiet harness
#

I saw it

vale osprey
#

and?

pallid compass
#

also u posted

#

1300 lines

#

of shit

#

u expect someone to read through that

quiet harness
#

no

pallid compass
#

uv got another thing coming

quiet harness
#

I expect someone to read the end part

pallid compass
#

u did in the build

#

packaging*

quiet harness
#

yeah i know

#

I wasn't sure where to start selecting it so I did it all

pallid compass
#

U dont have the right shit installed

#

i can tell off the bat

#

jdk 1.7

vale osprey
pallid compass
#

what engine u on?

quiet harness
#

4.18

pallid compass
#

yeah

#

wrong stuff installed

quiet harness
#

and @vale osprey I've seen that

#

it didnt work

pallid compass
#

iv got jdk 1.8 installed

#

from 4.18.3

#

So obviously u have the wrong stuff in stalled

#

what ndk and ant u got

quiet harness
#

lemme check i dont remember

pallid compass
#

if u installed form the engine extra's

#

it will say in ur path files

#

its the folder name

quiet harness
#

i installed from there and from sdk manager

#

I installed some other ones I saw I should install from forum posts

#

like other platforms

pallid compass
#

uninstall

#

everything

#

restart

#

install the ones from the engine

#

then update them installed onces from android.bat

#

in the sdk

#

and dont mess anything else around

#

and try that

#

if u faff about and mess with the sdk and jdk stuff

#

the engine has a bitch fit

quiet harness
#

It wont let me lol

#

the window is too big

supple apex
#

Hey, so, to finally stop bothering you guys about something so simple, and now that I am done getting distracted by our lord youtube, I have a key setup in the settings, and my goal is to make every of this one type of object to get an impulse on commanad, and I cannot get this simple thing to work, I have tested input on a per frame thing, and that works, so the issue is the button simply will not work, as I am not doing it correctly.

quiet harness
pallid compass
#
why dont u go look in the examples content project in thel earning section of the launcher
they have impuse on touch there
i think```
#

learning*

#

well then

#

u dun fucked

#

trying too install everything

quiet harness
#

ill do some seperately

pallid compass
#

by the looks of it

frosty bloom
#

@regal mulch whoops, I'm late to the party, didn't notice the tag. Just as you say my prime point was the usage of pirating things through .pak. This far my only knowledge around it is that it shouldn't be touched. Haven't personally had to touch it so of course that is just my own opinion. I won't argue against you though if there is another use case as you mentioned.

quiet harness
#

this is gonna take a while

pallid compass
#

if 1 thing does not work

#

dont spam install everything else

#

because ur just creating more problems for your self

quiet harness
#

So after I do this will I be able to use android-21 for sdk and ndk?

pallid compass
#

Yes

quiet harness
#

This is my first app if you can't tell

pallid compass
#

i can tell trust me

quiet harness
#

i figured

pallid compass
#

Install from engine extra's

#

u can untick that stupid nvidia

#

nsight thing

#

or w/e it is

quiet harness
#

oh god I hate that thing

pallid compass
#

but everything else to default

quiet harness
#

it caused me so much trouble

pallid compass
#

U dont actually need it

quiet harness
#

I installed 3 different VS's trying to get it to work

pallid compass
#

Yeah u dont need it lmao

quiet harness
#

but also while i wait, im gonna ask, why has my gradle never worked

pallid compass
#

did u agree to gradle sdk terms?

quiet harness
#

wait wat

#

if you mean in the android platform settings in the editor then yes

#

anywhere else then idk

pallid compass
#

prob gradle not working because u fucked the majority of it up

#

so u need uninstall everything and reboot

#

and start clean

quiet harness
#

it didnt work even when I first started before I was packaging for distribution or anything

pallid compass
#

dw fam this is just the start

quiet harness
#

before i installed any of this

pallid compass
#

wait till u try and ship ur shit to 17-24 api

#

ur gonna have tons of fun

quiet harness
#

I had just used the codeworks installer in the extras folder

#

and it hasn't ever worked

#

I've been using ant

pallid compass
#

Thats all u need

#

codeworks
run updater in sdk for rev's

#

then ur good to go

quiet harness
#

also what do you mean by that

pallid compass
#

well

#

u cant just ship to 1 android api

#

u will limit downable capacity

#

by like

#

95%

quiet harness
#

If I package it for 21 which is android lollipop, won't everyone lollipop+ be able to download it?

