#ue4-general
1 messages Β· Page 215 of 1
@distant finch only diff is one is for Enterprise
@distant finch Studio is for architects and all that
Cad, ArchVis
until I get into a firefight, and then the cpu gets stupidly downclocked
Same engine, just some new plugins/workflow/support
I just noticed theres an ArchVis character class
but its just an empty char, is there a difference?
@fierce tulip you're not too far off. My stuff finally arrived so we're finally moving in to our own place!
Dude, 11 hrs FC5, Champ.
I've played it, and it is good.
I was playing it this morning before the moving company called and let me know they showed up
And I had to leave the house quickly.
Which was just about 11 hours ago π
RIP wasted cycles
lol
A.K.A. How to Save 15% or More on Your Engineering Budget I have been working professionally with Unreal Engine for over 9 years. During this time, I have acquired many specializations and have fulfilled various roles in game development: from gr...
these are some legit problems, if u have engineers π
ill admit i only read the bottom bit
cuz damn man, tldr
me too π
It's unfortunately a very common experience if you've been around long enough. π¦
really? it seems like a no-brainer to get SSD's
i mean that must be some serious budget saving, and even then its probably not worth it
I would die without SSD
i mean its hard to believe some of the examples he gives are possible
Especially with UE
like 2gb commits with no explanations
Seems likely without someone leading the project
I spose
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.
If there's any extra functionality i defo cant see it.
I had to lecture a friend on gigantic commits
doess someone know how to make maps in ue4
hey who here knows how to add files to a perforce depot
tutorials online are trash so im hoping i can find someone to direct me π
Open P4V.exe click and drag them into the "Pending" tab on the right side of the window
are the files in that folder?
that folder doesnt exist, it never made it
that wont mess anything up?
if nothings in it
alrighty, will try
awesome, looks like its in the workspace π thanks
i marked them for Add and Submitted them, I think thatll sync it with depot?
or push it to depot rather
you can also add the checked out files to a Changelist to organize things in P4V
it pushes it to the depot ya
perfect, thanks a bunch
there's also an exploere context menu for perforce
let's you click on files in explorer and check them out from right click
or add them
it's supposed to show you status icons, but for me it doesnt work
probably because I have other things that display icons over thumbnails already
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
Can someone please help me in #packaging
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?
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
basicly trying to remove red error texts in my renders
this is an example
have fewer shadowcasting movable lights?
i need them for the look
its for film so processing speed dosnt mater
i just need to disable the text
you can disable 'Cast shadows' on them
which should be fine since it already says "SHADOWCASTING DISABLED"
yeah there just happens to be 1700 of them haha
thought there might be a way to just disable the text
as it will take a few hours to manually disable them all
i guess if there isnt any other way
that only disables "build lighting"
actaully ill try this +suppress=LogBlueprintDebug
yeah neither worked
Hey guys quick design question
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?
I think it would be cool to see hard-scifi game that has a realistic artstyle
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
And in that case would less actually be worth more?
I think realistic art styles prevent having good character perception (uncanny valley and stuff)
hmm
i feel like my standard style isn't right for what i want to make
i've been using UE4 mainly for architecture which is realistic
but what i'm making isn't exactly very grounded
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.
thats what i feel
it would be weird to see some games in a realistic style
South Park games with the style of Halo 5 would be so weird haha
We use heavily realistic style for our game, since you mostly don't see any human characters (or any characters in general)
nifty!
the game i'm making has furries
which I can't really see being done realistically
although injustice did do a pretty good job with
http://cdn1-www.playstationlifestyle.net/assets/uploads/2018/02/zEZJ6tCjdpmu8TJR3hXEmn-1200-80-555x312.jpg
the turtles
I saw some interesting examples of 3D furries that didn't look horrendous
But they were raycasted, so I'm not sure same sorta effects can be done in realtime
i gotta take a look at some of them
so far most of the ones I see are still pretty cartoony
But yes, avoid realism if you wanna have characters
Anything that has to move
i have some existing assets from my arch vis work but I feel they don't fit what is needed for this to work
much of the game is puzzles and sneaking around
that demo UE4 did in gdc, with the advanced facial animation
Unreal crashes every time I try to adjust the Bounds volume for one mesh in particular but not others.. why is this? (4.19)
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?