pallid compass
#

U gotta ship many apk's of your product build on dif api's

#

yeah but

#

no one under 21 will be able to use it

#

and 21 might crash on certain 22+ devices

#

etc

#

what type of game u shipping

#

what graphic's

quiet harness
#

also etc1

pallid compass
#

wait

#

if u cant ship

#

that means uv never tried it on a mobile device?

quiet harness
#

No I've tested it on my phone

#

I used ant

pallid compass
#

thats odd af

#

that u can get it on ur phone

#

but not ship it

quiet harness
#

I wasn't getting consistent issues like this until I started packaging for development

#

distribution*

#

i got my words twisted there sorry

pallid compass
#

but yeah

#

if u can run it on 19 devices

#

u wann ship really

#

21-27

#

19-27*

#

then u punch over 75% of the market

quiet harness
#

82.3% of android users can play your game if you package with android-21 sdk and ndk

pallid compass
#

u assume

#

packaging for 21

#

wont crash on 24

#

then u are sadly mistaken

#

just because there is support does not mean there is no issues

quiet harness
#

Im gonna have to figure out how to set each apk for each different version

#

im gonna go check out my console

pallid compass
#

yeah its not hard to do

#

once u got ur shit stream lined out

#

its pretty much a easy task to build across multi API's

quiet harness
#

wait once I solve this couldn't I just easily package for one sdk, change the version, and package again for each with no worries?

pallid compass
#

yeah pretty much

quiet harness
#

what games have you made on the play store?

pallid compass
#

as long as ur stuff is installed ur fine

#

I keep majority of my work to my self :p

#

Dont get the wrong impression though, im not some expert

#

Far from it.

#

iv just got an idea of wtf im doing

#

lmao

trail grotto
#

Yeah, I'm still struggling with the multiple idle animations.

quiet harness
#

Im only 12, so don't get the wrong impression of me either... I don't want you to think im some college student taking 4 classes on development thinking he is a pro and then goes to the unreal discord for help lol

#

alright i finally finished uninstalling

pallid compass
#

random timer to event
Even picks a random int
random int sets the current idle state

#

well if your only 12 u cant package too the store anyway

#

your not of legal age :p

quiet harness
#

wait should I delete those folders in the NVPACK folder too just for extra safety

pallid compass
#

yes

#

its what i did awhile ago for clean insall

#

install

quiet harness
#

alright im only leaving the drivers folder

#

because i feel like those are important

#

wait full or standard codeworks install?

#

wait @pallid compass It's only installing SDK 19, 21, and 24

pallid compass
#

yeah

#

just

#

keep goin

#

lets get shit to work

quiet harness
#

ok

pallid compass
#

before u do anything else

quiet harness
#

i have to go soon

#

when ill get back ill finish up and hope it works

supple apex
#

ok

#

anyways, anyone on?

worn granite
#

No

#

certainly not me

supple apex
#

so, I um, still can not get the boxes to fly off lol, I assume that having an input in the box itself of course wouldn't work (as I had tried that) and I can not figure out how I could get that to send a "signal" to the boxes from the controller.

pallid compass
#

did u even look

#

in the content examples

#

project

supple apex
#

?

pallid compass
#

iv told u

#

3/4 times

#

where to go see examples of it

supple apex
#

I thought you were talking to someone else tbh

feral echo
#

is there anything I can do to check why unreal wont find my mobile device

pallid compass
#

Learning tab on launcher
content examples project
go look in it

#

ur android sdk

feral echo
#

Did everything as the guides are saying, run out of ideas

pallid compass
#

is not setup properly

#

if ur android

feral echo
#

how I can check it? what the difference between proper and unproper install ?(

pallid compass
#

If ur sdk paths are not set right

#

U wont be able too see ur device

feral echo
#

adb device cmd is working fine

pallid compass
#

Yeah it will

#

has nothing to do with the engine letting u connect to it

quiet harness
#

lol in the midst of all these installs I see "Uninstalling NVIDIA Nsight Tegra"

#

because aint nobody like it

feral echo
#

and how the hell I should find what paths is the right one

pallid compass
#

it will like this

#

If its not setup right u wont see your device

feral echo
#

lol wtf, why I did not spot this section

hazy birch
#

i'm thinking to made a open world game and put in it a character+
movements,( only jump) and name it jump forever πŸ‘Œ πŸ˜„

supple apex
#

so, anyways, I'm going to brb, can someone send a basic rundown of how to get this input to work? I need to get a button on my right controller to get these default blue boxes to get an impulse, brb afk, I'll check out whatever this "examle" is you talked about, and see if it will help any brb afk

pallid compass
#

dude are u blind af

#

iv told u 5 times now

feral echo
#

thanks Halcyon

worn granite
#

check it with a print string @supple apex if its enabled then just apply an impulse to the boxes. Make sure and watch error/outputlog

#

also hal, they said they were gonna look at it πŸ‘€

supple apex
#

check what?

#

my issue isn't that I know what to do exactly and that for some reason it isn't working, my issue is I don't know exactly the nodes I need to use and where.

frosty bloom
#

do those Default blue boxes have physics enabled?

supple apex
#

yes

#

I made sure that impulse works in general on them

#

by simply making it impulse every tick

frosty bloom
#

So what are you trying to do? 1 big impulse, small movement?

supple apex
#

just trying to see if I can get inputs working, a good test I have been trying to do is getting the menu button on my right controller to just launch them into the air

frosty bloom
#

increase the impulse value by thousands, should yield you a good push

supple apex
#

that isn't my issue

#

but thanks still,

#

my issue is that I can't figure out how to get the input to work

frosty bloom
#

That is very vague.

#

Do you lack the reference to the boxes? does your input not fire at all? what is the problem exactly?

worn granite
#

ok you need to start sharing what you've got.

supple apex
#

yeah lol, I have tried tons of things and I am doing something fundamentally wrong.

worn granite
#

post screenshots there

sharp matrix
#

Question about standards

#

I see in the documentation Variable names and Functions are capitalized

#

That the industry standard?

worn granite
#

there is no industry standard only project standard

frosty bloom
#

Can't say if it is or not, I prefer if it's capitalized though. I've seen tons of both practises tbh

worn granite
#

it just so happens that UE4 standard tends to apply to UE4 projects

sharp matrix
#

interesting

#

I might like it

frosty bloom
#

One of my buddies never use first letter capitalized, I really dislike it lol

sharp matrix
#

In school I remember that was the thing

#

To camelcase

worn granite
#

So there's different types of casing styles

autumn spear
#

I believe UE4 uses Pascal Case which is a subset of Camel Case.

worn granite
#

camelCase, PascalCase, snake_Case snake_case_Alternate, etc

#

and then there's a bunch of different conventions.

#

Like some projects use mixed casing where local vars, member var, global vars, functions, and classes etc are different casings.

#

And then there's extensions to casing style - like l_MyLocalVar

#

Then there's hungarian notation - that's where bBoolType comes from.

#

So effectively, for the industry subset of UE4 C++ projects, UE4 style is industry style.

#

project style supersedes that, IMO

frank escarp
#

i do like the b for bools

worn granite
#

And I've got a house style

frank escarp
#

mostly so you know very fast when using them in branches

worn granite
#

which only sometimes isn't just a personal style

#

its also useful because int32 bVal:1; and bool bVal; are ways commonly seen to have a bool in UE4

mortal gale
#

How do I change static filepaths?

worn granite
#

ini redirector?

mortal gale
#

And where's that? lol

worn granite
mortal gale
#

That's not doing shit, as it appears that these static paths are built into assets.

worn granite
#

idk what to tell you then, if you redirect it in the ini it shouldn't matter so long as the references aren't a literal code reference.

mortal gale
#

Hmmm...

worn granite
#

is that a literal code reference?

#

Doesn't look like it to me.

mortal gale
#

That's in the umap file.

worn granite
#

find the docs on how to do redirectors in the ini

#

they're out there

#

and I dont feel like looking it up

mortal gale
#

LOL, I was looking to see how to build the docs, and I found a UE3 reference.

latent moth
#

All, I’m implementing a multiplayer first person shooter. I want the possibility of seeing the whole body of the player when looking down, so I’m using the whole body mesh, not the arms only. The issue is have is that the animations I have are a little too shaky for the arms (I’ve bought all of the available on the marketplace). What are my options to make the arms more stable?

livid haven
#

It's kind of an all or nothing situation, @latent moth.

#

Typically, games that let you see parts of your character from first person actually have specific meshes and animations for the first person view.