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?
Hello.
I need some help, I'm kinda scared that I fucked myself there.
I got the animation starter pack but I don't know how to properly apply it.
Now my character is stuck in a T-Pose. Can I please get some help?
I'm fairly new so I honestly don't have any ideas how that work. π¦
@trail grotto try search in google while u try to find answer here
I'm trying.
yeah u did good thing
I'm googling but I can't find it. Thanks tho, heh.
the Unrealengine specific search is usually useful, at least for what I search for
I think I tried that but I'll try again.
I really hope I didn't lose my character's blueprint.
https://youtu.be/MZUgicMEc3E it is me just test this kind of song for a games , comment?
Fixed it!
I didn't get the right skeleton.
However, now I can't jump, sprint or anything.
does anybody have a vr goggles? i would like for them to give me feedback on my packed demo
i cannot really tell cause my gfx card is very laggy
No?
okay then
If anybody wants to feel free to dm me
Is there anyways to roll back?
Roll what back?
My game. I wanna roll back to a previous save.
Source Control? I'm sorry, I'm new to this whole thing.
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.
@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"
@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?
Ah. I don't think so. Damn.
There are no earlier saves otherwise
Check for #source-control for help on this
But for your current situation if you don't have an earlier backup saved, you probably can't go back
@hazy birch Yeah sure. Anything that can help.
Luckily it didn't save. Didn't think I'd ever say.
But thanks for the help, Cedric.
Hi, I need an ordered queue which is thread safe, I checked this answer: https://answers.unrealengine.com/questions/180188/analogue-of-priority-queue.html but I dont know if this is thread safe
All, what is the best way to retrieve from a BP a value such as sg.TextureQuality?
the execute console command does not return any values
Do I have to use a custom SaveGame to do that, or is there a way to retrieve it?
Not sure, might just need c++
@glass imp It's still a TArray
And TArrays aren't threadsafe
Only thing he did was using the Heap structure the Tarray is build up on to cycle high priority things upwards
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
Well, an ordered queue I guess is that. nvm. Brain ignored the "ordered" word
But yeah, not threadsafe
Think TQueue is also lockfree
Ah well TQueue is actually thread safe
According to the docs
Hi @regal mulch , thanks for the answer. I need a queue but with the ability to be sorted
I need to queue events by timestamp
and execute by timestamp
and I need it to be threadsafe, as multiple players will queue events
what do you mean by "multiple players will queue events"?
players as in clients on a game server?
i'm mr.dino hello=whaaaa it is my original languageπ
atm I'm leaning toward using TArray with Heap functionalities and then use FScopeLock to make it thread safe
Im thinking of saving all my player data in a huge Struct Wrapper split up in too sections, thoughts?
a dedicated server processes packets from all clients sequentially, there is no multithreading involved just because you have multiple clients
@glass imp
can someone help me in #packaging please
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 π π
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 ?
no when i press the play button in editor π
restart pc , rebuild something in ur game if u think that the problem in it
chaaaaaaaaat plz say something π©
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 )
hey lord of the ring
oh, there is an intro page, still lol
welcome@supple apex
thanks
the arabic voice test?
yes
seems ok to me, depending on how it's used I guess
Is that Voice test related to #ue4-general ?`
Cause this is not a casual chat channel.
Move it to #lounge please.
sorry ill
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?
deleted @regal mulch π π
or just chat here
@supple apex i posted in a forum a something basic but let u know im a super if u believe me
?
but i have problem in english
i know like a phylosophy of the games world but english problem
@supple apex Just post your questions
ah, there is an active forum or something?
:D Just post your question here instead of asking if someone wants to teach you private
No one here likes that
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
sooo noone here knows how to profile initial loading times?