#

These meshes and animations have a tendency to look like complete garbage from third person.

latent moth
#

hum

latent moth
#

lol

#

ok, but all i’m saying is that there may be ways to make the arms more stable

#

maybe do a montage with upper arms’ animation slowed down

livid haven
#

Well, yes, by authoring them to be more stable but not for the third person cases.

latent moth
#

then blend bones

livid haven
latent moth
#

ok so that’s something i could try

#

i’m currently using same animations in 3rd and 1st

livid haven
#

And they've spent probably tens of thousands of man hours fiddling with their animations and camera to make the first person experience palatable.

latent moth
#

ok

livid haven
#

(You don't have to watch the whole video, I linked a particular part)

latent moth
#

any suggestions on what i can try?

livid haven
#

Like I said, not having the same mesh/animations for both.

latent moth
#

i obviously don’t have that man fire power πŸ˜ƒ

livid haven
#

And author the 1st person mesh/animations to look good from 1st person.

latent moth
#

so grab 1st person animations and use them on arms only?

#

(btw thank you for your help)

livid haven
#

1st person mesh and animations, yes.

latent moth
#

ok thanks

pallid compass
#

is it SImage? for the image type that can hold textures and materials?

livid haven
#

That is the Slate widget that can show textures or materials, yes.

pallid compass
#

I have 0 experience with Slate, when it comes to using an SImage as a variable, is there anything special i have to do except including SImage.h & inlcuding Slate and slate core in my build.cs

#

oh its a class

livid haven
#

It's a widget, not just some type for storing a texture or material. It's a UI element.

pallid compass
#

Ohh

#

fuck

#

I was wanting to store a variable inside my data asset like the UMG images

#

That can take a texture or material

livid haven
#

You could use an FSlateBrush.

pallid compass
#

Okay awesome i will go look in to it, thank you very much

livid haven
#

Though that's basically a struct wrapper that has a UObject pointer property that can be set to a material or texture.

mortal gale
#

Finally, working textures. lol

pallid compass
#

I might actually copy the FSlateBrush struct

#

and just strip out all the stuff i dont need

#

so its a little more light weight

livid haven
#

The struct isn't enough alone.

#

There are details customizations to make it friendly in the editor.

pallid compass
#

Ah yeah i just realised

#

I better just leave it alone

livid haven
#

Without them, you're dealing with some extremely generic editor UI for referencing any kind of object at all - no good.

pallid compass
#

Yeah haha i can imagine

#

I just got too the point where my UI icon's for skills, where needing Hue shifts and some contrasting in material's

#

and then realised i was unable to store them

#

There only getting applied too button's but still

#

Not sure whats actually better Slate brush wrapper, or having a texture and material ref and checking which one is valid and applying it

#

hmm

#

Got an opinion on what would be the best action?

dire storm
#

Hiya peeps. I'm curious how the code works to test if a player name is already taken. Is it stored in an enum and checked against a database ala switch style?

pallid compass
#

U wouldnt store a player name in an enum

#

Ud store it in a FName

#

on char creation ur php will check with the database

#

if its taken

#

and if its taken it will return a msg saying no

#

and then u can tell they player

dire storm
#

okay great so its an enum

#

working my way through Programming principles and practice using C++ and that question randomly popped in my head while I'm reviewing switches since they don't deal with strings

pallid compass
#

okay well dont use an enum

#

because creating them at run time would be ba bad idea

dire storm
#

oh I read that wrong. FName gotcha. I'll look that up

pallid compass
#

id start with bp's and getting ur head around the engine

dire storm
#

learning real C++ just so I can learn unreal C++ omegalul

pallid compass
#

going straight in to c++ is just gonna wreck your head

dire storm
#

nope

#

I'm loving it.

pallid compass
#

Trying to use a enum for volatile data storage says otherwise πŸ˜‚

worn granite
#

lol this convo

#

is it an enum? no great, so its an enum

pallid compass
#

Learn engine then learn c++

dire storm
#

I'm still learning! don't makes fun of me. Now I has a sad

pallid compass
#

im just teasing

#

Just seams like your doing it backwards

worn granite
#

I feel conflicted because I don't know which is going to introduce him to that kind of fundamental first - engine or raw C++

pallid compass
#

Its gonna make your learning alot slower

dire storm
#

I know. I just had a random question and wanted to get a general idea how its done.

mortal gale
#

"has a sad"
English must not be your native language.

pallid compass
#

also i really wouldnt try and do db stuff with c++ at this point

#

gets tricky af

#

u can use save states tho for now

#

to simulate data storage

#

If u array it

dire storm
#

alrighty πŸ˜ƒ Thank you.

worn granite
#

Make sure you make functions to wrap your interaction with them, if you do that.

pallid compass
#

np

worn granite
#

It'll make moving to anything else super easy

pallid compass
#

Idk who that is, but if ur talking to me iv got you blocked πŸ˜‚

worn granite
#

I don't see why, tbh, I've never insulted you directly

#

I was "annoying" maybe once, and we maybe had a different opinion.

pallid compass
#

yeah cant see sorry :p

worn granite
#

Well then that's your loss, innit?

#

@dire storm anyway, I was talking to you, for anyone that wants to follow the convo

rustic panther
#

I have a 6500 frame sequence to import into Unreal, at the rate it's going now it'll take 13 hours... is there anyway to speed this up, the files are only ~700kb

ionic lark
#

Hey all. So, I am having just the hardest time re-organizing my project files. We have a patchwork of packs from the market place and we've made a lot of edits, but the file structure has become too confusing to develop effeciently. I've tried migrating everything to a new project, organizing all the files right and Fixing up redirectories. But, no matter what we do it breaks everything. Is it just impossible to re-organize files in Unreal?

livid haven
#

Always, always, always relocate and rename files within the editor.

ionic lark
#

I've done it all in the editor.

livid haven
ionic lark
#

We're just trying to do the content folder. Consolidate everything into the proper place.

livid haven
#

You'll have to be more specific than "breaks everything"

worn granite
#

@mortal gale ^

livid haven
#

If you're relocating and renaming through the editor, all non-native references should be fine.

ionic lark
#

There is a lot of missing references

mortal gale
#

I fixed it.

worn granite
#

πŸ‘πŸ»

livid haven
#

You'll have to look at what those missing references are.

#

You said you were migrating things to a new project?

#

Did you move everything to a new project and then try relocating this or did you migrate and move?

#

If it's all in one go, that doesn't sound like it'd go well.

ionic lark
#

I migrated it, then I opened the new project, organized all the files, and then did the Fix Up Redirectories on the content folder

#

Is there a better way to do it?

livid haven
#

Migrated what? Each set of things? Literally all of the content?

ionic lark
#

well, I did it to one thing but it migrated what appeared to be the entire project

livid haven
#

Because of the references. πŸ˜ƒ

#

It isn't going to migrate just what you select, it's going to migrate everything else it needs to not be broken.

#

Which, unsurprisingly, ends up being most of your project if you selected any really critical things like a player pawn/character blueprint and such.

#

I'd just relocate the files you want to relocate, fixup redirectors, and repeat.

#

You're not gaining anything by migrating to a new project, I don't think.

ionic lark
#

Okay. I will try organizing inside the existing project. But....I'm not convinced lol

quiet harness
#

guys ant wants to use jdk 1.7 but I have jdk 1.8 do I install jdk 1.7 or is there another fix?

mint raptor
#

So when the shooter game host goes back to main menu game crashes with World /Temp/Untitled_1.Untitled not cleaned up by garbage collection!. Looking into the logs just before that happens I see [2018.04.07-23.48.08:574][795]LogOnline: Destroying session GameSession on return to main menu [2018.04.07-23.48.08:574][795]LogOnline: UShooterGameInstance::OnEndSessionComplete: Session=GameSession bWasSuccessful=true [2018.04.07-23.48.08:574][795]LogOnline: Session GameSession is 'NoSession' [2018.04.07-23.48.08:575][795]LogNet: Browse: /Game/Maps/ShooterEntry [2018.04.07-23.48.08:575][795]LogLoad: LoadMap: /Game/Maps/ShooterEntry [2018.04.07-23.48.08:575][795]LogNet: World NetDriver shutdown SteamNetDriver_0 [GameNetDriver] [2018.04.07-23.48.08:575][795]LogNet: DestroyNamedNetDriver SteamNetDriver_0 [GameNetDriver] [2018.04.07-23.48.08:575][795]LogExit: GameNetDriver SteamNetDriver_0 shut down [2018.04.07-23.48.08:575][795]LogTemp: Warning: Found Char 0 at Location at X=4112.000 Y=24080.000 Z=626.270 [2018.04.07-23.48.08:576][795]LogGameMode: Display: Match State Changed from WaitingPostMatch to LeavingMap [2018.04.07-23.48.08:576][795]LogGameState: Match State Changed from WaitingPostMatch to LeavingMap [2018.04.07-23.48.08:585][795]LogGameMode: ProcessServerTravel: ?Restart [2018.04.07-23.48.08:585][795]LogWorld: SeamlessTravel to: /Game/Maps/Sanctuary [2018.04.07-23.48.08:620][795]LogLoad: World /Temp/Untitled_1.Untitled not cleaned up by garbage collection!