Hi guys I'm new here. I'm having a problem loading fbx's and umap's from pak files. I don't know if anyone can help me. https://answers.unrealengine.com/questions/777190/loading-umaps-and-fbx-assets-from-pak-file.html
@pallid compass can i start it befor starting the game in editor ? and where can i find that profiler
@river ocean you are not supposed to access assets in .pak files like so.
Hey, anyone know what button would be the right vive controller "menu" button?
@frosty bloom cheers how do you access them?
Unless the assets is directly available through the file containing them you shouldn't
You are pretty much asking how to break open the files containing Game assets from any game on steam
anyone know?
@supple apex that is just a matter of preference. There is no right or wrong
@frosty bloom How do you make use of assets inside pak files then?
You don't
do you mean direction or correct-ness @supple apex
^
the names for the vive controller keys are confusing, and I want to know what one is the this button
So if you need to keep state with a physical controller you gotta do that yourself
Oh, well, just play around with it or look up a chart.
I don't have a VIVE anymore
@silver crown I don't understand haha is that not the entire point of pak files? So you can add content later
sorry
@supple apex i sent u private just chat
@river ocean You let UE handle it
ok, I got what button it is, sorry for my confusion right now, I am SUPER new lol
that's alright
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
@frosty bloom It's my pak file though
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
So you know the red node?
the input action node? yes.
Well, can't help you with that @river ocean
All red nodes with an output exec pin and no input exec pin are the same fundamental concept
So Begin Play, Tick, On Actor Begin Overlap
etc
Find any tutorial which uses any of those (events, in BP speak) and you can apply it to your button
@supple apex ill tell u something help u
Also imagine the white wire as a pipe that triggers a water wheel inside the nodes or something like that.
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.
Right. I can't summarize that as elegantly, unfortunately.
That'll just take time and practice.
yeah, I never thought I would see something even more seemingly unneedlessly confusing than blender.
I offer paid tutoring though π π€
It might seem needlessly complex, but I'd wager that you won't feel that way in 5 months
hopefully sooner, I'm just throwing myself onto this.
That's basically what I did to start
I just dove in and made a game prototype in 2 days
super simple, very basic, did things in a poor way. But hey
Gave me content for my blog when I did a restrospective on it
@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
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
understand me?
Lima Bean is trying to go "off the rails" and not stay following the tutorial
Nothing is wrong with the project
ah sorry i saw someone have a loading problem i was think u
yeah, I started a VR game with starter content.
what is ur idea what a game u will made?
my overarching goal is to make vr games tend to be longer, more enjoyable, and cheaper
nice but there are a good ideas and super ideas and other understand me?
I will just start with some silly project and importing some models and go from there.
good luck
@frosty bloom @river ocean There are functions to read from PAK Files
And it's completely normal to do so
Otherwise DLCs etc. wouldn't make sense
Or SteamWorkshop wouldn't work
i remember patapon was easy to made with good idea π π
@regal mulch cheers there has to be. I am able to load materials but having problems with fbx files and umaps
FBX files probably won't work
As you import these and they turn to UASSETs
UMAPS should be possible though
@regal mulch well I did the conversion using the editor so really just a static mesh
@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
Well haven't looked that much into it
I usually just load the umap
Put the name into a list
And let players load them
@regal mulch there has to be something I am doing wrong
@regal mulch have you got any example code of loading a map?
:D Don't tag in every single message
Sorry don't have the time right now to debug that with you
Just wanted to drop in and say that it is valid to do
Since Erik meant yo ushouldn't
Pretty sure he was more concerned about the part of accessing a pak file outside of the engine to strip off files
hmm
RIP 30 minutes of my life, idk where they went, but they didn't get any cubes having impulse lol
Just remember that the goal isn't the thing you set out to do. The goal is learning how things work.
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
Well inputs work per InputComponent or Enabled Input Actor
So the first few actors you encounter that accept input are your PlayerController and the Pawn/Character
You can enable Input on other actors through said node
"EnableInput"
Then they should also accept a simple input
I think its more what to do with an input that works
Button Press what ever
Though certianly knowing how inputs "work" is important
Well though I just explained most basics
The exact input stack stuff isn't that interesting for the start
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
Hey guys pretty simple question. Im coming from unity and man I having the biggest trouble
Getting my code to update in the game
Hey guys I'm having a problem with packaging
For example compiling in visual studio usually makes no changes in the editor
and whenever I solve it a new one occurs
Ill have to compile it in the editor 3 or 4 times before i can finally see a change I made in the log
This is just not right lol
u restarting ur editor after compiling?
whenever I try to package with gradle it makes a Z: drive for some reason
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
It also does that ^^^
You need to restart the editor affter compiling?
"UATHelper: Packaging (Android (ETC1)): Creating rungradle.bat to work around commandline length limit (using unused drive letter Z:)"
why is it doing this
what is the commandline length limit
I think I might have fixed it. Restarted unreal and it said I was missing some dlls and it added it
why is it creating the Z: thing
Halcyon said something about a character limit but I know it isn't hitting that limit
I can't find anything on it
can someone see if they can figure it out from this log: https://pastebin.com/raw/sHiXy1MM
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
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?
hmm
why the **** have I been struggling for like over an hour on such a simple thing? lol
brb
back
I am extremely determined
and clearly also being an idiot.
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
Hey guys, I'm looking for a guide to have multiple idle animations. Can't find any. Can someone give me an hand?
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
that was not at you
oh.
can someone help me in #packaging
ive been stuck on getting this thing packaged for a week now
@trail grotto you can do it with state machine
please?
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
"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"
I saw it
and?
no
uv got another thing coming
I expect someone to read the end part
first result in google search:
https://answers.unrealengine.com/questions/720605/android-packaging-build-fail-ue-418.html
what engine u on?
4.18
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
lemme check i dont remember
if u installed form the engine extra's
it will say in ur path files
its the folder name
i installed from there and from sdk manager
I installed some other ones I saw I should install from forum posts
like other platforms
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
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.
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
ill do some seperately
by the looks of it
@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.
this is gonna take a while
if 1 thing does not work
dont spam install everything else
because ur just creating more problems for your self
So after I do this will I be able to use android-21 for sdk and ndk?
Yes
This is my first app if you can't tell
i can tell trust me
i figured
Install from engine extra's
u can untick that stupid nvidia
nsight thing
or w/e it is
oh god I hate that thing
but everything else to default
it caused me so much trouble
U dont actually need it
I installed 3 different VS's trying to get it to work
Yeah u dont need it lmao
but also while i wait, im gonna ask, why has my gradle never worked
did u agree to gradle sdk terms?
wait wat
if you mean in the android platform settings in the editor then yes
anywhere else then idk
prob gradle not working because u fucked the majority of it up
so u need uninstall everything and reboot
and start clean
it didnt work even when I first started before I was packaging for distribution or anything
dw fam this is just the start
before i installed any of this
I had just used the codeworks installer in the extras folder
and it hasn't ever worked
I've been using ant
also what do you mean by that
well
u cant just ship to 1 android api
u will limit downable capacity
by like
95%
If I package it for 21 which is android lollipop, won't everyone lollipop+ be able to download it?
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
An overview of device characteristics and platform versions that are active in the Android ecosystem.
also etc1
I wasn't getting consistent issues like this until I started packaging for development
distribution*
i got my words twisted there sorry
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
82.3% of android users can play your game if you package with android-21 sdk and ndk
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
Im gonna have to figure out how to set each apk for each different version
im gonna go check out my console
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
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?
yeah pretty much
what games have you made on the play store?
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
Yeah, I'm still struggling with the multiple idle animations.
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
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
wait should I delete those folders in the NVPACK folder too just for extra safety
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
ok
before u do anything else
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.
?