upbeat tendon
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you can use java with UE4 now?

mint raptor
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talking about an android build

upbeat tendon
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oh

mint raptor
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What confuses me is why does it go back to the main menu, restart and then try to travel back to a map?

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Also where does Untitled come from?

manic vault
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I suck at ue4, what should I do

quiet harness
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guys I need help

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How do I get ant to use the right jdk

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UATHelper: Packaging (Android (ETC1)): ERROR: cmd.exe failed with args /c "C:\NVPACK\apache-ant-1.8.2/bin/ant.bat" release -Djava.source=1.7 -Djava.target=1.7

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I have jdk 1.7

frosty bloom
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@manic vault if that's your question, isn't the answer obvious? Stop sucking kappa

manic vault
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That's like saying to someone with an error in their code to stop getting the error

pallid compass
#

Curious question, does anyone know the cost difference between using a texture and a UI Material with just texture in it for UI image

frosty bloom
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No, that's like someone with an error in their code saying "Hey guys, I got an error.. What is the issue?"

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@pallid compass if you mean plugging 1 texture into a material and using it as a UI material vs just setting a texture instead I believe it would be extra unnecessary overhead? : p

weary basalt
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@manic vault Watch some tutorials, attempt to recreate what others have done

pallid compass
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Im just wondering if anyone actually has any idea the extra cost

mortal gale
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@quiet harness For best results, build for Android from linux.

pallid compass
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Its prob very god dam small, but i need to know for low mobile targets

frosty bloom
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Yeah i hear ya. Sorry to say I have no idea tbh. Might even be more efficient for all I know

manic vault
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Try running a benchmark and profile it

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Shouldn't take long to set it up

frosty bloom
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He would have to loop through hundreds of textures vs materials for a difference to show, would be interesting to know the result.

manic vault
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Does ue4 give you the shader code

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Or is it the material BP stuff only

weary basalt
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@manic vault Unless you have experience with UE4s code base i do not recommend you mess with Shaders, use Materials instead.

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The Material editor converts the Material graphs directly into HLSL anyway.

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Unless you need some non PBR type of look then just stick to Materials and not play with Shader code.

manic vault
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I have experience with glsl and writing games in opengl so I'd be interested in the converted code, but I don't have exp with ue4 code base cause i suck lol

weary basalt
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Learn the Engine, then when your confident you know your way around, then dive into Shaders, but like i said unless you need something that isnt PBR there is no need to mess with Shaders IMO.

manic vault
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That's prob the best

mortal gale
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Don't use HLSL, it's proprietary.

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Use OpenGL and GLSL, for the best cross-platform support.

quiet harness
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@mortal gale im not installing linux

mortal gale
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RIP Android development then.

quiet harness
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windows is fine

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instead of installing linux I want a fix to my problem

mortal gale
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Well, Windows is pro-issues. lol

pallid compass
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Works fine on windows

quiet harness
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I installed JDK 1.7.x and I set my Path Environment Variables

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trying to package

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if it doesnt work then to gradle

pallid compass
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U shouldnt need to install jdk seperate

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Or set path

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The installer fixs it all for u

quiet harness
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it didnt

pallid compass
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Then something wrong with ur os

mint raptor
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I have debug symbols for packaged game but crash is still telling me there are no debug symbols.

quiet harness
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no u

manic vault
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That's prob a problem with your shader nonlin

mint raptor
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@manic vault shader?

coarse wigeon
floral heart
quiet harness
gleaming lotus
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Quick question: Can you bulk edit static mesh's to assign a material?

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Searched it up and a ue4 dev said they removed it but may add it in the future (this post was from 2015)

grim ore
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You should be able to just select more than one if it's in the scene and assign them. If you mean in the content browser try using the property matrix when you have multiples selected.

supple apex
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huh, is this the day I finally have to give up on something?