I thought you were talking to someone else tbh
is there anything I can do to check why unreal wont find my mobile device
Did everything as the guides are saying, run out of ideas
how I can check it? what the difference between proper and unproper install ?(
adb device cmd is working fine
lol in the midst of all these installs I see "Uninstalling NVIDIA Nsight Tegra"
because aint nobody like it
and how the hell I should find what paths is the right one
lol wtf, why I did not spot this section
i'm thinking to made a open world game and put in it a character+
movements,( only jump) and name it jump forever π π
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
thanks Halcyon
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 π
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.
do those Default blue boxes have physics enabled?
yes
I made sure that impulse works in general on them
by simply making it impulse every tick
So what are you trying to do? 1 big impulse, small movement?
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
increase the impulse value by thousands, should yield you a good push
that isn't my issue
but thanks still,
my issue is that I can't figure out how to get the input to work
That is very vague.
Do you lack the reference to the boxes? does your input not fire at all? what is the problem exactly?
ok you need to start sharing what you've got.
yeah lol, I have tried tons of things and I am doing something fundamentally wrong.
Question about standards
I see in the documentation Variable names and Functions are capitalized
That the industry standard?
there is no industry standard only project standard
Can't say if it is or not, I prefer if it's capitalized though. I've seen tons of both practises tbh
One of my buddies never use first letter capitalized, I really dislike it lol
So there's different types of casing styles
I believe UE4 uses Pascal Case which is a subset of Camel Case.
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
i do like the b for bools
And I've got a house style
mostly so you know very fast when using them in branches
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
ini redirector?
And where's that? lol
That's not doing shit, as it appears that these static paths are built into assets.
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.
That's in the umap file.
find the docs on how to do redirectors in the ini
they're out there
and I dont feel like looking it up
All, Iβm implementing a multiplayer first person shooter. I want the possibility of seeing the whole body of the player when looking down, so Iβm 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 (Iβve bought all of the available on the marketplace). What are my options to make the arms more stable?
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.
hum
lol
ok, but all iβm saying is that there may be ways to make the arms more stable
maybe do a montage with upper armsβ animation slowed down
Well, yes, by authoring them to be more stable but not for the third person cases.
then blend bones
In comparison, Star Citizen uses the exact same meshes and animations for 1st person and 3rd person: https://youtu.be/_7GG0y8Jmcs?t=12m2s
This week, we go out to our Frankfurt Studio, where Brian Chambers updates us on the studio's progress and we get a complete look at the Vision Stabilization...
ok so thatβs something i could try
iβm currently using same animations in 3rd and 1st
And they've spent probably tens of thousands of man hours fiddling with their animations and camera to make the first person experience palatable.
ok
(You don't have to watch the whole video, I linked a particular part)
any suggestions on what i can try?
Like I said, not having the same mesh/animations for both.
i obviously donβt have that man fire power π
And author the 1st person mesh/animations to look good from 1st person.
so grab 1st person animations and use them on arms only?
(btw thank you for your help)
1st person mesh and animations, yes.
ok thanks
is it SImage? for the image type that can hold textures and materials?
That is the Slate widget that can show textures or materials, yes.
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
It's a widget, not just some type for storing a texture or material. It's a UI element.
Ohh
fuck
I was wanting to store a variable inside my data asset like the UMG images
That can take a texture or material
You could use an FSlateBrush.
Okay awesome i will go look in to it, thank you very much
Though that's basically a struct wrapper that has a UObject pointer property that can be set to a material or texture.
I might actually copy the FSlateBrush struct
and just strip out all the stuff i dont need
so its a little more light weight
The struct isn't enough alone.
There are details customizations to make it friendly in the editor.
Without them, you're dealing with some extremely generic editor UI for referencing any kind of object at all - no good.
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?
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?
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
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
okay well dont use an enum
because creating them at run time would be ba bad idea
oh I read that wrong. FName gotcha. I'll look that up
id start with bp's and getting ur head around the engine
learning real C++ just so I can learn unreal C++ omegalul
going straight in to c++ is just gonna wreck your head
Trying to use a enum for volatile data storage says otherwise π
Learn engine then learn c++
I'm still learning! don't makes fun of me. Now I has a sad
I feel conflicted because I don't know which is going to introduce him to that kind of fundamental first - engine or raw C++
Its gonna make your learning alot slower
I know. I just had a random question and wanted to get a general idea how its done.
"has a sad"
English must not be your native language.
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
alrighty π Thank you.
Make sure you make functions to wrap your interaction with them, if you do that.
np
It'll make moving to anything else super easy
Idk who that is, but if ur talking to me iv got you blocked π
I don't see why, tbh, I've never insulted you directly
I was "annoying" maybe once, and we maybe had a different opinion.
yeah cant see sorry :p
Well then that's your loss, innit?
@dire storm anyway, I was talking to you, for anyone that wants to follow the convo
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
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?
Always, always, always relocate and rename files within the editor.
I've done it all in the editor.
And if it's source code you're relocating/renaming, http://blog.sheevok.com/ini-redirectors (Password: Ishimura)
We're just trying to do the content folder. Consolidate everything into the proper place.
You'll have to be more specific than "breaks everything"
@mortal gale ^
If you're relocating and renaming through the editor, all non-native references should be fine.
There is a lot of missing references
I fixed it.
ππ»
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.
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?
Migrated what? Each set of things? Literally all of the content?
well, I did it to one thing but it migrated what appeared to be the entire project
Because of the references. π
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.
Okay. I will try organizing inside the existing project. But....I'm not convinced lol
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?
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!
you can use java with UE4 now?
talking about an android build
oh
What confuses me is why does it go back to the main menu, restart and then try to travel back to a map?
Also where does Untitled come from?
I suck at ue4, what should I do
guys I need help
How do I get ant to use the right jdk
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
I have jdk 1.7
@manic vault if that's your question, isn't the answer obvious? Stop sucking 
That's like saying to someone with an error in their code to stop getting the error
Curious question, does anyone know the cost difference between using a texture and a UI Material with just texture in it for UI image
No, that's like someone with an error in their code saying "Hey guys, I got an error.. What is the issue?"
@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
@manic vault Watch some tutorials, attempt to recreate what others have done
Im just wondering if anyone actually has any idea the extra cost
@quiet harness For best results, build for Android from linux.
Its prob very god dam small, but i need to know for low mobile targets
Yeah i hear ya. Sorry to say I have no idea tbh. Might even be more efficient for all I know
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 Unless you have experience with UE4s code base i do not recommend you mess with Shaders, use Materials instead.
The Material editor converts the Material graphs directly into HLSL anyway.
Unless you need some non PBR type of look then just stick to Materials and not play with Shader code.
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
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.
That's prob the best
Don't use HLSL, it's proprietary.
Use OpenGL and GLSL, for the best cross-platform support.
@mortal gale im not installing linux
RIP Android development then.
Well, Windows is pro-issues. lol
Works fine on windows
I installed JDK 1.7.x and I set my Path Environment Variables
trying to package
if it doesnt work then to gradle
U shouldnt need to install jdk seperate
Or set path
The installer fixs it all for u
it didnt
Then something wrong with ur os
I have debug symbols for packaged game but crash is still telling me there are no debug symbols.
no u
That's prob a problem with your shader nonlin
@manic vault shader?
what does this mean https://pastebin.com/RBgTBurj
Quick question: Can you bulk edit static mesh's to assign a material?
Searched it up and a ue4 dev said they removed it but may add it in the future (this post was from 2015)
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.
huh, is this the day I finally have to give up on something?
I have been trying for about 8 hours to do this simple thing now lol
like, it is the silliest flipping thing too lol
this is a story I will be able to tell for days lol
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.
just one cube even, I don't care lol
if anyone either can help with this, or get me mentally evaluated, that would be nice lol
Seems odd. Is it a lack of knowing what to do or the engine not working?
Have you done enough learning on how the engine works yet or just jumping into it.