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I have been trying for about 8 hours to do this simple thing now lol

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like, it is the silliest flipping thing too lol

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this is a story I will be able to tell for days lol

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I have been trying for a good part of the last 8 hours a bit off and on, trying to get any input button to apply a impulse on all these objects, I am new, but this is just sad lol.

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just one cube even, I don't care lol

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if anyone either can help with this, or get me mentally evaluated, that would be nice lol

grim ore
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Seems odd. Is it a lack of knowing what to do or the engine not working?

supple apex
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probably a lack of knowing

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tbh idk what happened to the last several hours

grim ore
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Have you done enough learning on how the engine works yet or just jumping into it.

supple apex
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I learned it a bit, mostly just jumping into it

worn granite
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MathewW's channel is amazing btw but I don't have a link.

quiet harness
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guys I get a spam of these: UATHelper: Packaging (Android (ETC1)): Warning: com.ads.util.Tappx$1: can't find referenced class

grim ore
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So where are you actually stuck at. Have you got a button that works

supple apex
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pretty much, my goal is to get an input on my vive controller to change a property or do something to all of these cubes

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I can not figure out how to get the signal of the button to get to the cube

grim ore
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So by button do you mean controller button or UI button or keyboard button.

supple apex
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my goal is a button on this vive controller, but a keyboard button would be identical

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for clarification I am trying to move the blue grabable objects that are in the VR preset

grim ore
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Sounds like your stuck on communication between objects then assuming you have input working.

supple apex
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yeah, I think I can get the input to go to the pawn, just not any way of "transmitting" it to the blueprint of these cubes

grim ore
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And assuming you have the impulse event working on the object as well

supple apex
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yes

gleaming lotus
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@grim ore Yeah, I could assign them in the scene, but it doesn't change it in the content browser. Not sure if I'm looking in the wrong place in the property Matrix, but I dont think I can find it

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Any idea which heading it may be under?

grim ore
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@gleaming lotus I haven't tried to do it just assuming if you can it would be in there. Should be under the material or mesh section.

gleaming lotus
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They must have not added it back in. Shame. Grunt work for me tonight!

grim ore
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@supple apex then the issue would be identifying the item you want to move. Is this one at random,. One you select, all of them?

gleaming lotus
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Thanks for the help πŸ˜ƒ

supple apex
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all of them to start, I have no idea where to begin in this, it is probably a very simple solution lol

quiet harness
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Please someone? What does "UATHelper: Packaging (Android (ETC1)): Warning: com.ads.util.Tappx$1: can't find referenced class" mean?

grim ore
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So the next question is are those items in the scene to start or spawned and also is your player pawn in there to start as well or is it using a player start.

supple apex
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the items are in the scene to start, and I think the player pawn is there to start, but I don't know exactly what you mean, I am very new as you can tell lol

grim ore
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Well look in the scene for a player start or something else like a character or pawn of some sort. My guess is a start which is fine it just means you can't really assign the items at design time and you probably shouldnt anyways.

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So the easiest way is to use a get all actors of class node to get the cubes and store them for later.

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In your blueprint for your character or pawn, your main thingy that is your character your controlling, on the begin play you can get all actors of class and then save the output to a variable

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This would then let you loop thru those items later when you hit your input, talk to them, and then tell them to do whatever.

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This is super generic and it gets them all but it's a start

sage hinge
supple apex
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@grim ore idk, I feel there is a way to do this, you are able to pick up the cubes

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hey, @grim ore thanks for trying to help, but would you know if there is another way? I think it is a very basic thing I'm not doing, to somehow send the information of the button press from the pawn to the blueprint

grim ore
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It's very simple as long as you know exaclty what object you want to talk to

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Knowing what object you want to talk to is the problem

supple apex
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what exactly do you mean?

grim ore
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When you push the button how does the program know what exactly you want to apply the impulse to?

supple apex
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ah, yeah, that is the thing I can't figure out

grim ore
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What I wrote earlier is one way of doing that. Your getting all the cubes in the scene then telling them all to do something.

real flare
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Hey guys new here just want to ask a quick question I kinda deleted the Ue4 third person character and BP from my project, is there a way to re add it or I have to start from scratch and make one?

mental shale
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aw boy, gotta finish a game in a week, while not feeling motivated to do so πŸ‘Œ

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I dont get how people do it

ionic oxide
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@real flare just create a project using the third person template and migrate the assets

mint raptor
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Anyone know of a way to pause the game while possessed?