I learned it a bit, mostly just jumping into it
MathewW's channel is amazing btw but I don't have a link.
guys I get a spam of these: UATHelper: Packaging (Android (ETC1)): Warning: com.ads.util.Tappx$1: can't find referenced class
So where are you actually stuck at. Have you got a button that works
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
I can not figure out how to get the signal of the button to get to the cube
So by button do you mean controller button or UI button or keyboard button.
my goal is a button on this vive controller, but a keyboard button would be identical
for clarification I am trying to move the blue grabable objects that are in the VR preset
Sounds like your stuck on communication between objects then assuming you have input working.
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
And assuming you have the impulse event working on the object as well
yes
@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
Any idea which heading it may be under?
@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.
They must have not added it back in. Shame. Grunt work for me tonight!
@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?
Thanks for the help π
all of them to start, I have no idea where to begin in this, it is probably a very simple solution lol
Please someone? What does "UATHelper: Packaging (Android (ETC1)): Warning: com.ads.util.Tappx$1: can't find referenced class" mean?
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.
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
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.
So the easiest way is to use a get all actors of class node to get the cubes and store them for later.
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
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.
This is super generic and it gets them all but it's a start
@grim ore idk, I feel there is a way to do this, you are able to pick up the cubes
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
It's very simple as long as you know exaclty what object you want to talk to
Knowing what object you want to talk to is the problem
what exactly do you mean?
When you push the button how does the program know what exactly you want to apply the impulse to?
ah, yeah, that is the thing I can't figure out
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.
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?
aw boy, gotta finish a game in a week, while not feeling motivated to do so π
I dont get how people do it
@real flare just create a project using the third person template and migrate the assets
Anyone know of a way to pause the game while possessed?
almost like a shortcut, like alt + P would be n ince
Alright boys I have a problem. Do you guys normall gitignore your .vs folder?
anyone having problems getting to download page for ue4?
@urban meadow link?`
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
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 π€
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
How do you properly share things between projects?
Like if they have similar materials, mechanics and you want to update most of them in the same time
As far as I know, you have to keep migrating them
you could make a content plugin
so just don't work on a several projects in the same time so you don't have to migrate things daily?
Generally
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
can you copy files from one content folder to another content folder or it's bad idea?
it won't work
Hey, is there a section for suggestions?
well it works for materials for me. Just need to fix some errors every time
I not sure what is correct way to do this
migrate them, or make a content plugin
what is content plugin?
just a plugin that contains content instead of code
Yeah a plugin is your best friend in this case.
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
but how you create plugin full of materials?
read the plugin docs
Basically the folder structure of a plugins is similar to a project.
By default it does not have a content folder though.
Unless you make a content plugin. π
btw is it the same way you do dlc stuff? Or am I confused?
I am not sure how you would do DLCs.
I would imagine this is just another version of your game? Maybe a plugin could work... not sure...
I think I am really bad at managing content atm
I not sure how to research best practices about managing similar things is several projects
Are you really making multiple games at the same time? I can't finish one! π
Arch viz
and some game prototypes
so yeah it's kinda needed specially with materials
Yeah... I guess two choices for you... All stuff in the same project or content plugins.
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.
so a way to merge only parts of the two would be very nice
Just watch this (https://www.youtube.com/watch?v=jvkFrETmCoA).
Support me purchasing my work: https://cronofearsoftworks.itch.io/ue4-auto-save-and-load-system-with-compression You can support my tutorials donating in my ...
thanks!
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?
Pack them into RGB separately instead
Yeah and it's the best one. Just don't bother with blue for the background, you can just have black as the background
You don't need to mask the base layer, that's just the base.
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
So in a normal RGB map without alpha, you get 4 usable layers.
I've seen a way to do it once before, but its was mega expensive. Bad idea to use it.
Make a substance graph that can automate it with a gradient map
That can automatically assign values to colors, should be able to do the job.
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
You can do something like this
And just any greyscale map like you have you feed it will work
If you assign the values correctly
allo
how do you port blender models/textures to UE4?
do i have to port it to unity then UE4 or i can just port it directly to ue
yeet.
google stuff at least once before asking here, its just kind of rude
you do