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almost like a shortcut, like alt + P would be n ince

sharp matrix
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Alright boys I have a problem. Do you guys normall gitignore your .vs folder?

urban meadow
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anyone having problems getting to download page for ue4?

cursive dirge
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@urban meadow link?`

urban meadow
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when you press the download button from the main unreal engine page, got there eventually from a google link after a couple tries, both chrome and firefox

vale halo
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I recall struggling to find the download link a little while back when installing it on a Mac, but never really had any issues going download button -> actual download πŸ€”

urban meadow
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it's only been late in the night, it's like forever redirecting after it asks you to login. i used it earlier today and it was fine

lyric owl
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How do you properly share things between projects?

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Like if they have similar materials, mechanics and you want to update most of them in the same time

grim sinew
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As far as I know, you have to keep migrating them

urban meadow
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you could make a content plugin

lyric owl
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so just don't work on a several projects in the same time so you don't have to migrate things daily?

grim sinew
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Generally

lyric owl
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what if I would check ue4 folders and update files if there is newer version in another project? But they probably isn't the same and it will brake things

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can you copy files from one content folder to another content folder or it's bad idea?

urban meadow
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it won't work

hollow plinth
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Hey, is there a section for suggestions?

lyric owl
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well it works for materials for me. Just need to fix some errors every time

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I not sure what is correct way to do this

urban meadow
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migrate them, or make a content plugin

lyric owl
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what is content plugin?

urban meadow
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just a plugin that contains content instead of code

hollow plinth
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Yeah a plugin is your best friend in this case.

urban meadow
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if you are using source control, you can add the plugin as a submodule to your project repos, then they can all pull the same changes in from a central source

lyric owl
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but how you create plugin full of materials?

urban meadow
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read the plugin docs

lyric owl
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hm ok

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thanks

hollow plinth
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Basically the folder structure of a plugins is similar to a project.

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By default it does not have a content folder though.

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Unless you make a content plugin. πŸ˜‰

lyric owl
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btw is it the same way you do dlc stuff? Or am I confused?

hollow plinth
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I am not sure how you would do DLCs.

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I would imagine this is just another version of your game? Maybe a plugin could work... not sure...

lyric owl
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I think I am really bad at managing content atm

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I not sure how to research best practices about managing similar things is several projects

hollow plinth
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Are you really making multiple games at the same time? I can't finish one! πŸ˜„

lyric owl
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Arch viz

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and some game prototypes

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so yeah it's kinda needed specially with materials

hollow plinth
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Yeah... I guess two choices for you... All stuff in the same project or content plugins.

lyric owl
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like I want to chose one of game projects prototypes but I have two and they have some similar mechanics and I don't want to mix them together.

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so a way to merge only parts of the two would be very nice

lyric owl
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thanks!

timid rampart
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Hello
I hope someone can help me with this
I want to use this texture as a mask
My idea is that Unreal would use the white, the gray and the black parts separately
Is it possible to have this division?

grim sinew
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Pack them into RGB separately instead

timid rampart
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yea this is the approach I'm currently using

grim sinew
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Yeah and it's the best one. Just don't bother with blue for the background, you can just have black as the background

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You don't need to mask the base layer, that's just the base.

timid rampart
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I was hoping that it was possible, cause originally the textures are in the white-gray-black format, and there's quite a lot of them

grim sinew
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So in a normal RGB map without alpha, you get 4 usable layers.

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I've seen a way to do it once before, but its was mega expensive. Bad idea to use it.

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Make a substance graph that can automate it with a gradient map

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That can automatically assign values to colors, should be able to do the job.

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I have no experience with the batch tools to automate that 100%, but you can just swap the textures in manually and it'll save some time

timid rampart
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alright, I'll look into it

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thanks!

grim sinew
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And just any greyscale map like you have you feed it will work

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If you assign the values correctly

stuck kite
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allo

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how do you port blender models/textures to UE4?

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do i have to port it to unity then UE4 or i can just port it directly to ue

frank escarp
#

here you have the answer

stuck kite
#

yeet.

frank escarp
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google stuff at least once before asking here, its just kind of rude

stuck kite
#

yeh ik

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i dont wanna watch the 1 hr long stream ;w;

frank escarp
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you know you dont have to watch all

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you can skim through it

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and still, watch it

pallid compass
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i dont think u need a 1 hr stream to click export fbx

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and import in ue4

frank escarp
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you do